About the Game
Your journey will start on an abandoned island with a small crew of loyal workers. In order to survive, you will need to mine raw materials from the earth, grow food, build factories, manufacture products, construct vehicles, research new technologies, explore your surroundings, and trade with other islands. If you do things right, you'll work your way up towards an industrial superpower and you can even start a space program! But this is no easy task and you will be put to the test to keep your settlement alive.
Mine raw resources on fully dynamic terrain
Dig out mountains, carve valleys, and terraform the terrain to create efficient mega-factories. Find the natural riches of your land and use them to expand your empire. Mine coal, iron, copper, gold, or pump underground oil and water! Make open-pit mines to extract valuable ores from underground, or just dump excess rocks into the ocean to create a new land to build on! Remember that no mountain is tall enough for your fleet of excavators!
Additionally, the dynamic terrain system allows you to create access to various levels of elevation throughout your island. Dig or dump terrain to create slopes between hard to reach places so that you can have the most efficient path for your vehicles.
Manufacture products and optimize massive factories
Start simple - smelt iron, mix concrete, create construction parts, and grow food. Soon you will be able to expand into crude oil processing, electronics, solar panels, data centers, and even rockets. There are over 200 unique products to explore and work with!
Build vehicles and transport products

Logistics systems ensure that trucks will automatically deliver products where they are most needed. You can configure the logistics to make it more efficient. Don’t forget to build enough trucks or upgrade existing ones to keep things moving!
Move cargo with trains
Build short trains, long trains, double-headed trains, even ones that run in reverse. Thanks to our unique signal-free rail system, creating complex networks is a breeze. And with continuous loading, train size is no longer limited by station size—make them as long as your infrastructure can handle.
Build conveyor belts and pipes
Use conveyor belts and pipes to route products efficiently and relieve stress on truck-based logistics. The transport system supports vertical stacking and auto-pathing for easy placement. Balancers and sorters also help organize your assembly lines by providing priority and sorting functionalities.
Farm your land
You need to feed your people by growing simple crops such as potatoes. Later, you will be able to grow more advanced crops such as wheat or soybeans and process them to make more kinds of food and products. You can also produce fertilizers and use greenhouses to keep up with the food demands.
Grow your settlement and provide for your people

To staff your factories, farms, and vehicles, you need people, and lots of them. Build housing and provide essentials to your citizens such as food, water, electricity, healthcare, and household goods. Population will grow on its own depending on their health and happiness, but you can also recruit and rescue populations on the world map to help aid your island.
Build complex oil and chemical refineries
Break crude oil down into different usable fractions using multiple refining stages. With the ability to stack pipes you can create compact and scalable plants that can make all the oil-based products you will need for your growing empire.
Research new technologies
Research is a must have! Unlock new buildings and materials and make your factory more efficient. New technologies will change the course of your future. Your factory will grow more efficient and advanced with over 140 technologies to unlock.
Import and export resources to and from your island

Establish shipping lanes with cargo ships to fill the gaps in your production by bringing in various products such as crude oil, wood, or quartz. While the resources on your island may be limited, the world is not! Later you will be also able to establish shipping contracts with other islands for periodic exchange of goods.
Explore the world, trade with allies, fight pirates

Repair and upgrade your ship with better engines, armor, and weapons. Explore your surroundings, find refugees, allied settlements to trade with, discover more resources, and be ready for naval battles with pesky pirates!
Get to space!
Research and develop your way to space flight. Launch a rocket as a true test of your settlement’s accomplishments.
Screenshots
24 imagesVersion Information
Steam Patch Notes
Official update history
Improvements
* The selected game speed now stays highlighted while paused, and the pause button toggles.
* A save that fails because the drive is full now reports the free space instead of a generic error.
Simulation determinism
* Fixed cargo depots and shipyards losing their blocked ocean area in ship path-finding on every load.
* Fixed bridge entrances closing and reopening during load.
* Fixed forest floor growth processing trees in a different order after a load.
* Fixed more minor things causing divergence such as unreachable designations, pending ship pathability changes, and train path searches.
