About the Game
Manage all aspects of your republic in this soviet-themed city builder game. A planned economy puts you in control of everything from mining resources to manufacturing goods and providing services – use this power to make decisions that impact your citizens’ day-to-day lives and their ultimate loyalty to the nation. Whether it’s construction, transportation, trade, healthcare, education, entertainment, tourism, or any of the countless other facets of a full-fledged city, it’s up to you to determine availability, accessibility, and quality. Contend with a deep simulation of global supply chains as you seek fertile soils, ore veins, and viable lands upon which to build your nation – let the radio stations sing your praises and the citizens rejoice in their glorious soviet republic.
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Multiple complex simulations work together to bring your cities to life in Workers & Resources: Soviet Republic – whether it’s the price of goods in the global market, the proper distribution of electricity and water, or the increased supply of heat during the winter months, everything can be manipulated with the right actions. Adjust your game settings based on your appetite for complexity in particular areas – civil engineers, urban planners, economists, and simulation enthusiasts will all be able to experience the mechanics they love.
Run your nation with both rubles and dollars as you strike a balance between eastern and western markets, trading with nations from either side of the Iron Curtain to gain access to valuable currency, resources, and technology. Despite following a soviet-styled planned economy, you are a fledgling non-aligned nation – this sets you free to engage in trade with both the Western Bloc and the Soviet Bloc to your benefit. Loyalty to one side is always an option, but flooding one market with your goods might result in diminishing returns, and shunning the other side might see you cut off from useful technological advances.
Familiarize yourself with the intricacies of realistic supply-chain management with over 30 commodities to acquire, manufacture, and transport. Raw materials, processed goods, and waste material all have specific places where they can be stored, with specific vehicles needed for their transportation, and specific structures needed for loading and unloading. Liquids are stored in tanks and moved with the help of pipes and pumps, or loaded onto vehicles with tanks. Mined ores are stored in aggregate storage facilities, and moved with conveyor belts and flatbed trucks and train cars. Processed goods, meanwhile, are shipped around in covered trucks and train cars, and stored in warehouses. Organize forklifts for short distance hauling, build intricate conveyor belt networks to minimize your reliance on vehicles, or use trains to haul goods from one city to another – supply-chain management is an integral part of operating a nation, and you’ll use everything from cargo planes to freight trains to cargo helicopters to make sure everything is operating smoothly.
Every road, bridge, residential building, and factory is built from the ground up with resource costs reflecting the size of the project. Pay market rates for raw materials to execute quick builds with the help of foreign labor, or establish construction offices and provide employment to your population as they head to construction sites to build everything using locally acquired resources. Buildings can require anything from prefab panels, to steel beams, gravel, concrete, and more – produce and supply them locally, or import them to simplify the process. Will you be a self-reliant republic, or will you exploit the international market for rapid expansion?
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A nation is nothing without its people – they work the fields, bake the bread, and operate the heavy machinery that keeps the wheels of industry turning. Ensuring the people remain happy and loyal is essential to your success.
Follow your citizens from childhood to the end of their lives, providing them with essential goods such as food and clothes (and alcohol) while simultaneously ensuring they have access to opportunities in the form of education and employment. Be wary of those that lack loyalty to the republic – they are prone to a life of crime, and their reduced efficiency can hurt throughput. Oftentimes, they are best left without access to opportunities where they can do more harm than good. Monitor your nation’s overall happiness and loyalty to ensure few are choosing to leave – provide them with better lives, or rely on propaganda to get the most out of your citizens.
Your peoples’ needs can be imported from neighboring countries, or they can be manufactured locally through complex production chains. Massive fields will harvest grains that can be turned into bread and booze at food factories and distilleries. Clothes factories will produce clothes as long as they have fabric, which in turn is produced at fabric factories with the help of crops, chemicals, and water. Manufacture or otherwise acquire all manner of goods, from the aforementioned necessities to the luxuries of radios and TVs, and transport them from factories to warehouses to local stores where your citizens can obtain them to fulfill their needs.
