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Watch trailer on Steam ↗Times of Progress
Pressing Thumbs Games · Published by Pressing Thumbs Games · Official site ↗
Last updated 27 Sept 2026
Times of Progress is a City Builder set during the Industrial Revolution. Build industries to extract natural resources. Produce goods to satisfy the population. Manage transportation routes by train and ship. Expand on procedurally generated maps and trade with nearby cities.
Simulation, Strategy · More free games
In Times of Progress, guide your city through the Industrial Revolution by building industries, managing transportation, and trading resources. Expand across dynamic maps to thrive in this strategic simulation experience.
About this game
“Times of Progress” is a City Builder game set during the Industrial Revolution.
You control a city that is going through rapid change, due to the new technologies available and the leaps in productivity that they bring.
BUILD YOUR CITY
Place industries to extract the natural resources that the land offers. Connect them with the transport infrastructure and make sure that they have access to the local workforce. Progress towards providing secondary goods and services to your population, while balancing the issues that arise from the expanding city.
TRANSPORT MATERIALS AND GOODS
The transport infrastructure needs to evolve as the city grows. Goods are automatically transported by cart, but that is slow and inefficient. Build roads and railways to optimise the various routes, or reach new resources on the map by building harbours or tunnels.
SATISFY THE NEEDS OF THE POPULATION
As towns turn into cities, the needs of the population will evolve. Citizens at first need food and employment, but then will want consumer goods and services. Find the balance between their needs and the resources needed to satisfy them.
Resources on the map are limited, so being able to trade with nearby cities will be essential for the sustainability of the city.
HIGH REPLAYABILITY

The game offers randomised starting conditions, upgrades and rewards to choose from, while the maps are procedurally generated. If a city doesn’t thrive, learn from the experience and retry with different conditions on a new map. Each run is a new learning opportunity towards the mastery of the game.
FEATURES
Procedurally generated maps
Randomised starting conditions to choose from
Quick and intuitive road and railway placement
Automatic order and dispatch of products
Modifiable terrain to reach new areas
Trading mechanic with AI controlled cities
High replayability
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10+
- Processor: Intel Core i7 or AMD equivalent
- Memory: 8 GB RAM
- Graphics: Dedicated Vulkan-capable Nvidia or AMD GPU
- Storage: 350 MB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Update 0.7.0: Gameplay tweaks
The update 0.7.0 is now available!This version contains a mix of various gameplay improvements and bug fixes that provide more clarity and fix some issues in the mid game. The main changes to highlight are:Immigration is now more continuous and regular. It partially depends on the Food need % in your city. If your citizens are well fed, immigrants will arrive more quickly. Citizens migrating from a house within the city can also build new Towns, so that there is less emigration overall.Citizens that are not in range of a Market or their local Market has not enough Food for them to buy, will be able to buy Food somewhere else, as long as they have money and there's Food in the city. If they do so, they receive a Productivity debuff (because of the inconvenience) but Food Theft will become less likely.I have addressed the issue of blurry sprites when zoomed in on some resolutions. Please let me know if it's now better or there are still issues.I have increased the version from 0.6.9 to 0.7.0 as a signal that a fair amount of the issues in the demo have been addressed, although of course there is more to improve.In the next updates I will focus on adding new content to the demo and making it more replayable.Change log:fix some bugs related to weddingsadd dowries when getting marriedrefactor Immigration logic to directly pick only one family instead of having a waiting queuemake the timer to search for Immigrants partially depend on Food need valuesupport InternalMigrants also building new Townsdon't penalise Immigration cooldown before there is at least one Marketdon't add NoSupplies BuildingIssue if a Market has no demandadd OrdersMade and NumCitizens to MarketWidgetfix bug on error message about Farms placementfix bugs related to saving and loading Migrants and their familiesfix bugs regarding handling migrants arrivalbuy Food at Storage or Producer if enough money and can't buy at Marketadd debuff if they don't buy from Market and improve debuff for distance to Mark...Read full article on Community Announcements (anselmo)Patch NotesOfficial
Update 0.6.9: Visualising routes
The update 0.6.9 is now available!This update adds the ability to visualise the routes that vehicles will follow when making a delivery, as well as the route that vehicles are currently following. This feature will be available in a few places:When hovering Orders made and received from the details view.When hovering Cargoes in transit at Railway Stations and Ports from the details view.When hovering the Next Delivery before it leaves.When selecting vehicles, it will show the current route and its Cargo.When selecting migrants' carriages, it will show the current route and some information about the migrants and where they are going. Change log:recalculate Routes in saved scene on LoadWorldspawn a SelectionTile for each tile not only for flat itemsfix SelectionItemIcon not showing up on Land tilesshow Routes for OrdersMade and OrdersReceived on Order hoverfix bug with SubKind cells when visualising routesbetter OriginDestination iconadd directions to Route spritesgeneralise route visualisation to be applied to Freights toomake vehicles selectable and show their CargoWidgetvisualise RouteIcons for selected shipment vehicleschange to PastRouteCell icon as the selected vehicle movesadd MovingSelectedItemAtlasuse the MovingSelectedIcon to mark and follow the selected vehiclemake Ships selectable as wellvarious bug fixes related to showing Route iconsadd WaterCamera and WaterMesh as children of MainCameraimprove data shown in DeliveryWidgetshow Routes of next Deliveryadd PanelDetails for multiple cargoes in NextDeliveryadd MigrantsWidget and visualise routes for all migrant typestweak speed of MigrantsVehicle on special routesshow OriginDestination icon on Land as welldon't hide selected vehicles traveling through the forestRead full article on Community Announcements (anselmo)Patch NotesOfficial