Fixes
* Fixed T2 universal wagons getting stuck at loading stations because they advertised one more unit of capacity than they could load.
* Fixed the truck dump bed animation breaking when the game was paused mid-dump.
* Fixed newly spawned vehicles briefly rendering at the position of a previously despawned vehicle or at the map origin.
* Fixed vehicles jumping to invalid/outdated positions when a GPU readback failed. They now keep their last position instead.
* Fixed moving trains reporting an error and interrupting their movement update when a wagon reached the end of the train's known path, which could leave wagons lagging behind the locomotive.
* Fixed trains braking earlier than needed or stopping at pass-through waypoints after track edits, reversing, or repeated loads, due to stale block reservation data.
* Fixed copy-paste errors on freshly placed train tracks.
* Fixed rendering errors on a train track upgraded in place.
* Fixed a train track support error that made a save unloadable.
* Fixed an error when pausing construction of a bridge that had a track placed over its lane. Placing tracks over a bridge's own tracks is no longer allowed.
* Fixed inspector errors after deconstructing or scrapping an entity from its inspector.
* Fixed a truck error in surface mining jobs when the truck reached its goal in the same update the goal was assigned.
* Fixed tree harvester errors on load and spurious "Truck too far!" and "Harvested tree too far!" errors.
* Fixed errors in the port highlighting of transports and mini-zippers.
* Fixed a storage error "Attempted to divide by zero" while outputting products.
* Fixed a fuel truck error when its refuel target was recovered to a depot or scrapped before the job started.
* Fixed vehicles stuck on unreachable terrain never being teleported to a depot when no depot could accept them (e.g. all depots full or of a different type), leaving them stuck forever. Any depot's spawn position now serves as the fallback.
* Fixed an error when drag-selecting stations onto a train stop that already contained them.
* Fixed errors from building previews reaching past the map edge.
* Fixed an error when clicking without dragging with the rectangle area tool.
* Fixed an error when confirming a save overwrite with Enter.
* Fixed the game failing to start when the train path heuristics files in the game folder could not be opened for writing (e.g. a read-only install folder or a restricted user account). The files are now opened read-only, and a locked or corrupted file is skipped instead of preventing the start.
* Fixed custom maps referencing a removed mod's virtual resource failing to start a new game.
* Fixed a missing blueprint library being reported as an access failure.
* Fixed terrain surface recovery (e.g. dirt turning back into grass) stalling for some tiles after a load.
* Fixed a storage overfilled by a mod overflowing its inspector bar.
* Fixed a vehicle recovered to a depot never respawning when its recovery was requested again while it waited to respawn.
* Fixed the rocket countdown mute button reporting an error even though the mute worked.
* Fixed an error when dismissing a notification that was already gone.
Note: If this update breaks any of your mods, you can keep playing on the v0-8-7c-legacy branch until they are updated. Alternatively, load your save on that branch and run the export_recovery_save console command. The recovery save it creates can be loaded in the latest version even with those mods removed. This legacy branch is not permanent and will be available for a few weeks.
* Transports and mini-zippers now highlight the ports of the entities they connect to (including their suggested product icons).
* The in-game hub UI now loads images and files from a CDN, making loading faster.
* The in-game downloader now verifies the integrity of every downloaded file.
Simulation determinism
* The game is now deterministic across a save/load boundary. A loaded game continues exactly as the game that saved it would have.
* Fixed number formatting and parsing that depended on the operating system's locale, which was a source of errors (e.g. "1.5" vs "1,5").
* Entries sorted by translated names are now sorted according to the in-game language instead of the operating system's locale.
* Fixed train path-finding reading track and train state that could change mid-search.
* Fixed partially loaded bridge path-finding heuristics steering vehicles away from whole map regions instead of falling back.
* Fixed bridge path-finding heuristics loading incorrectly when the game's install path contained the word "exit".
* Closest and best candidate picks (depots, launch pads, ore sorting plants, designations, trees, vehicles ahead) and train update order now break ties deterministically.
* Asteroid crater generation and polygon rotation now uses deterministic fixed-point math.
