Compare Construction Machines Simulator 2016 prices across 50+ stores and find the best deal. Developed by Playway S.A. Published by Ravenscourt. Released on 6/19/2015. Available on PC. Genres: Single Player, Simulation.

Run a one-person demolition and construction outfit: tear down old buildings, grade terrain, pour concrete, and win enough contracts to upgrade your small fleet of machines. Shallow but oddly satisfying in short sessions.

Construction Machines Simulator 2016 is a single-player, contract-driven sim from PlayWay where you wear two hats simultaneously: site foreman and company accountant. The loop is simple on paper. Accept a contract, drive out in one of a handful of machines including trucks, excavators, mobile cranes, and bulldozers, complete the assigned task, collect payment, then reinvest that money into buying or upgrading your equipment. Demolition work, terrain grading, concrete foundation fills, and basic construction phases rotate through the scenario list, giving the early hours a reasonable variety of tasks. If your personal spreadsheet has a column called "idle satisfaction", this game will tick it for a few sessions. That said, the depth ceiling is low enough to duck under without bending your knees. Community feedback consistently flags around 7-8 machine types and roughly 25 scenarios as the total content envelope, which means a focused player can exhaust the game in somewhere between 5 and 10 hours with no meaningful late-game or sandbox mode waiting on the other side. For a strategy-sim brain wired to think about tech trees, diminishing returns, and multi-hour campaigns, that content budget is a real problem. There is no Steam Workshop support, no mod ecosystem to speak of, and no post-launch content updates that changed the picture in any meaningful way. The historical SteamSpy user score sitting around 43 percent tells a story the developer never really answered. Physics are a recurring sore point. The mobile crane in particular has been called out by players for its rubbery jib behavior, where the arm sways and the hook bounces in ways that cause unintended damage to materials mid-lift. Controls are learnable and reportedly configurable for gamepad, which is a genuine positive, but the feel of the machines never crosses from "functional" into "believable". Compared to titles like the Construction Simulator series, which introduced licensed vehicles and more granular task systems, this game feels like a rougher, earlier-generation take on the same fantasy. Where it earns a qualified pass is in accessibility. There is no dense tutorial to fight through, the contract structure naturally teaches each machine type by throwing you into a short job, and the fuel management mechanic adds a minor logistics layer without overwhelming anyone new to the genre. If you have a younger family member who wants to drive a big yellow digger and knock a wall down, the low skill floor and short session length actually work in the game's favor. The expectations just need to be calibrated accordingly going in. Bottom line from my corner of the spreadsheet: this is a snack, not a meal. The contract economy never develops enough complexity to reward optimization, the machine roster is too small to build any satisfying mastery curve, and the absent mod support means what you see at launch is exactly what you get a decade later. Pick it up only if the asking price reflects that honest scope. Diego, Scout Team

Construction Machines Simulator 2016
Single PlayerSimulation

Construction Machines Simulator 2016

Jun 19, 2015Playway S.ARavenscourt
GamerScout Says

Run a one-person demolition and construction outfit: tear down old buildings, grade terrain, pour concrete, and win enough contracts to upgrade your small fleet of machines. Shallow but oddly satisfying in short sessions.

PC
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Screenshots & Media

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About Construction Machines Simulator 2016

Construction Machines Simulator 2016 is a single-player, contract-driven sim from PlayWay where you wear two hats simultaneously: site foreman and company accountant. The loop is simple on paper. Accept a contract, drive out in one of a handful of machines including trucks, excavators, mobile cranes, and bulldozers, complete the assigned task, collect payment, then reinvest that money into buying or upgrading your equipment. Demolition work, terrain grading, concrete foundation fills, and basic construction phases rotate through the scenario list, giving the early hours a reasonable variety of tasks. If your personal spreadsheet has a column called "idle satisfaction", this game will tick it for a few sessions. That said, the depth ceiling is low enough to duck under without bending your knees. Community feedback consistently flags around 7-8 machine types and roughly 25 scenarios as the total content envelope, which means a focused player can exhaust the game in somewhere between 5 and 10 hours with no meaningful late-game or sandbox mode waiting on the other side. For a strategy-sim brain wired to think about tech trees, diminishing returns, and multi-hour campaigns, that content budget is a real problem. There is no Steam Workshop support, no mod ecosystem to speak of, and no post-launch content updates that changed the picture in any meaningful way. The historical SteamSpy user score sitting around 43 percent tells a story the developer never really answered. Physics are a recurring sore point. The mobile crane in particular has been called out by players for its rubbery jib behavior, where the arm sways and the hook bounces in ways that cause unintended damage to materials mid-lift. Controls are learnable and reportedly configurable for gamepad, which is a genuine positive, but the feel of the machines never crosses from "functional" into "believable". Compared to titles like the Construction Simulator series, which introduced licensed vehicles and more granular task systems, this game feels like a rougher, earlier-generation take on the same fantasy. Where it earns a qualified pass is in accessibility. There is no dense tutorial to fight through, the contract structure naturally teaches each machine type by throwing you into a short job, and the fuel management mechanic adds a minor logistics layer without overwhelming anyone new to the genre. If you have a younger family member who wants to drive a big yellow digger and knock a wall down, the low skill floor and short session length actually work in the game's favor. The expectations just need to be calibrated accordingly going in. Bottom line from my corner of the spreadsheet: this is a snack, not a meal. The contract economy never develops enough complexity to reward optimization, the machine roster is too small to build any satisfying mastery curve, and the absent mod support means what you see at launch is exactly what you get a decade later. Pick it up only if the asking price reflects that honest scope. Diego, Scout Team

Tags

steamContract ManagementDemolitionVehicle Upgrade LoopGamepad SupportLow Skill FloorShort CampaignExcavatorCrane Operation

System Requirements

Minimum

Memory
4 GB RAM
Storage
4 GB
Graphics
GeForce 9600 GT 512 MB
Processor
Intel Core i3-2100 3.1 GHz or AMD Phenom II X3 715 2.8 GHz
System requirements
Windows 7

Reviews & Ratings

No ratings available

Game Info

Developer
Playway S.A
Publisher
Ravenscourt
Release Date
Jun 19, 2015

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