I should start off by saying that I have not played the first Rise of Industry. Business simulator tycoon games are just not my cup of tea. However, since they have different developers (with the first being developed by Dapper Penguin Studios), I will not be comparing the two games.
Perhaps if I did play the first one, Rise of Industry 2 might not have been such a daunting and challenging experience. I’ll admit, I had a hard time reviewing this one (and it’s only my second review). Rise of Industry 2 was developed by SomaSim and published by Kasedo Games. Released on June 3rd, 2025, this industrial management tycoon and logistics simulation game takes place in 1980s USA. You build and expand your factories while micro-managing every detail of your business, from contracts to deliveries. The game includes 15 scenarios for you to take on and a sandbox mode for “complete” industry freedom. So, let’s go bankrupt as we discuss Rise of Industry 2!
The Story & First Steps: New Players be Warned!
Rise of Industry 2 does not have much of an overarching story, which is typical for most tycoon games. The 15 scenarios all take place in different locations throughout the United States with different situations at hand. You also get to select an initial investor that determines the goals you aim to achieve. It’s pretty simple in theory, but before jumping into any of that, I highly recommend starting with the tutorial.

Frank Wilson, or Frankie, our right-hand man—introduces himself and guides us through the tutorial. He also offers helpful tips during the scenarios too and serves as our main figurehead for the game. Frankie informs us in the tutorial that our goal is to manufacture VHS tapes for his Frankie Says Business info tapes. He of course starts off by walking through some basic controls, such as camera controls and key binds. Nothing here is overly complicated and the controls are easy to navigate.
Then we reach the heart of the gameplay: setting up a complex. The actual building is rather straightforward. Simply place a complex border down and begin building within, starting with an office and a resource extraction. In the tutorial, this is an oil well to extract crude oil. You also need to place highways and access roads to connect the buildings. Then things get a little complicated—you must supply the complex with electricity and power. So you put down a power line connector and a water pipe connector, with power lines and water pipes connecting to the local networks. You will need to place a storage tank and a tanker loading facility—and don’t forget the highways and access roads to connect everything together!
There’s a lot of fundamentals to consider when constructing a new complex. It’s a lot of connecting components to make everything work cohesively. I’ve found that every complex, regardless of type, requires these basic fundamentals.
The Style: Decent Graphics & Soundtrack fitting for that 80s Theme
I just want to quickly mention that I do really like the graphics and soundtrack! It’s almost reminiscent of those old tycoon games like Roller Coaster Tycoon and Zoo Tycoon. Though I wasn’t even a thought in the 80s, the theme and appearance of the elements transport me back to a different time. The soundtrack is quite catchy, nothing too varied, but catchy. I also enjoy simple customizations for your CEO and your industry logo. The developers at SomaSim have really hit the nail on the head in terms of the elements, graphics and soundtrack. I obviously can’t say it gives me a sentimental feeling (again, wasn’t even a thought) but older gamers who were alive during this time might feel a bit reminiscent of the “good ole days.”

The Contracts & Deliveries: More than just Complexes
As mentioned earlier, you will need to manage more than just the complexes in your industry. You set up contracts to buy or sell materials for the long term. Your VP of Sales handles the contracts and reports back with one for you to sign. Contracts can be on different levels, such as small, medium and large (depending on the amount of product you plan on buying or selling). Your connections with other CEOs and your influence points shape your contracts, leading to different deals.

Along with contracts, you will also need to set up deliveries within your industry. Any product you are selling needs to be delivered to your headquarters. You must deliver any resource you plan to manufacture—like turning crude oil into plastic—to the corresponding complex, which also requires the same facilities mentioned before. You also need to decide how much of the resource you would like to deliver per day, with increasing costs. Of course as you are delivering more and more resources, one resource extractor will no longer cut it. This will lead into basically doubling everything in that complex—more resource extractors, potentially more water and electricity connectors, more loading facilities and so much more damned access roads. This vicious cycle, becoming an endless upkeeping of complex management.
And then, before you know it, the tutorial is over. We successfully create a media production complex and begin a contract selling VHS tapes. Frankie sets us free to explore the rest of the game and begin taking on those 15 scenarios. I will say, when it comes to tutorials, this was perhaps one of the more daunting ones I’ve played through. Taken aback by the amount of micromanaging in this game, I hesitantly jumped into the scenarios.
The Gameplay: I. Declare. BANKRUPTCY!
When beginning a scenario, I realized that there was so much that the tutorial did not set me up for. There’s hiring a management team and different traits, research generation, towns and their available housing, total limits to electricity and water supply, railroads, the list goes on. The game does include pop up hints and a guide called Frankie’s Tips that go through all the different factors in play. Personally though, I’m of the mindset that I shouldn’t have to read an encyclopedia to be able to play a video game. The hints that pop up when you open the different menus just don’t seem helpful enough. My companies still burn through electricity, my satisfaction levels still plunge below zero, and I still hemorrhage money like I’m destined to fail.

In sandbox mode, you have the ability to change different parameters for the game, such as the overall difficulty, complex borders and the number of deposits. You still must select one of the scenario locations which will follow a similar map. Of course, you can probably make the game a walk through the park and set everything to work in your advantage—but where’s the fun in that? It would take multiple plays just to find that perfect difficulty that provides a decent challenge that requires me to think but not struggle through. Unfortunately, my industries never faired any better unless I made the game ridiculously easy.
I wish the tutorial did a little more onboarding for new players, perhaps two separate tutorials for basic and advanced mechanics. I would want the first scenario to not feel so challenging and ease players into all the systems, rather than throw them head first. A business management tycoon game should not feel like a roguelike. The game should start off as a little more fun and a little less of a micro-managing struggle-bus to bankruptcy.
The Conclusion: My Industry Will Not Be Rising Any Time Soon
Like I said earlier, these types of games are not for me. This could just be an example of “git gud” but the game does not feel compelling enough to try to. There is a certain level of micro-managing that Rise of Industry 2 does not successfully set me up for. Attempting to do the scenarios or try my luck in sandbox has a mountainously steep learning curve and makes the game feel like a chore rather than an enjoyable experience. If the actual gameplay kept my attention, I might be up for the challenge! Unfortunately though, I could do nothing but sit and stare as my industry collapsed and crumbled as the days went on, and on, and on.
I don’t want to fault the developers at SomaSim though! The positive reviews on steam clearly indicate that some people enjoy the challenge. Even my partner would have a lot more fun with the complex building and micro-managing. The game could have a promising future if they continue working on it. Perhaps by just making things a tad easier for us newbies, we might start having fun! However, as it currently stands, it is too much to chew on all at once and my jaw is sore. And if I’m not having any fun… well, I don’t see any reason to continue trying.
Thank you for reading and best of luck to your industries!