* Map generation with "--terrain-gen-threads 1" now works properly.
Performance
* Fixed cleared forest areas staying queued for forest floor recovery for excessively long time. Existing saves recover after a few in-game months.
* Vehicle connectivity data is stored ~5x more compactly, making compressed save files 8-14% smaller and its restore on load 4-5x faster.
Fixes
* Fixed height 3 and height 4 ramps having a tile that was visually blocked but not blocked by the layout.
* Fixed stopped conveyor belts visually scrolling after coming back into view.
* Fixed the map editor's forest tool preview placing trees on ocean and boundary tiles.
* All simulation math now runs on a pure-integer arithmetic, so results are bit-identical across CPU vendors and machines.
* Fixed vehicle path-finding that could finish on different ticks on different machines.
* Fixed ship path-finding behaving differently depending on whether the pathability overlay was open.
* Fixed terrain props (rocks, bushes) generating non-deterministically.
* Fixed erosion particles overshooting their step during map generation, which could reach far enough to cause a race conflict with a chunk generated on another thread (this fix applies only to newly created games, existing saves are unchanged).
* Terrain generation now computes a fingerprint that is checked on load, reporting a warning on mismatch. Added the print_terrain_fingerprint console command for bug reporting.
* Fixed the cut & paste tool destroying entities outside of the simulation. The consequence is that the paste placer now opens one tick later.
* Fixed prototype initialization order depending on the operating system's locale.
* Fixed equidistant or equal-priority candidates being non-deterministically picked by internal collection order. Tree, chunk and forestry tower selection, truck and buffer assignment, and train dispatch orderings now break ties deterministically.
* Stacker tower tip paths are now ordered deterministically without floating-point math.
Performance
* Fixed dictionaries and sets keyed by tile positions sometimes degrading into linear scans due to unfortunate hash collisions. Worst-case lookups are now 2-3x faster.
* Terrain props are ~4x faster to generate.
Fixes
* Fixed an error in the in-game hub's markdown viewer caused by multiple font requests.
* Fixed images floating in hub text being removed; they are now shown below the text instead.
* Improved image alignment in the in-game hub and updated the links on the main screen.
* Optimized truck buffer balancing when storages or dumping designations are cut off from trucks, which caused FPS drops at high sim speeds (over 10x faster in those cases).
* Fixed incorrect layout of height 4 ramp entrances.
* Fixed trains planning switchbacks that ignored critical sections when the switchback point was in the middle of a partly critical track piece.
* Fixed trains that reversed while holding block reservations never releasing them.
* Fixed grade 1:4 to grade 1:8 track transitions being used when building in G8-only mode, they are now allowed only when building from or attaching to a G4 piece.
* Fixed path-finding heuristics for tracks with R30 curves.
* Modular ramps can now go up to height 4, being able to go above train tracks.
* Vehicles now approach ramps slightly faster.
* Trade dock cargo is now included in the global search.
* Increased the number of switchbacks allowed in a single train path from 16 to 32.
* Trains no longer plan switchbacks inside critical sections.
* Vehicles that cannot cross water no longer report "struggling to navigate" because of bridges.
* Improved job assignment so that regular trucks stop hogging cargo reservations that only amphibious trucks can deliver.
* Pasted blueprint strings are now limited to 64 levels of nested folders.
Performance
* Virtualized the save and load window lists, removing the lag caused by having too many save files.
* Optimized the train track inspector; checking whether tracks can be electrified is now spread over several frames to avoid a hitch when opening it on very long track sections.
Fixes
* Fixed dump trucks failing to path to mega-excavators placed in narrow areas.
* Fixed trains recovered in depots failing to find a path because their speed was not reset.
* Fixed minor train teleportation when changing track length or critical sections near a switchback point as the train was approaching it.
* Fixed train track support previews not being cleared correctly, which caused errors and allowed impossible changes when using Ctrl+Shift+wheel.
* Fixed the train station waypoint tool freezing the game when the selected track was removed.
* Fixed vehicle connectivity sometimes reporting incorrect disconnects.
* Fixed rockets that could end up stranded at the map origin.
