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.
All Reviews:
Very Positive (398) - 85% of the 398 user reviews for this game are positive.
Release Date:
Mar 12, 2019
Developer:
Publisher:

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Curator Review

Recommended
By Just Good PC Games March 12

“A City Builder / Factory hybrid Factory Town is complex with a charming artstyle opting to go for Magic instead of Sci Fi tech in the end game. If you like Factory Sims get it.”

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: https://discord.gg/Gyv3NKJ”
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Recent updates View all (7)

March 18

Week in Review - March 18

My plan is to post these notes on a regular basis to keep players up-to-date with changes I've made and what I'm planning on focusing on in the coming days. So without further ado, here's where the game is at:

Changes

Since launch I've fixed a number of problems that became evident at launch:
- Improved localization (French, German, Russian)
- Fixed chute dropoff issues
- Improved screen edge scrolling
- Improved worker selection
- Improved stability, saving & loading issues

I've been putting patch announcements in this subforum, which you can subscribe to if you want notifications: https://steamcommunity.com/app/860890/discussions/3/

(If any of these issues led to writing a thumbs-down review, that's totally understandable, I just ask you consider revisiting it as these issues are addressed!)

Up Next

There's still some critical usability issues I want to fix this week - the ability to drag-select workers (or groups of workers!), add ability to move buildings, keep hunting down intermittent crashes & performance issues, and add some achievements and provide a clear goal at the start of a new game.

I'm still trying very hard to keep up with all the forum posts & feedback, if I haven't responded it's just because I've been addressing other issues and will try my best to get to them all! I'm also working on a detailed public roadmap so players can see all existing planned features & bugs, and vote on their priority.

Once these key usability issues are addressed, then I will start focusing on balancing what is here, and then on expanding with new content, mod support, & end game goals.

Thanks as always for your continued patience & support!
20 comments Read more

March 15

Launch week status update

Here's an update on how launch went:



Seriously, I can hardly believe the interest in this game from everyone, and your support for this project in its early stages means I can keep working on it for a long time, invest more resources into art & music, and in general make it a bigger & better game that I hoped it could be. As a solo dev who has poured years into this project, it's all I could have hoped for. So, THANK YOU!!!

I know there have also been a number of problems that showed up launch week - I've been hustling all week to get the biggest ones straightened out, these have all been fixed:

  • Fixed path overlays sometimes earning resources
  • Fixed items getting stuck at the start of chutes
  • Fixed poor localization of French and German (The Russian translation will soon be updated as well!)
  • Fixed blue screen on launch if Steamworks doesn't initialize
  • Fixed autosave not working if you don't give it a name first
  • Fixed some errors loading save files

I know there is still a random crash plaguing some users - it's a very hard one to debug, but I am trying my best, if anyone has clues please let me know!

Otherwise I've been sorting the flood of very helpful feedback & suggestions, hope to have an organized public list of features & bugs that people can vote on to help me prioritize. Once things get stable then I can start on the very large list of quality-of-life improvements, additional features, and balance improvements that the game needs.

As always thanks for your patience, progress may be of the 'slow and steady' variety for some time. Keep an eye here, the forums, and the discord for future notes.

Cheers!

Erik
37 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

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

What Curators Say

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

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