Build, automate, and optimize your own village on procedurally-generated 3D terrain. Use marble-run chutes, railways, logistic blocks, conveyor belts, and a variety of worker units to research useful new technology and keep your houses supplied with goods.
Recent Reviews:
Very Positive (33) - 84% of the 33 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (618) - 87% of the 618 user reviews for this game are positive.
Release Date:
Mar 12, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I've been running the game in a limited beta for several months now, improving the game based on feedback & suggestions. The foundation is solid and it's ready for a wider audience, who I hope will be able to help join the discussion and help me decide how to implement various features and brainstorm further improvements to the game as it continues its final phase of development.”

Approximately how long will this game be in Early Access?

“I anticipate at least six more months to finish up the planned set of features, polish, and improvements that I feel it needs to be considered a '1.0' state. From there, I will add on any larger modules of functionality post-launch if there is enough interest.

It's possible the game could wind up with an increased scope that might warrant a longer Early Access period. That'll be a decision to make based on the community's response to the game.”

How is the full version planned to differ from the Early Access version?

“There are a large number of planned changes I think will meaningfully improve the game: tons of quality-of-life features, more end-game goals, Steam Workshop support for creating and sharing custom maps & scenarios, all-around visual polish & sound effects, balance changes, optimization, more customization and decorative options, better tutorials for late-game technologies, as well as upgrades to gameplay systems of trains, water, and computational circuits.”

What is the current state of the Early Access version?

“The core set of gameplay is intact and stable, and playtesters have been getting dozens or hundreds of hours out of it. Players can create games on randomized & infinite terrain, and work their way through the entire tech tree. There's no official end-game state or story /campaign mode, but once players reach the end of the tech tree they can keep optimizing their town for a long time. In-game visual assets are mostly final. Many of the localizations are works-in-progress that will need to be improved over time. The game has music, but most sound effects are missing. There is a creative mode where players can build any amount of objects they want with no costs or limits. There is a basic tutorial to get new players up to speed. There are no combat or survival elements, and there are no definite plans to include this, but that could change based on feedback.”

Will the game be priced differently during and after Early Access?

“The price will be the same after Early Access.”

How are you planning on involving the Community in your development process?

“I run a Discord server that I use every day to chat with players and get a sense of what features & fixes are most important. I love hearing suggestions for how to make the game better, and I will continue to use this throughout development:”
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SPECIAL PROMOTION! Offer ends July 9


Recent updates View all (20)

June 25

New music, faster loading times, and Summer Sale 20% discount!

A couple new updates have been released since the last announcement. Some of the big changes:

- More fantastic music from Clark Aboud! Some of these tracks only play when your town is sufficiently advanced.
- Loading times much faster
- Better terrain generation, so that starting areas often have more land and less river (see above screenshot)

Many other fixes & balance changes:

  • Farms will no longer slow down harvesting speed when applying water or fertilizer
  • Fixed boats changing height position rapidly when moving along shorelines
  • Fixed Steam Power Plant not correctly consuming resources when generating power
  • Fixed Barns sometimes duplicating inventory when upgrading
  • Workers carrying multiple items will attempt to deliver to multiple nearby Houses before resupplying
  • Changed Elemental Temple cost to require Ether, not Omnistones or Earth Crystals (don't want construction to require own outputs)
  • Caravans will prefer faster Road routes like Wagons do
  • Fish Stew value increased from 15 to 25 Yellow Coins
  • Sandwich value increased from 26 to 30 Yellow Coins
  • Added Emissive texture to Houses
  • Added back terrain shadows
  • Fixed water navigation not updating during large terrain changes
  • Fixed missing resources if changing Mesh Instancing setting after loading a new map

Still working on the Omnitemple, which should provide a really nice endgame challenge along with some infinite research to endlessly improve your town!

And as part of the Steam Summer sale, I put Factory Town 20% off the normal price. If you've liked the game, now would be a good time to get your friends in on it :D


7 comments Read more

June 20

Update! Cargo Boats, Caravans, new House models, Temple research

Some useful new worker units and cosmetic upgrades!

You can now build Cargo Boats, once you've researched Boatbuilding and Machinery. These heavy duty boats can carry a LOT of goods, and can even carry 4 different item types at the same time!

You can now build Caravans, which are high-capacity wagons. They also can carry multiple item types at a time, or a lot of one item. Like Wagons, they are much faster on roads.

Houses have new models, that will changed based on the House's upgrade level. So you can more easily see which houses are ready for upgrades!

Added new models for Harvester Drill and Tree Planter

You can now build your own Elemental Temples, once you have completed the required late-game research. Once you have completed the research, you can also move or destroy the temples that spawned naturally on the map.

Other fixes & improvements:

  • Added new Video setting that allows disabling of Mesh Instancing (may help performance on some machines)
  • Fixed selection of tree planters hiding tree growth details
  • Fixed splitters sometimes ignoring valid outlet options
  • Fixed workers being removed if placed without being given any tasks
  • Fixed bug where the Menu Pause would disable when on the Audio Settings panel
  • Well is now unlocked from start of game, in case starting biome has no water


15 comments Read more
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About This Game

Start with just a few workers and a single building in the middle of the wilderness. Explore your surroundings and harvest trees, crops, and minerals, then process them into increasingly valuable goods.

Invest in research to unlock automated machinery and logistics to optimize your transport networks & production chains, eventually discovering magic-powered systems that allow clever players to boost their efficiency to extreme levels.

- Tons of optimization tools at your disposal - roads, wagons, minecarts & railways, marble-run chutes, conveyor belts, and other magical and physical contraptions
- 3D terrain will make it a challenge to deliver your resources from high in the mountains down to your production centers
- Infinite, procedurally generated map with lots of parameters to adjust
- Build complex logical systems with gates, triggers, and filters to make sure resources get to the right destination
- Manage supply chains to keep your population supplied with food, clothing, medicine, and other important goods
- Use simple click-and-drag actions to directly issue behavior commands to workers, telling them what items to pick up and where to deliver them.
- Unlock magical secrets to boost your production buildings to absurd output rates
- Mountain in your way? Need a river? No problem - use the terrain sculpting tools to shape the world to suit your needs.
- Sandbox / Creative Mode / Powerful procedural world generation & map editor tools

System Requirements

Mac OS X
    • OS: Windows 7 64-bit
    • Memory: 1 GB RAM
    • DirectX: Version 11
    • Storage: 250 MB available space
    • OS: Windows 10 64-bit
    • Memory: 2 GB RAM
    • DirectX: Version 11
    • Storage: 250 MB available space
    • OS: 10.10
    • Memory: 1 GB RAM
    • Storage: 250 MB available space
    • OS: 10.13
    • Memory: 2 GB RAM
    • Storage: 250 MB available space

What Curators Say

41 Curators have reviewed this product. Click here to see them.

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