* Fixed rounding losses in unity from decorations, which is now aggregated across all settlements at once.
* Fixed chart highlighting stopping to work after the chart refreshed its data.
* Corrupted save files now fail with a clear error instead of an out-of-memory error.
* Fixed a possible game freeze in highlight rendering and restored the tower highlight on area hover that was temporarily disabled because of it.
* Fixed transport highlights that could get stuck or attach to the wrong transport right after an upgrade.
* Fixed an error when splitting a transport that had a pending downgrade or replacement.
* Fixed transport previews not being removed after canceling a drag placement.
* Fixed a stranded pause icon when demolishing paused transports.
* Fixed aprons flattening nearby terrain that they should not affect.
* Ramp entrances no longer flatten terrain under their open areas.
* Auto-placed surfaces now override buried surfaces, so a building placed over a dumped-over surface gets its surface properly.
v0.8.6c
* Improved blueprint grid visuals for train tracks and conveyors.
* Fixed transports being destroyed whole by floods, asteroid impacts, and collapses near ramps; now only the affected stretch is removed.
* Fixed a possible hang when removing entities after an asteroid impact.
* Fixed that placing a transport right after canceling another placement could replace a wrong transport.
* Fixed a rendering error when downgrading a transport that was carrying products.
* Fixed trucks that would never reach their goal when their destination was another vehicle.
* Fixed an error when a vehicle's designation was completed while the vehicle was still on its way.
* Fixed all roads being shown as unpathable in the road pathability overlay.
* Fixed a stacker tower error that could permanently stop its operation.
* Fixed predictive sim speed being temporarily stuck at 1x on new maps.
* Fixed the truck inspector construction badge sometimes showing an incorrect state.
* Fixed an error in the settlement housing module inspector.
* Temporarily disabled the tower highlight when hovering its area to prevent a game freeze/crash.
* Fixed train station modules disappearing when zoomed out too far.
* Fixed train track overlays rendering incorrectly against blueprint stations and tracks.
* Fixed a minor shelf visual issue on the T2 universal wagon.
* Fixed vehicles jumping when entering or exiting roads in laggy games.
* Improved vehicle following detection to reduce potential vehicle deadlocks.
This is just a hot-fix, don't miss our today's Update 4.2 release! https://store.steampowered.com/news/app/1594320/view/674000651716396623
* Increased the maximum camera distance by 50%.
* Added a new adaptive simulation speed mode that lowers the sim rate before frames start dropping, keeping the game smooth under heavy load. It is the new default and can be changed in the settings.
* Mine and forestry towers areas, and logistics zones, can now be edited together. Editing one area shows all of them at once so it is easy to switch between them.
* Added a configurable Ctrl+M shortcut to open tower area editing directly without going through an inspector.
* Hovering a tower area now highlights the tower it belongs to and shows a connecting line.
* Surface clearing now respects truck zone construction filters.
* Train station modules now distribute products evenly between both sides.
* Reworked linked storages:
- A storage can now only be linked to a single station.
- Logistics is automatically disabled on the linked side while the station is loading or unloading it, preventing trucks from "stealing" reserved cargo or space from trains.
- Port restriction sliders now reduce the storage amount and capacity available for train reservations.
* Improved train pathfinder heuristics to discourage routing through other stations and network waypoints when an alternative exists. Trains far from a busy station are now much less likely to try to squeeze through it.
* Removing a waypoint now replaces it with the matching base track (electrified waypoints leave electrified track, normal waypoints leave normal track).
* Mining designations now ignore bushes and stumps that sit below the designated mining level.
* Train UI improvements such as job information to the train status row or a new open inspector button to arrivals.
* Trucks will no longer deliver parts in small amounts when products are low and are trickling in to storages one by one.
* Recovery saves now preserves logistics zones.
* Console commands now reject undefined enum values instead of silently accepting them.
* Improved console command error messages and help formatting.
Performance
* Construction and deconstruction are now processed in chunks, greatly reducing the cost of dense construction sites (measured ~4x speedup in vehicle buffer balancing on a large save, with spikes reduced from 40ms to 10ms).
