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 (221) - 92% of the 221 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (826) - 89% of the 826 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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Recent updates View all (21)

July 5

Update! End game building 'OmniTemple' and Infinite Research

For a long time, the game has needed a more meaningful endgame. The first big step towards that is complete!

There's a new giant building called the OmniTemple. It is massive (5x5) and not only costs a lot to build, but you also have to bring a huge amount of resources to the construction site in order to complete it.

Once it is complete, it will randomly request Offerings of various specific high-end goods - and lots of them. Producing and delivering all these goods will require reconfiguring and optimizing your production chains.

But the rewards for doing this are significant - you earn Star Coins that are only produced at the Omnitemple, and these Star Coins are used for a wide variety of new Infinitely Repeatable research. Providing benefits such as:

- Increased overall town production speed
- Higher House Maximum
- Greater Crop Yields
- Faster Temple, Shrine and Recharger speeds
- Faster Conveyor Belt and Mana Pipe transmission speeds
- Greater bonus from buildings' OmniStone upgrades

And remember, these research recipes are repeatable, infinitely (provided you can supply the ever-increasing cost). So you can improve your town to ridiculous speeds!

There's also a number of bugfixes & quality-of-life improvements.

  • Added final soundtrack song
  • Removed population requirement from Packagers
  • Removed happiness bonus from Packagers, Temples, and Shrines (as they are unstaffed)
  • Fixed bug where floating paths could be created by drag-deleting underlying scaffolds
  • Reduced Temple crystal crafting time from 10s to 6s
  • The 'Copy Cursor' tool will select the appropriate farming action when used on a natural resource (in non-creative mode)
  • Added clearer range indicator for buildings that have an Area-Of-Effect
  • Input and Output inventory slots can be inspected, so items can be trashed if necessary
  • Added highlight effects to Inventory Slot Detail panel buttons
  • Fixed farms not applying water or fertilizer if they were the only active recipes
  • Research to build Elemental Temples is hidden until available, to prevent confusion when no natural Temples found yet
  • Elemental enchanted books can now be used to provide Writing Materials to School at 50 apiece
  • School Writing Materials capacity increased from 100 to 200
  • Workers now move as fast on Roads as they do on Foot Paths
  • Angled terrain is no longer highlighted when placing buildings, to make it easier to find flat ground
  • When recipe can't produce because is missing currency, the correct currency icon appears
  • The +4 bonus to population that the base provides is removed once it reaches level 10, so that population maximums are a more round number

Enjoy! Up next on my list are OmniPipes and Fisheries.
5 comments Read more

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


16 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

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