Flowline
Demnächst
About the game
Baue nicht mehr – bring den Betrieb zum Laufen. Ein Idle-Fabrikspiel, in dem immer eine Station deine Produktionslinie ausbremst. Finde sie, versorge sie und sieh zu, wie der Engpass an eine andere Stelle springt. Insgeheim eine echte Fertigungssimulation – ganz ohne aufdringliche Mathematik.
Originalbeschreibung auf Steam
Don't build more — make it flow.
Flowline is a clean idle factory game where the satisfaction isn't building more — it's making the line flow. You find what's choking your factory, feed it, smooth out the chaos, and watch a stuttering, stalling production line turn into a smooth, humming river of goods and cash.
The hook: the bottleneck moves
At any moment, one station limits your whole factory. Feed it, and the line speeds up — then the constraint jumps somewhere new. Chase it, fix it, watch it move. That's the loop.
Secretly a real factory simulation
Under the hood, Flowline runs the actual science of manufacturing operations — Theory of Constraints and the queueing laws of production flow: throughput, work-in-progress, variability, machine uptime (OEE), pull/Kanban scheduling, quality and yield. But there's no math in your face. The equations run the world; you just feel the result.
Want the numbers? Flip on the optional engineer's overlay and every real figure is there — cycle time, WIP, OEE, variability. Most players never need it. Industrial engineers will recognize an old friend.
What you'll do
Find the constraint and feed it — stop wasting money upstream []Buffer the chaos — tame variability with the right amount of WIP, not the most []Keep machines healthy — preventive maintenance vs. run-to-failure []Switch push to pull — discover why just-in-time beats overproduction []Improve forever — prestige as Kaizen: bank permanent, learned best practice []Scale up — connect plants into a supply network where the bottleneck can live in another factory, or in the road between them
Challenge Mode — 18 puzzles, eight chapters
A broken plant, a deadline, and one right answer. Each puzzle is a real diagnosis: capacity, variability, batching, sourcing, market limits, flow time. Every one is proven solvable — and proven resistant to the obvious wrong fix — by an automated suite before it ships.
Checked against the textbook
The simulation's throughput and WIP behaviour is measured against Hopp & Spearman's Best-Case and Practical-Worst-Case bounds in a test suite that runs on every code change. It beats Practical Worst Case by 17–24%, exactly as its own measured variability predicts. If you teach or study operations, the numbers are honest enough to point at.
Idle-friendly: it runs while you're away, with offline progress.
Inspired by Capitalism, Factorio, and The Goal.






Informationen zu Demo und Veröffentlichung
In den aktuellen Prüfdaten ist keine Demo bestätigt. Das bedeutet nicht, dass das Spiel nie eine Demo hatte. Prüfe die aktuelle Verfügbarkeit auf der Steam-Seite.
Steam-Demo, Playtest und Early Access: Was ist der Unterschied?
Informationen und Bilder: Steam · Zuletzt geprüft UTC