* Added a vehicle connectivity manager that detects unreachable destinations without running a full pathfinding search, drastically reducing pathfinding cost and stuck-vehicle behavior in disconnected areas (over 10x pathfinding savings on some saves).
Fixes
* Vehicles no longer show red "cannot reach" lines and notifications for targets they do not need to path to anymore.
* Fixed level crossings not closing when a track was under deconstruction.
* Fixed the new-content dot not clearing when a building was upgraded.
* Mod config dialog now allows typing negative numbers for parameters whose minimum bound permits it.
* Fixed pause button not working for trains parked at a depot while assigned to a network.
* Fixed train network product statistics ignoring the per-station train limit.
* Fixed stacker tower incorrectly reporting invalid rail segments.
* Fixed active settlement bonus UI indicator showing "" before the floater faded in, and the warning color not being applied to the right element.
* Fixed non-storable products being assignable to train station modules by feeding them in, bypassing the train compatibility check used by the UI pickers.
* Fixed pollution values shown in vehicle, locomotive, and train designer tooltips ignoring the fuel-consumption and pollution game difficulty multipliers.
* Fixed "stored quantity" being shown on the settlement internet provided building.
* Fixed visual flicker and notification toast spam caused by same-tick notification retriggers.
* Fixed stale arrival rules after replacing station modules with an incompatible type.
* Fixed train capacity changes through edicts leaving unrealistically high loading targets that could prevent the train from departing.
* Fixed waypoints being assignable as fuel stations in train networks.
* Fixed stacker tower keeping a stale target after a configuration change when no input was available.
* Fixed trucks swarming to a single excavator instead of distributing across multiple available ones.
* Fixed truck pickups stalling at storage buffers that never naturally fill up; partial loads are now allowed after 60 seconds without activity.
* Fixed hydrogen ship engine particles.
* Train dispatcher now tiebreaks between equally-good idle trains by picking the one closest to the supply station.
* Improved colliders for train tracks, stations, bridges, and roads.
* Improved fluid and loose train wagons 3D models to LOD popping.
* Fixed that two mods both using a config.json file would fail to register.
* Fixed that trains could align at the wrong module or fail to match departure conditions when the station was changed during alignment.
* Fixed that two trains needing the same fuel type at the same fuel station could interfere and neither would receive fuel.
* Fixed that train networks could ignore higher priority jobs in favor of lower priority ones.
* Reintroduced network train timeout based on transfer inactivity rather than total time at station, with a notification when a train is forced to depart.
* Terrain inspector tool no longer rounds tile sizes.
* Fixed terrain physics stopping on tiles touched by a recovery save load.
* Fixed terrain physics and disruption not fully recovering after loading a recovery save.
* Fixed config references becoming stale after save/load, which could cause difficulty changes or mod overrides to apply to outdated copies.
* Fixed stacker tower premature warnings.
* Fixed that ramps could be built perpendicular to start ports when port avoidance was enabled, preventing the port from being used.
* Fixed balancing between flipped train stations.
* Fixed unstable pipe start direction when the first segment would be vertical.
* Fixed terrain inspector not showing layers below intermediate bedrock.
* Fixed an error when trains pulled away from a station that required reserving critical sections at the nose.
* Fixed "cannot path" notification briefly appearing at turn-around stations.
* Fixed errors and incomplete loads caused by orphaned train track pillars/poles.
* Fixed tenders not functioning correctly when reversing.
* Fixed cancel job tooltip showing stale product from previous train.
* Fixed a memory leak that prevented the game from releasing memory after returning to the main menu.
* Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior).
* Added a camera motion damping slider.
* Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities.
* Fixed errors and visual glitches on instanced entities after switching them between blueprint and placed state.
* Fixed error when drag-placing train tracks after a previous placement had been aborted mid-sequence.
* Fixed error after loading certain saves with ocean-adjacent entities.
* Fixed a rare issue where an unsupported conveyor or pipe could disappear when a connector was placed on it.
Current Release
Build 25332973
Uploaded Sep 30, 2026
System Requirements
How to Install
Captain of Industry.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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