Store data
- UK price
- £13.75
- US price
- $11.99
- Positive reviews
- 71%
- Total reviews
- 58
- Release date
- 22 September 2026
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7 player-data days recorded in this window.
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| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 99 | -36 | -26.7% | 24 | -75.0% |
| October 2026 | 41 | -94 | -69.6% | 14 | -72.6% |
| September 2026 | 135 | — | — | 51 | — |
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A HYPER-REALISTIC INDUSTRIAL SIMULATION
Every material has a history. Every process has a reason. Every efficiency gain is recorded.
Realindustry is a factory-building game about turning empty hands into a civilization-scale production system. Follow real science, design deep automation, compound hundreds of improvements — and uncover a story hidden inside the machine.
You are the Director of industrial colony NIZ-08. The Corporation has given you one clear assignment: produce a Hyperdrive Engine. How you build the industry capable of doing it is up to you.
Gather raw materials, craft tools, construct facilities, unlock research, and connect increasingly deep production chains. Move from hand labor to machinery, electricity, electronics, nuclear engineering, quantum technology, and antimatter.
Each unlock makes old work faster or unnecessary. Small gains compound until both your numbers and your factory operate on an entirely different scale.
236 RESOURCES, MATERIALS, INTERMEDIATES, AND COMPONENTS. From wood, clay, and iron ore to superalloys, microprocessors, antimatter, and speculative quantum hardware.
357 PRODUCTION PROCESSES — 216 WITH AN EXPLICIT FORMULA OR EQUATION. Mine, smelt, refine, separate, alloy, synthesize, assemble, recycle, and generate power through chains grounded in real industrial practice.
56 INDUSTRIAL SITES AND FACILITIES. Grow from gathering sites and hand tools to refineries, semiconductor fabs, nuclear reactors, robotics, quantum laboratories, and antimatter containment.
146 INTERCONNECTED RESEARCH PROJECTS ACROSS 10 TECHNOLOGY LEVELS. Every discovery opens new processes, infrastructure, or ways to scale what came before.
Science in Realindustry is not flavor text pasted onto arbitrary recipes. The inputs, intermediates, by-products, energy demands, and dependencies are built to follow the logic of real metallurgy, industrial chemistry, materials science, electronics, and power engineering.
Steel asks for iron ore and coke. Microchips ask for ultrapure silicon, doping, clean rooms, and precision manufacturing. Nuclear fuel asks for enrichment. Even the road to antimatter begins with mines, pumps, wires, and a great deal of electricity.
Where a chemical reaction is involved, the game shows its equation. Where a process is physical or mechanical, it explains the real principle instead of inventing chemistry that does not exist. Most materials and technologies are real; where modern science ends, carefully grounded speculation begins.
Every one of the 236 resources has an Almanac entry with:
A carefully researched illustration
Its chemical composition or formula where applicable
Historical context showing how humanity learned to use it
Scientific and industrial facts that connect it to the modern world
Explore dependencies and production routes inside the game. Realindustry is an industrial encyclopedia you can operate.
Automation is not a passive upgrade or a simple auto-clicker. Design production programs as visual flowcharts. Assign colonists to manual schemes, then install electronic automation cores in individual facilities.
Combine production, waits, rest periods, loops, conditions, branches, joins, and synchronization barriers.
React to stock levels, repeat finite or endless cycles, and run several production paths in parallel.
Upgrade speed, batch capacity, and parallel production while balancing sharply rising electricity demand.
Inspect live input, output, and power flows with per-building statistics and long-range history graphs.
The satisfying part is not merely making more. It is replacing yesterday’s manual routine with a system you designed yourself.
A first campaign is designed to take roughly 15–20 hours . There is no time limit: plan carefully, optimize relentlessly, or simply follow the chain at your own pace.
Full mastery takes longer. Dozens of achievements grant practical rewards, while optional discoveries, hidden records, and alternate outcomes invite you to look beyond the production target.
An evolving original score unlocks with each technology level. Facilities carry their own mechanical soundscapes: furnaces roar, presses strike, turbines spin, and laboratories hum.
Your orders arrive in a voice that is a little too calm. Objectives are precise. Performance is measured. Every efficiency gain is appreciated.
But unusual wording, sealed records, system behavior, and fragments hidden beyond the obvious interface suggest that NIZ-08 is part of something larger than one factory.
You can complete the Hyperdrive without asking questions. You can also pay attention. The stated objective has more than one possible outcome — and the most complete answer is not placed on the main path.
The factory rewards efficiency. The story asks who benefits from it.