There are many essential services your citizens will want access to as well – electricity, water, and heat are necessary for survival, each with their own supply chains to maintain. Watch for demand to ebb and flow with the seasons, and prepare for harsh winters lest your population suffers a sudden tragic drop. Education is provided through schools and universities, with higher levels of education opening up additional employment opportunities for your people, unlocking access to new technologies and production capabilities in your nation. Entertainment comes from local parks and theaters as well as radio and TV stations, while physical fitness is provided by local pools and sports fields. Ensuring these services are available and within reach through an efficient transit system is essential for a healthy, prosperous populace.
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From roads to railways, and from sea to sky, managing the transportation of goods and people is vital to the health of your republic. As your nation spreads and cities develop around resource hubs littered across massive maps, you’ll find yourself constantly expanding your transportation network to meet ever-growing needs.
Buses, trams, trains, subways, ships, and planes provide public transportation for people to move greater and greater distances, fulfilling needs at distant shops, or providing their expertise at far-flung factories and mines. Operate interconnected systems to facilitate the movement of people across these massive expanses, even using cable cars and winding dirt roads to provide access to the more remote parts of your republic.
Trucks, trains, cargo planes, and cargo ships are essential for moving resources long distances, with different subcategories of each vehicle determining exactly what type of goods it can move. Limited access to certain vehicles might force you to explore transit methods you would otherwise have left behind – or perhaps you’ll build connections at customs offices along your border to enable trade with foreign powers instead?
Build custom airports, plan the placement of train signals, and design intricate interchanges to truly customize your transit networks. Road signs will influence speed limits and vehicle access, runway length will determine accessibility for various kinds of airplanes, and train stations can be built for passengers or cargo, with access points for pumps, conveyor belts, and forklifts to integrate smoothly into your existing supply chains.
Allow your people to purchase cars for private transit, but consider limiting access to such vehicles based on education levels or party loyalty to prevent the plague of freedom of movement and congestion – with well planned infrastructure and transit networks, you can fully control the flow of workers and resources alike.
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Workers & Resources: Soviet Republic has dedicated modding tools and a plethora of extensive player-created mods available in the Steam Workshop. Customize your experience with new buildings and vehicles to build the soviet republic of your dreams.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
The latest update from the beta branch is now released as stable. Stay tuned for future updates and news!
1.1.1.6
- Fixed an issue with the large horse passenger wagon unloading workers during bridge construction
- Fixed an issue where fields were harvested or sown faster when the camera was close
- Added automatic word wrapping for Japanese and Simplified Chinese translations
- Increased the number of horses for vanilla carriages
- Increased the capacity of horse carriages
- Revised the horse maximum speed formula
- Increased the maximum number of assigned buildings for distribution offices to 49
- Increased the maximum number of vehicle stops to 50
- RMN long flatbed truck can now carry more vehicles
- Fixed "Trabi maker" achievement now accepting earlier type of the Trabant car
- Added Fi 626 RNL and 666 RN buses
- Added horse flatbed wagon
- Fixed Urso sewage and water truck names
- Fixed Urso vehicle family and horn sound effects
- Added horse woodcutting post
- Added horse end station
- Added old pollution meter
- Added Karlik tractor
- Added MTD bus
- Buffed many horse buildings
- Rebalanced worker numbers at police stations
- Fixed covered Tatra 111 having vehicle cargo space
- Fixed ZiS vehicle families for bus and dumper
- Fixed E-series locomotive not using its top light
- Slightly increased Ya-3 maximum speed (35 km/h)
- Brick roads not display now pedestrian crossing marks
- Fixed issue technical office not send horse waste wagons to empty large containers
- Fixed waste wagon waste display while loaded
a small gift for you — just a few fixes for the latest horse update. Merry Christmas from the whole Soviet Republic team.
