Rise of Industry 2 setting a console date – September 16, 2025 for PS5 and Xbox Series X|S – caught my attention for a simple reason: SomaSim is at the helm now. The creators of Project Highrise and City of Gangsters know interfaces and systems, and that matters when you’re mapping supply chains to a controller. With the PC version already out since early June, we’ve got a clearer picture than the usual pre-launch promises – warts and all. Wishlisting is live if you want a reminder, but let’s cut through the neon-soaked 1980s veneer and talk substance.
Rise of Industry 2 moves the series to the go-go ’80s: deregulation vibes, auto plants in the Midwest, oil in Texas, and just enough neon to make your balance sheet look sexy. On paper, the sequel leans into two modes: a 15-mission campaign that ladders you through different sectors, and an expanded sandbox for the “I’ll build Detroit from scratch” crowd. If you bounced off the original game because it felt too open-ended or bone-dry, the campaign’s investor demands and scenario-specific constraints should keep you focused without feeling railroaded.
The bigger shift is behind the scenes. Unlike the first Rise of Industry, this sequel is developed by SomaSim — the team that made Project Highrise elegantly playable with layers of overlays and clear information density. That history gives me confidence about a console-friendly UI. The studio has a knack for turning complex systems into tactile toys rather than Excel cosplay.
Beyond the era switch, two features stand out. First, the networking system lets you court AI CEOs for trade routes, resources, and introductions. It’s basically tycoon diplomacy — think City of Gangsters’ neighborhood politics, but for commodities. If the AI personalities are distinct and the deals come with real trade-offs (better rates vs. exclusivity, reputation risks), this could be the series’ differentiator. If it’s “press A for discount steel,” it’ll become a menu you skip.
Second, production chains are beefier, but structured. You’re still doing the satisfying loop: tap raw resources, refine them, manufacture goods, then ship efficiently. The systems reward careful logistics — warehouses near inputs, clean route design, and capacity planning to avoid the classic late-game choke. This isn’t Factorio’s conveyor-belt Tetris; it’s a macro-level business sim where foresight beats twitchy micromanagement. If you love Tropico, Transport Fever, or Anno, you’re the target.
We’ve all seen tycoons fumble on console. Cities: Skylines pulled it off with smart radial menus; Stellaris needed multiple overhauls. SomaSim’s UI heritage gives RoI2 a fighting chance. Expect radial selection, layered overlays, and shortcut mapping for placing chains, checking demand, and snapping routes. The studio’s past work suggests readable data, not tiny-font misery — but UI density is always the boss fight on a TV.
One unavoidable trade-off: no mod scene on console. On PC, these games live for years on quality-of-life mods and rebalance packs. Console players should hope for robust presets and meaningful difficulty sliders. If the devs include controller-first tools like multi-select, quick-copy of layouts, and build templates, the pad experience could be more than “good enough.”
Because the PC version hit in June, we’re not guessing. Players reported a generally smooth early game with some stutter as factories sprawl and routes stack up. It’s the classic tycoon curve: the more beautiful your supply web, the more your CPU screams. Visuals are stylized — clean and readable with a retro-future sheen — but the presentation leans functional over flashy. If you want cinematic production lines, this isn’t Satisfactory. If you want clear throughput data, you’re in luck.
I’m also watching the AI economy. If the simulated demand and competitor behavior keep pressure on, the campaign sings. If markets feel static and CEOs are pushovers, sandbox will carry the game while the narrative beats fade. Post-launch patches on PC are already smoothing edges; ideally, consoles get those optimizations day one rather than a “wait two patches” situation.
Short answer: yes — with expectations set correctly. Rise of Industry 2 isn’t trying to out-automation Factorio or out-spectacle Anno. It’s aiming for the sweet spot between approachable systems and genuine strategic depth, wrapped in a vibe-heavy 1980s package. The campaign’s 15 scenarios make this a friendlier entry point for console players than most sims, and the networking mechanic could give the late game more personality than the genre usually musters.
If you crave a complex, numbers-first builder on your couch, this is one of the few 2025 releases that looks purpose-built for you. Just keep an eye on performance in mega-factories and be ready for a UI that favors clarity over fireworks. If you’re on PC, the mouse still rules. On console, this could be the rare tycoon that respects your thumbs.
Rise of Industry 2 brings its 1980s tycoon toolkit to PS5 and Xbox on Sept 16, with a guided campaign, a smarter social economy, and systems that make sense on a controller. It’s promising — just watch late-game performance and hope the AI has teeth. Wishlisting now will ping you when the factory whistle blows.
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