Realindustry is an independent game created by one developer. It did not come from a large studio or a content pipeline, but from a personal fascination with the hidden processes behind the modern world.
Years of research. Hundreds of sources. Thousands of hours spent refining recipes, research links, formulas, interfaces, sounds, and the long road from stone tools to speculative physics.
Not because an industrial game needs an equation beside every process — but because, if science was going to be its heart, that science deserved to be taken seriously.
Realindustry launches as a complete single-player game: the full campaign, technology tree, automation systems, achievements, story, and its possible outcomes are all part of the base game.
After launch, development will continue with:
Mod support , with Steam Workshop integration being considered.
High-Realism Mode , adding emissions, pollution, environmental consequences, and more demanding operational constraints on top of the existing scientific foundation.
These are post-launch additions, not missing pieces of the launch campaign. Their timing will be announced when they are ready.
Realindustry is for players who enjoy:
Untangling complex production chains and optimizing bottlenecks
Incremental games where every unlock transforms earlier work
Designing automation instead of merely purchasing it
Learning how real materials and technologies are made
Finding lore in logs, interfaces, patterns, and things left unsaid
Build the industry.
Understand the process.
Automate what you have mastered.
Produce one Hyperdrive Engine. Then decide whether completing the assignment is enough.
[SYSTEM STATUS: OPERATIONAL]
[DIRECTOR AUTHORIZATION: PENDING]
[BEHAVIORAL ANALYSIS: ACTIVE]
Welcome to NIZ-08, Director.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | First-Steps | 97.9% |
| 02 | Researcher | 96.3% |
| 03 | Builder | 86.7% |
| 04 | Tool-Maker | 83.7% |
| 05 | Scholar | 50.1% |
| 06 | No-Tools | 47.8% |
| 07 | One-Building | 43.5% |
| 08 | Wood-Collector | 42.7% |
| 09 | Stone-Collector | 38.1% |
| 10 | Mass-Production | 33.0% |
| 11 | Concrete-Jungle | 31.3% |
| 12 | Industrialist | 31.0% |
| 13 | Blast-Furnace-Builder | 29.3% |
| 14 | Night-Owl | 28.9% |
| 15 | Iron-Age | 28.1% |
| 16 | Steel-Age | 25.3% |
| 17 | Ore-Processor | 23.6% |
| 18 | Coal-Baron | 21.6% |
| 19 | Collector-Novice | 21.5% |
| 20 | City-Builder | 21.4% |
| 21 | Electronic-Age | 21.3% |
| 22 | Diversified | 20.5% |
| 23 | Professor | 18.0% |
| 24 | Assembly-Line | 17.2% |
| 25 | Chemical-Engineer | 17.2% |
| 26 | Plastic-Age | 14.7% |
| 27 | Speed-Researcher | 14.1% |
| 28 | Hoarder | 13.9% |
| 29 | Marathon | 13.4% |
| 30 | Metal-Baron | 13.1% |
| 31 | Collector-Expert | 11.7% |
| 32 | Early-Bird | 11.3% |
| 33 | Fuel-Economy | 10.9% |
| 34 | Tool-Steel-Master | 10.8% |
| 35 | Button-Masher | 10.7% |
| 36 | Oil-Tycoon | 10.5% |
| 37 | Green-Energy | 9.3% |
| 38 | Processing-Power | 8.3% |
| 39 | Computer-Age | 8.0% |
| 40 | Titanium-Breakthrough | 7.5% |
| 41 | Advanced-Automation | 7.0% |
| 42 | Page-Turner | 6.8% |
| 43 | Chernobyl-Legacy | 6.6% |
| 44 | Rise-Of-Machines | 6.5% |
| 45 | Time-Traveler | 6.4% |
| 46 | Metropolis | 6.3% |
| 47 | Nuclear-Materials | 6.2% |
| 48 | Nuclear-Power | 6.1% |
| 49 | Waste-Not | 6.1% |
| 50 | Tech-Pioneer | 6.0% |
| 51 | Music-Lover | 5.9% |
| 52 | Rare-Earth | 5.6% |
| 53 | Liquid-Ice | 5.5% |
| 54 | Diamond-Precision | 4.8% |
| 55 | Fusion-Pioneer | 4.7% |
| 56 | Quantum-Researcher | 4.6% |
| 57 | Quantum-Leap | 4.5% |
| 58 | Singularity | 4.3% |
| 59 | Antimatter-Achievement | 4.2% |
| 60 | Antimatter-Containment | 4.2% |
| 61 | Minimalist | 4.2% |
| 62 | Power-Plant-Operator | 4.1% |
| 63 | Hyperdrive | 3.6% |
| 64 | Manhattan-Project | 3.3% |
| 65 | Nuclear-Baron | 3.3% |
| 66 | Ending-Liquidation | 2.3% |
| 67 | Ending-Forever-And-Ever | 1.9% |
| 68 | Menu-Explorer | 1.9% |
| 69 | Billion-Items | 1.3% |
| 70 | Automation-Master | 1.0% |
| 71 | Collector-Master | 1.0% |
| 72 | No-Waste | 1.0% |
| 73 | Realindustry | 1.0% |
| 74 | Ending-Forward | 0.8% |
| 75 | Speed-Runner | 0.6% |
| 76 | Ending-Protocol-Zero | 0.4% |
| 77 | Perfectionist | 0.3% |
| 78 | All-Achievements | 0.1% |
Directors,Update 1.1.2 is now live for both Realindustry and the demo.This is the update I promised a little while ago: a rebuilt Automation Board, smoother scheme editing, building favorites, building and recipe hiding, achievement fixes, new mining recipes, and improvements to the things you interact with every day.Your feedback since launch has shaped almost every part of it. From fewer unnecessary clicks to clearer production chains and serious automation and save fixes, this is a substantial update. I hope it brings Realindustry much closer to the game you want it to be.Automation Board 2.0: understand what your industry is actually doingBuilding cards now show inputs, outputs, electricity use, and scheme status together: working, short of resources or power, waiting for synchronization, or resting. Partially blocked schemes can show both their working and waiting branches.Use Ne...