1.1.1.5
- Fixed a random crash when using the replace tool
- Fixed horse fuel consumption being counted as crops in statistics
- Fixed negative crop values in horse workplaces
- Changed vehicle timing in technical offices to enforce multiple visits for waste trucks
- Attempted to fix a random message about a missing DLC when loading saves
- Added horse water and sewage wagons
- Added canal motor ship barges
- Added early MP tram
- Added horse logging wagon
- Fixed a visual glitch when using the early excavator
- Fixed an issue where it was not possible to upgrade a wooden electrified railway to a concrete electrified railway
- Fixed an issue where, if no coaling station was in range, the error tool incorrectly pointed to gas stations
- Fixed issues with unfinished rail demolition and postponed rail construction
- Fixed an issue where the horse waste wagon could not be purchased for the demolition office
- Increased the effect of the decreased natality research from −18% to −30%
- Fixed Russian strings in Czech translation
Today we are releasing a free update for the Early Start DLC that expands its logistics system in a new direction. The Horses and 1920 Start update brings full horse support across the game and pushes the Early Start DLC further based on your continued support and feedback.
Horses are now integrated into the logistics system across multiple vehicles. Passenger carriages, cement carts, pull behind cranes, and plows all have horse variants. Horses run directly inside the vehicle scripts, so speed and pull load behave as expected, with additional horses increasing performance. A stamina system has also been added so they cannot be pushed endlessly.
To support a fully horse driven setup, we have added the necessary buildings, including horse hospitals, horse construction offices, feeders, stud farms for breeding, and a carpenter’s workshop for producing carriages.
The update is free and live now. Thank you for your continued feedback and support of the Early Start DLC.
We are also planning another DLC for 2026. We think you will be very happy with it, and we will share more details when we are ready.
Check out the latest trailer below.
New Images Approved by the Ministry of Aesthetics
Aside from horses finally leaving their stables, we’ve also replaced the old portraits with brand new artwork.{STEAM_CLAN_IMAGE}/32841950/ef2b5a6934f61d8dee92f11735d5954a7cfd524f.jpg
Research icons have been fully reworked with a complete visual overhaul.
{STEAM_CLAN_IMAGE}/32841950/c0e9b3869b5d24649b3243e13bbc6303333dac79.jpg
{STEAM_CLAN_IMAGE}/32841950/b0d131ccde3826ca33fb7c2586e0d89e6da9d09e.jpg
Campaign mission images have been updated as well.
{STEAM_CLAN_IMAGE}/32841950/97b8f7655f741fdb50edb7e156a0e2126a80ca5d.jpg
{STEAM_CLAN_IMAGE}/32841950/4507031db0069329676842d08d78ed1c64cd5d73.jpg
Because the quality of these images is much higher than what the game itself requires, we’ve included them in our press kit. Feel free to use them for videos, streams, or other community content.
Merry Christmas from the entire Soviet Republic team to you and all your loyal citizens.
Detailed changelog:
1.1.1.0
- Added horses with new buildings
- Added labour halls
- Added worker-based excavation and terrain flattening when no excavators or bulldozers are available
- Added 1920 start option
- Replaced 2D art images (mission images, portraits, research icons)
- Attempted to fix the issue of universities becoming overcrowded by workers
- Fixed an issue where bio-waste could not be unloaded under a rare condition (very small amount of fertilizer remaining in the bio-waste storage)
- Fixed occasional crash on launch
- Fixed an issue where construction offices outside the range were assigned when construction was re-started
- Fixed an issue with the loyalty filter when workers were moving into residential buildings
- Fixed a problem where upgrading footpaths was free (asphalt → brick with lamps)
- Fixed SFX issue when trams moved from railway track to tram road
- Added checks when loading saves containing DLC stuff
- added Ursus A30 trucks,
- added Skoda 706R trucks,
- tweaked various MAZ-200 stats,
- corrected the mass of the Skd 706RTTN refrigerator, D-211 roller and D-150 paver,
- lowered the pollution of early start heating plants
- added early nuclear fuel production chain
- added new textures for ZiS-151 trucks
- added ZiS-151 logging truck
- fixed sounds for ZiS trucks
- added ZiS-150 trucks
- Re-baked some previews for V3S trucks.