Update 0.6.8: Performance improvements
The update 0.6.8 is now available!In this update, the main feature added is the caching of routes to prevent running the pathfinding too often. For now, it will not change much visually, but it has two important benefits:It improves performance for larger cites. Now larger cities should scale much better, especially when steamships are involved, because the pathfinding for them was more expensive.It will allow to visualise routes in one of the next updates, hopefully the next one. Once implemented, it will be possible to visualise the whole route followed by vehicles, as well as the route that waiting orders will take, once they start being delivered. This should help to better understand how resources are moved around and find out possible issues and inefficiencies.The other changes are small fixes and improvements.Change log:prevent multiple RouteCalc tasks on ConnectBuildings objectivespecify what Roads are useful forfix issues with spritesheet bleedingdisable analyticschange the Delete icon to a garden spadeprevent some crash with missing River directionchange the colour of AreaOfEffect to something more vividtweak alpha of Selection tiles tintingadd CachedRouteBundle and use itinvalidate CachedRoutes under various circumstancesuse VarietyId to invalidate land Routes and other cleanupcache Routes known to not be possible for further optimisationprevent Extractors from selecting the same extraction Sitegive low priority of settling on a Road or Rail AccessCellimprove removing deconstructing buildings immediately when entering PlaceItem or PlaceTrack statesupdate dependency filesRead full article on Community Announcements (anselmo)Patch NotesOfficial
0.6.7 Update: UI scaling and no more houses on roads
The update 0.6.7 for Times of Progress is now available! In this update two of the most requested changes have been implemented:No more houses on roads! This is the single most frequent feedback that Times of Progress received. The reason for implementing as it was before, was to give more flexibility, but I do understand that many people didn't like it both for gameplay and aesthetic reasons. This is a big change though! Now that houses block roads, you might have to delete them more often. Now it becomes way more about optimising routes and letting vehicles flow through the city avoiding waste of time. Let me know how you feel about it and if it makes more sense now. Warning: this change will not break save-files in the literal sense but if you load an old save you will probably have to rework your road network and give access to buildings that now need to reach a road directly. I have added UI scaling. This should solve issues with larger monitors where the UI was just too small. It is enabled for all screen sizes, but based on the screen size only some scaling values are available.The other changes are mostly small gameplay tweaks and bugfixes. I have given yet another attempt at the annoying audio bug that I just cannot replicate. Let me know if it's finally fixed.Change log:always tick sound resources and remove loop behaviour from all except background soundsuse two columns in SettingsUiimplement UiScalingfix a couple of Investment related bugshave fewer straighter riversshow age value in FamilyDetailsPanel instead of AgeBracket iconno more Houses and Markets on Roadsimmediately remove deconstructing items when entering PlaceItem or PlaceTrack statebugfix points production and tweak the unit used to calculate the pointsrevert some audio changes about looping soundsuse observer to play sound on item selectionbugfix showing PointsYield for non admins in BuildUitick CurrentSound if GameTime is not paused and separate PlaceItem and PlaceTrack sounds by eventdont ...Read full article on Community Announcements (anselmo)Patch NotesOfficial
The version 0.6.6 of Times of Progress is now available
Version 0.6.6 contains a few bug fixes, especially the weird inverted columns in the Progress Timeline on larger screens and a few rebalancing tweaks that should help with resources and markets. In particular:All resource deposits have now been roughly doubled, while Forests now have roughly 4x the amount of Wood. The extracting buildings now extract more slowly, so you will need more buildings of the same kind, but they will last longer and you won't have to destroy them and rebuild them as often.Markets used to order a buffer of 20% extra Food of the needed demand, I have now increased it to 40%. So once they sell their Food at the end of the month, if they have received all of the food they demanded, they will start the new month with already 40% of their demand filled. I will show this information in a better way when I revamp the UI for Markers, I know they are a pain point.I have also made an attempt to fix the annoying audio bug when placing buildings in paused state (sorry about that!), but I couldn't reproduce it, so I am flying a bit blind. Please let me know if it still happens with 0.6.6Log:increase Markets demand bufferrebalance farms production a bitfix German stuffincrease deposits of resources 2x or more and reduce amount extracted by 10-20 percentreduce a bit the deliveries per month but increase them for Depotlet tracks better extend the range of Sawmill and Stonemasonon Market selection add icon only to houses whose ClosestMarket is the one selectedtweak some tutorial textmove zoom from TAB to E keydon't emit sound on click on non-solvable issuestry to fix the audio bug - not sure if i manageddon't launch Windows consoleraise productivity floor to 10 percentunblock stuck vehicles quickerfix the position of TimelineItems on large screenspre-select the Scenario if there is only one availablechange colour of ChoiceButton and remove sound if only one choiceRead full article on Community Announcements (anselmo)