Read full update on Steam ↗Hi Directors,First of all, thank you.I am genuinely grateful to everyone who shared feedback, took part in the poll, described what felt wrong, and suggested ideas for how colonist automation could work better. This update is fully based on that feedback.The main thing I heard was clear: the game is interesting, but the early experience asks for too many repeated actions, and colonist automation did not go far enough to solve that. UX improvements are still planned for the next patch, but the colonist automation system was the more important mechanical issue, so I wanted to address it first.Version 1.1.1 changes the direction of colonist automation. The original design intentionally limited how much could be automated with colonists. After reading your feedback and testing several different approaches, I decided that the better direction is to let colonist automation theoretically cov...
Read full update on Steam ↗Directors,Realindustry Update 1.1.0 is now live for both the full game and the demo.This is one of the biggest updates I have released so far. Instead of only adding more things, I focused on something more important: making the systems clearer, making automation more necessary, and making the game feel more consistent across different setups.A lot of this update comes directly from player feedback. New players, demo players, and people who have been following Realindustry for a while all helped point out where the game was unclear, too easy to brute-force manually, or too hard to read at a glance.Here are the biggest changes.Automation is now easier to manage and monitorThe Automation Board can now work as a floating, resizable window, or collapse into a compact net-flow strip that can be docked to any side of the screen. The Automation Editor now follows the same windowed approach,...
Read full update on Steam ↗Hello, Directors.This is a regular Realindustry update, but it is an important one for the way the game feels moment to moment.A lot of the work here came directly from player feedback: too much scrolling inside production, early automation feeling stricter than intended, and several interface details that were technically working but not pleasant enough. Realindustry is still a one-person project, so that feedback does not disappear into a pipeline. I read it, test against it, and try to make the colony a little better each time.The update is available for both the full game build and the demo. MAIN CHANGESThe production interface now has a new wide layout. Recipes, production controls, automation panels, and the current workbench are arranged across the screen instead of forcing you to move up and down constantly. The classic vertical layout is still available with a toggle, and the...
Read full update on Steam ↗Realindustry Demo 1.0 is now liveHello Directors,This is a major update for Realindustry, and especially for the demo.The full version of the game has received another important pre-release polish patch based on early feedback from creators. These changes matter a lot for the final release build, but most of them are not something regular players will directly feel yet.The bigger news is the demo.Until now, the Realindustry demo was still running on version 0.5.0. That build was very old compared to the full game, and it no longer represented what Realindustry had become. Players were still running into problems, rough interfaces, balance issues, and confusing moments that had already been fixed or redesigned in the full version.That was my mistake.Realindustry is a complex game, and the demo is extremely important. For many players, it is the only way to understand whether this kind...
Read full update on Steam ↗Hi everyone!As part of my regular UI/UX and quality-of-life improvements based on player feedback, this update focuses on making planning, navigation, and everyday interactions in Realindustry clearer and more convenient.Please note that this update is currently available only in the full version of Realindustry. The demo has not been updated with these changes yet.A Smarter Project PlannerThe Operations Board can now help you plan complete projects instead of simply tracking individual recipes.Choose a resource, research, or building as your target, set the amount you need, and the planner will build the required chain of steps for you — including intermediate resources, research prerequisites, and buildings.The planner also takes your current progress and inventory into account, handles shared prerequisites more intelligently, and includes additional options for controlling which re...