- Fixed the model for R-2203 van and RF-977 ambulance.
- fixed ZiS-5 families
- added 3 old panel houses,
- locked modern panel houses behind brutalism and modernism
- YaG texture tweak
- Sound changes fixing missing early start klaxons and some vanilla car engines
- added Vetra trolleybuses (part 2)
- added DKW Meisterklasse, Skoda Tudor, Tatra 600, EMW 340, Citroen 11CV cars,
- added ZiS-8 bus,
- added ZiS-5 gravel and concrete trucks
- added SO Series electric locomotive
- gaz-67 and ifa f8 ambulance has also been added
- Fixed zis-155 covered length preventing purchasing this vehicle
- GAZ AA bread buffed to 1.5 t capacity
- Russo-Balt T40/65 trucks limited to 1920s, given back historical speed (20km/h)
- Ya-4 trucks given more variants (Dumper, Concrete mixer, Waste truck)
- Added T-111 vehicle family
- Reworked KRS-SM11 bus and added KRS-SL11 bus
1.1.1.1
- Fixed missing localization strings for vehicles
- Fixed nuclear factories being displayed twice in the list
- Ships now correctly display that they can load trains in the vehicle schedule
- Fixed an issue where it was sometimes possible to duplicate horses when sending a carriage from storage with two or more horses
- Fixed available years information for the T-111 family
1.1.1.2
- Fixed replace vehicle problem and crash
- adjusted a few vehicle availability dates,
- Zawrat bus is now available for dollars, not for rubles,
- factories which don't explicitly consume power for production can now also work without power with low efficiency
- added Essen wagons,
- added new early start buildings: small food factory, small distillery, another restaurant, theatre, monumental sports hall
- vehicle availability dates adjustments and fixes
- added more passenger train stations (modern and early start),
- modern clinic becomes available at brutalism, not modernism
1.1.1.3
- Production is now displayed in the building list for production plants
- Fixed an issue where removing a piece of road, tram, or trolleybus electric connection did not trigger regeneration
- added Holt 75 bulldozer and tractor
- added more rail and road gates,
- added an old nuclear power plant
- added an old metro station
- added an old vehicle storage
- added Skoda 1201
- Added Fiat 626 and 666 trucks
- Added GAZ-51 trucks (part 1)
- added Saurer B-typ trucks (part 1)
- added rest of T111 family (and T-141 and T-147)
1.1.1.4
- Fixed a performance issue with the technical office and vehicles (constant pathfinding in case of an error in the road network).
- Fixed an issue where an excavator or other machinery waiting on construction for transport prevented cranes from entering.
- Fixed waste production for the stud farm and carpenter workshop.
- Fixed an issue with dummy storages at the horse workplace and water warnings.
- Changed the SFX of steam locomotives (separated engine and underlay).
- Limited the maximum speed of a train to the speed of its slowest locomotive.
- Fixed animation when towing steam locomotives.
