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 images
Version Information
Steam Patch Notes
Official update history
* 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.
COI Hub now supports mod hosting and forums. Update v0.8.4 adds recovery saves, a terrain inspector, and performance improvements.
Feel free to read the full details on our blog at https://www.captain-of-industry.com/post/cd-55
[img src="{STEAM_CLAN_IMAGE}/40277530/3ff76c26345c63ae15cabc9b7baa5f7ef5dc8923.png"]
* 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.
Ahoy everyone, Captain Marek here with an exciting announcement: we’ve just released Update 4.1, bringing fully automated train logistics, along with lots of smaller features and quality-of-life improvements.
Checkout our blog post for all of the details!
[img src="{STEAM_CLAN_IMAGE}/40277530/58339fbc6ad73a0c83a1b7766bfeb2576a7ad478.png"]
* Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching.
* Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message.
* Moved pipes before molten metal channels in the entity list.
* Trains no longer slow down for waypoints when they can proceed directly to the next station.
* Non-amphibious trucks no longer attempt deliveries to entities fully in the ocean.
* Rocket assembly depot now displays its computing requirement in the building inspector.
Fixes
* Mine tower trucks with export routes now wait for their assigned tower's designations instead of dumping elsewhere.
* Mine tower trucks now respect the logistics zone mask when dumping to non-assigned towers.
* Fixed that the bridge lane inspector would not show the double-lane option for inner lane buttons.
* Fixed that the computing status bar would not show currently used capacity.
* Fixed train slope difficulty multiplier being applied twice, causing trains to climb hills too easily.
* Fixed train inspector showing stale water icon after locomotive replacement.
* Fixed that trains would not align correctly at waypoints.
* Fixed that non-amphibious trucks would dump to ocean designations at height 0.
* Fixed that vehicles could dump to mine tower designations outside their assigned logistics zone.
* Fixed issues with the upgrades of certain buildings.
* Fixed that the terrain disruption system could cause issues on load with corrupted queue entries caused by mods.
* Fixed various building layouts to better match their 3D models (ore sorting plant T1, large crusher, chemical plant, food mill, microchip machines, and others).
* Fixed missing translatable strings for various vehicle jobs, tutorial messages, and UI elements.
* Fixed that dumping near bridges could cause them to instantly collapse.
* Fixed animated building parts rendering with an offset when highlighted.
* Fixed tree harvester animations.
* Fixed that amphibious vehicles would not be considered parked at their destination.
* Fixed that train designer comparison would show stale speed values after slope difficulty changes.
* Fixed that the video settings tab could fail to initialize with an error.
Improvements
* Optimized bridges initialization resulting in ~40% faster content loading.
* Bridge segments whose pillars are entirely on land can now be built using unity build.
* Excluded pillars, poles, and other infrastructure entities from global search results.
* Re-ordering a ship to a new world location no longer sends it back to the dock first.
* Speed increase keybind no longer cycles into super speeds when they are not activated.
Fixes
* Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle.
* Fixed that train pathfinding underestimated the cost of routing through stations, causing trains to prefer pathing through stations unnecessarily.
* Fixed that boats would spin up to 359 degrees when leaving the dock.
* Fixed amphibious dump truck mixed material pile colors.
* Fixed a crash related to settlements.
New feature: pillar tool
* Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.
* Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.
Improvements
* Stacker tower rails can now be placed on the ocean.
* Ocean area notifications now update when entities are moved.
* Optimized transport product rendering based on camera distance, reducing transport simulation update time by up to 50% (up to 10% of overall sim update).
* Optimized construction manager, up to 8x faster when many constructions are paused (up to 10% of overall sim update).
* Optimized ocean-related height change processing, saving about 1ms per simulation step on large saves (up to 3% of overall sim update).
Fixes
* Fixed amphibious hydrogen excavator having incorrect construction costs.
* Fixed a ship pathfinding bug that could lead to ships pathing through obstacles.
* Fixed cargo ships using incorrect crew size for different ship tiers.
* Fixed stacker tower throttling being applied at half the intended rate, also causing delayed construction of new segments.
* Fixed stacker tower max terrain height calculation for segment layouts.
* Fixed stacker tower area selection not considering its pivot correctly.
* Fixed issues when adding or removing train track pillars.
Current Release
23174136
Uploaded May 27, 2026
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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
3.3 GB
23174136
285D3F3E
542357b01737cb33a11e7a0621a3efd6b97191baa84fa671d4dd26896f60271e
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View AllDownload Captain of Industry for PC with a direct link or via torrent. Get the full version of Captain of Industry for free. Captain of Industry is a Indie released by MaFi Games.