Read full update on Steam ↗Hello everyone!Steam Next Fest is just around the corner, and I’ve been working around the clock to get this massive update ready. I wanted to push this out before the festival begins so you can experience the game in its absolute best, most representative state. Welcome to Realindustry Demo 0.4.0!This isn't just a regular patch. With over 440 files changed and massive core systems added, this is the biggest leap forward the game has taken so far.Here is a look at the major new features waiting for you in the demo and full game:Brand-New Automation SystemAutomation is here, and it is deep. You can now unlock and install automation directly into your buildings. This isn't just a simple auto-clicker – it's a fully realized system with cycles, batch production, and energy consumption.Upgrades: scale your production with Speed, Batch Size, and Parallel Slot upgrades.Deep Tracking: monitor...
Read full update on Steam ↗Hello everyone!I’ve just released Update v0.3.1, and it’s a big one. For this patch, I’ve spent a massive amount of time under the hood, focusing on the early-to-mid-game progression. My goal was to make the journey from Tier 1 to Tier 5 feel more intuitive and polished without losing the complexity that makes Realindustry what it is.The Great Tech Tree Rework (Levels 1-5)I have completely rebuilt the progression through the first five Tech Levels from the ground up. This was a gigantic task, but the core game is fundamentally better for it.Strict Sequential Logic: Situations where a research required a resource unlocked further down the tree have been eliminated. Everything is now strictly logical and sequential. No more "Catch-22" loops!Cleaner Visual Flow: The visual logic and tree structure were significantly improved. Each node now typically has no more than two parent researches...
Read full update on Steam ↗Hello everyone!The biggest update for the Realindustry Demo is finally live! Version 0.3.0 is entirely focused on making the game smoother, faster, and much more enjoyable to play.I’ve been reading all of your feedback, and this update directly targets the most frequent pain points you’ve reported. I’ve fixed the major bugs, removed the need to memorize recipes, and finally killed that annoying scrolling issue.Here is what’s new in v0.3.0: The Operations Board (No More Memorizing!)This is the centerpiece of the update. You no longer need to keep recipe requirements in your head! You can now pin recipes, building requirements, and research items to a dedicated Operations Board.Track total resource requirements across all pinned items.Adjust iteration counts and change fuel choices right from the board.The board automatically clears items as you complete actions (or you can do it manual...
Read full update on Steam ↗The demo is launching in just one hour, and to celebrate, version 0.2.0 brings an absolutely massive overhaul to the look, feel, and flow of Realindustry! This update focuses heavily on immersing you in the gritty, dynamic environment of your factories. A completely new visual architecture has been built from the ground up to support dynamic shaders, glowing furnaces, and flying sparks, alongside a wave of Quality of Life (QoL) improvements.Here are the major highlights: A New Industrial AtmosphereThe static factory is a thing of the past. Buildings now feature complex, layered visual effects depending on their type and status.Cinematic Effects. Watch the heat distort the air above your smelters, smoke billow from your refineries, and scanners sweep across your high-tech labs.Realistic Particles. Metalworking buildings now throw dynamic sparks, while mining and gathering sites kick up...
Read full update on Steam ↗Operational Log: Update 0.1.1 (The "Clarity" Hotfix)This update focuses on Director onboarding and operational clarity. Following the initial evaluation phase by our beta testers and content creators, NEXUS has identified several "inefficiencies" in how information was being processed.To ensure maximum output, we have deployed version 0.1.1 – a comprehensive Quality of Life (QoL) hotfix designed to streamline your command of NIZ-08.1. New Interactive Help Mode (Annotations)We have integrated a real-time assistance overlay. Directors can now toggle Interactive Annotations in the Settings menu. This provides detailed tooltips and guidance for:The Production Interface and Building List.Research Node dependencies.Almanac navigation and industrial data.2. Tool Efficiency & CalibrationTo prevent resource waste, the system now monitors your tool usage. If your production ratios are suboptima...
Read full update on Steam ↗1 positive · 0 negative.
2 positive · 0 negative.
0 positive · 1 negative.
0 positive · 1 negative.
Directors,Update 1.1.2 is now live for both Realindustry and the demo.This is the update I promised a little while ago: a rebuilt Automation Board, smoother scheme editing, building favorites, building and recipe hidi…
£11.00 → £13.75.