1.1.0.18
- Added various community building's improvements
- Fixed issue when a train or tram was repaired with an end station connected to the repair shop
- Fixed automatic tram and trolley brick road connections when the building does not support trolleybuses or trams
- Fixed Fuel Independence mission when coaling stations are present
- Fixed issue where brick sewer pipelines did not require the proper slope
- Removed electronics requirement from older aircraft and plastics requirement from older vehicles
- Added an old livestock farm
- Added ZiS-5 trucks (part 1)
- Increased GAZ AA speed to 70 km/h
- Reduced GAZ AA garbage truck capacity to 1.5 t
- Corrected years of availability for P36 locomotive (1952–1974) and Pm3 (introduced in 1939)
- Updated textures of Skd 3-8T trolleybuses
- Adjusted GAZ AA balance
- Moved introduction of Škoda 706 RTO buses to 1956
- Added YaG trucks with trailers
- Added a YaG logging truck
- Updated YaG textures
- Adjusted YaG balance
- Added some missing vehicle families
- Buffed O&K Dampfdrehkran with an extra carriage, more skill, and higher capacity
1.1.0.19
- Re-introduced back heating to police station to avoid problems with water
- Fixed an issue where the Technical Office falsely posted a warning about being unable to store waste when container transfers were set as the destination
- Fixed various issues related to forklifts and trains at cargo stations when using advanced cargo setup
- Fixed an issue with the United Kingdom map related to terrain flattening
- Fixed an issue with overlapping "tons" text in the vehicle window in Spanish
- Fixed an issue where auto-connecting a footpath to panel roads created a brick road instead
- added Trabi 500 car family (not DLC exclusive),
- added Ifa F9 car,
- added ZiS-154 bus and moved ZiS-155 back to 1949,
- added a brick cement silo,
- changed YaG sounds,
- increased Ya-6 passengers to 45,
- ZiS-5 fixes
- added an old chemical plant,
- added old scrapping facilities,
- children's playgrounds ranges now correctly increase with their sizes
- added a tiny warehouse,
- added LODs for YaG trucks for better performance
- added Tatra T87 car,
- added an old bus station
- added an old cement plant,
- added small metal cement silos,
- added some more missing vehicle families
- added Ikarus 30 bus
- added Zawrat bus,
- added Vetra VBRh and VA3 trolleybuses,
- vehicle availability dates adjustments
- added an old explosives factory,
- added a small technical university,
- added Austin Dixi car
- added ZiS-151 trucks (part 1),
- added an old prefab factory
1.1.0.20
- Large Re-balance of trackbuilders
- Added Ya3 Heavy Steam Railcrane (1934)
- Br80 track builder was added
You can find detailed list of trackbuilder changes there:
https://steamcommunity.com/app/784150/discussions/0/603041689184030182/
Hello everyone,
A few mistakes were discovered, so we are posting the fix now. Sorry for all the problems. This code update also includes some new vehicles and tweaks in the Early Start DLC.
1.1.0.17
Fix for prefab panels missing from track building
Fixed missing poles in stations when a wooden electrified track is connected
Fixed brick sewage pipelines having the same price for both sizes
added Multicar M21 and GAZ 905 forklifts,
added Moskvich 407 and GAZ 11-73 (personal car and police car)
updated the textures od Skd 3-8T trolleybuses,
Gaz AA balance changes,
moved the introduction of Skoda 706 RTO buses to 1956,
various small fixes
added YaG trucks with trailers,
added a YaG logging truck,
YaG texture update,
YaG balance changes
Hello everyone,
New update with more vehicles and fixes, and a bigger change is the locking of prefab panels for the early years behind research, as we have introduced alternatives for infrastructure and buildings. We hope you enjoy it.
1.1.0.13
Added wooded electrified railway
Concrete railway research is connected to prefab panels and after electrified railway research
Added brick sewage systems
Locked concrete panels, concrete railways, and sewage systems behind research
added S4 Harvester,
added coal processing and loading
added an old clothing factory,
added old train aggregate loading stations,
waste container stands require concrete instead of panels
added a simple open storage without crane (cheap to build, slightly less capacity, fewer connections, slow loading and unloading),
added a tiny heating plant,
added missing on-click building sounds,
Wismar Z can now transport liquid fertilizer,
buffed the Communar Combine to 12 km/h.
added a small brick factory,
added two new combine harvesters (Stalinets-1 and Stalinets-6),
added SKhTZ NATI bulldozer and tractor
added smaller coal and iron mines
added skins for Ya-4 trucks,
BBÖ 214 is now available for dollars, not rubles,
adjusted the price of the basic open storage,
added footpath connections for the coal processing plant
Fixed issues with pricing when starting a game in Early Start mode
Fixed issue preventing Early Start mode from launching on some workshop maps
Fixed issue where mirrored custom houses were not replaced in older Early Start variants
Fixed issue where upgrading brick roads with sidewalks to tram or trolleybus roads was instantaneous
Added decorative brick pavement
Fixed issue where asphalt and brick roads or footpaths were sometimes merged into a single piece
Added high-voltage connection to production lines
Fixed issue where synthetic fertilizer could not be selected in Early Start mode
rebalanced Concrete mixer Russo-Balt to have normal (31km/h) max speed
Gaggenau c40 bus now costs USD instead of RUB and has been rebalanced
KM tram capacity increased
1.1.0.14
Fixed upgrading wood rail track to wooden track with electric poles
New Ya-4 skins
1.1.0.15
Hotfix for locking prefab infrastructure behind research in non-Early Start games
Tweaked tank capacity and pollution levels of early heating plants
Cooling tower no longer locked behind Modern Industry research
1.1.0.16
Fixed an issue with non-functioning wooden rail tracks.
Tweaked the unlocking years for concrete railways and prefab panels.
In early start games, electrified railway bridges no longer require prefab panels to be built when prefab panels are not available.
Fixed an issue where hardening medical research had an effect only in Siberian environments.
Fixed a pathfinding problem for construction office vehicles when building panel tram tracks.
Added Mavag Tr5 bus,
Added Ikarus 60 bus and Ikarus 60T trolleybus,
Slightly increased the passenger capacity of Skd 3-8T trolleybuses,
Changed the default trolleybus horn
Added smaller Abkhaziya river cargo ship,
Tweaked reworked ZiS-155 textures
Added Skoda 706 RO bus
Hello everyone,
This update brings several new early-game vehicles to expand your options, alongside fixes and improvements to roads, water, and waste systems. Check out the full list of changes below:
1.1.0.12
Fixed brick road and footpath icons during construction
Demolition office will no longer accept train passenger platforms connected only via footpaths
Fixed an issue where bio waste was sometimes not loaded over fertilizer
Added logic to the custom house to prevent vehicles from getting stuck when the custom house have heavy traffic
Fixed water connections and water facility costs
Adjusted water well consumption based on worker productivity
Fixed missing cranes when building brick roads
EMU train is no longer classified as a tram
Added early brick sewage switches and pumping stations (brick sewage pipelines will come later)
Added early incinerator and gravel recycling plant
Added early tower crane
Added early forklift vehicle
Various sound corrections for early start vehicles
Thank you, and glory to efficient infrastructure!
Hello everyone,
Here’s a new update with fixes. Thank you for all your feedback! We’ll continue working on the game — more is coming soon!
Update 1.1.0.10
Added brick roads and pedestrians
Rail depots can now directly launch trams to streets and accept trams from streets (to accept trams from streets, you need to rebuild the rail depot)
Various graphical fixes
Added old water well and treatment plant, steam railbus, and a new old tram
Fixed issue where production plants could not send newly built vehicles out (requires rebuild)
Fixed steam locomotives getting stuck at end stations when water is not present
Fixed issue preventing research of the modern rail construction office
Attempted to fix an issue preventing the setup app from running on some Windows 11 systems
Update 1.1.0.11
Fixed issue preventing upgrade from dirt or gravel roads to brick roads
Added Ya-4 truck
Removed rolling asphalt from brick roads and footpaths
Fixed incorrect speed information for brick roads in the build menu
Fixed incorrect texture on O&K Dampfenkran track builder
Vehicles with availability later than 1995 are now unlocked according to the year
Fixed siren sounds
Updated some western personal cars (vanilla)
One More Thing – Steam Reviews
If you've been enjoying the game, leaving a Steam review really helps. The Central Committee (and also the algorithm) pays close attention to such matters.
Whether it’s a detailed report on tram behavior or just “brick roads good,” every review improves visibility and helps us know what’s working (and what might be stuck at the end station without water).
So if you’ve got a minute between micromanaging logistics and rebuilding depots, we’d be grateful for your thoughts.
Thank you, and glory to efficient infrastructure!
Current Release
21543927
Uploaded Mar 28, 2026
System Requirements
How to Install
SETUPAPPLICATION SOVIET.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
6.0 GB
21543927
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