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Watch trailer on Steam ↗Realindustry
AssemblyPrime · Published by AssemblyPrime · Official site ↗
Mostly Positive — 78% positive (41 reviews)
Last updated 28 Sept 2026
Hyper-realistic industrial simulation: 236 materials, 353 science-based processes. From stone to a Hyperdrive Engine — with real chemistry and deep automation. Your factory grows. Someone notices. Every decision is logged. Welcome, Director.
Indie, Simulation, Strategy · 2026 · More free games
About this game
REALINDUSTRY
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.
FROM WOOD AND STONE TO THE EDGE OF PHYSICS
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.
THE SCALE OF A CIVILIZATION
236 RESOURCES, MATERIALS, INTERMEDIATES, AND COMPONENTS. From wood, clay, and iron ore to superalloys, microprocessors, antimatter, and speculative quantum hardware.

353 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.
HYPER-REALISM, NOT DECORATION
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 YOU ACTUALLY DESIGN
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 COMPLETE JOURNEY WITH ROOM TO GO DEEPER
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.
THE ASSIGNMENT IS NOT THE WHOLE STORY

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.
ONE DEVELOPER. YEARS OF OBSESSION.
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.
THE GAME IS COMPLETE. DEVELOPMENT CONTINUES.
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.
WHO SHOULD PLAY REALINDUSTRY
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
ONE ENGINE. AN ENTIRE CIVILIZATION BEHIND IT.
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.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i5-4590 / AMD Ryzen 3 1200 or equivalent
- Memory: 8 GB RAM
- Graphics: Intel HD 4600 / Intel UHD 620 / Radeon Vega 8 or better
- DirectX: Version 11
- Storage: 2 GB available space
- Sound Card: Any
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 or better
- Memory: 16 GB RAM
- Graphics: Dedicated GPU with 4 GB VRAM, GTX 1050 Ti / RX 560 4GB or better
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 3 GB available space
- Sound Card: Any
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
QoL Update: Wide Production UI and Better Automation Balance
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 game remembers your preference.Colonist automation has also been rebalanced in a serious way. Manual automation now understands sequential production chains better: production blocks on the same uninterrupted route can share colonists. Wait, Rest, and Reroute blocks keep the sequence together, while real control-flow structures such as Splitters, Joiners, Loops, Conditions, and Barriers still create separate groups.In practice, this means colonist automation now behaves closer to how a real worker sequence should behave. A colonist can move through a chain of tasks instead of every step always requiring a completely separate worker group. This setup, consisting of four sequential blocks, uses one colonist. This also made room for three difficulty options:Easy: starts with 20 bonus colonists, and Operations Board project plans develop instantly.Normal: starts with 10 bonus colonists and is now the recommended balance.Hard: keeps the previous balance, with no starting colonist bonus and the standard project-development timer.Every new highest technology tier still adds 5 colonists on all...Read full article on Community Announcements (AssemblyPrime)Patch NotesOfficial
Realindustry Demo 1.0: The Biggest Demo Update Yet
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 of deep industrial simulation is for them. So the demo needs to show the real game, not an outdated shadow of it.Today, the demo has been updated directly from 0.5.0 to 1.0.0: the same near-release foundation that the full game will use when Realindustry launches on September 22, 2026.What Changed In The Demo?In short: almost everything that matters to the player experience.Recipes and research have been heavily reworked. Production chains are now more logical, better balanced, and consistent with the full version.Many resource, material, and building visuals were updated. A large part of the game now looks closer to the final visual direction.The interface has been significantly improved. Many screens are clearer, more readable, and easier to use, especially during long planning sessions.The Operations Board has been massively expanded. Project planning, search, better navigation, recipe pinning, improved animations, and many workflow improvements are now part of the demo experience.Automation is much easier to start using. Automation scheme templates have been added, electronic automa...Read full article on Community Announcements (AssemblyPrime)Patch NotesOfficial
UI/UX & QoL Update: Smarter Planning and Navigation
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 recipes it can use.Projects are now displayed as organized groups on the Operations Board, with their own progress, development timers, final target, and collapsible intermediate steps.A Better Operations BoardThe Operations Board can now be used either fullscreen or as a floating window.In floating mode, you can move and resize it while continuing to interact with the rest of the game. Its position and window state are saved, so you don't have to set it up again every time you load your game.Project groups can also be reordered directly on the board, and completed project development now has clearer visual feedback and notifications.Better NavigationThe Back button now follows your actual navigation history throughout the game's windows.Instead of simply closing the current selection or sending you somewhere unexpected, it should now take you back to the window you came from. This makes browsing between resources, buildings, research, recipes, and other interfaces much more natural.More QoL ImprovementsProject targets can now be created more quickly from relevant building and research ca...Read full article on Community Announcements (AssemblyPrime)AnnouncementsOfficial
Realindustry Reaches 3,000 Wishlists, Creators Can Play Now
Directors,Last night, Realindustry crossed 3,000 wishlists on Steam.The Steam page went live on January 30, 2026, and honestly, seeing this strange, niche, interface-heavy industrial automation game reach this point still feels surreal. Realindustry is a solo-developed project, built around production chains, stock logic, colonist assignments, automation cores, and the joy of making an increasingly unreasonable factory behave exactly as intended.So, from me personally: thank you.Every wishlist, demo download, Discord message, bug report, Steam discussion, YouTube comment, and shared screenshot has helped push the project forward. Realindustry was always going to be a very specific game for a very specific kind of player, and finding more than 3,000 people interested in that idea means a lot.The Corporation has reviewed your continued interest.It is… acceptable.More importantly: Realindustry 1.0 has passed Steam review.In the previous update, I mentioned that the full version had been sent to Steam review. That review was approved this past Friday without any problems. This means everything is still on track for the planned launch on:September 22, 2026Starting today, I will also begin sending full-version keys to:Steam Curatorscreators who played the demorelevant creators covering automation, factory, strategy, simulation, and management gamesIf you are a creator and would like to play Realindustry before release, you can contact me through any of these channels:Official website/contact form:https://realindustrygame.com/#contactOfficial Discord:https://discord.com/invite/QwnaZxSBc6Email:contact@realindustrygame.comAnd one more thing for this Steam update: the new full-version trailer is now live.This trailer is the clearest look yet at what Realindustry has become after years of solo development: real industrial processes, automation you design yourself, and one interconnected production system spanning 236 materials, 353 production processes, 56 facilities, and 146 ...Read full article on Community Announcements (AssemblyPrime)AnnouncementsOfficial
Realindustry 1.0 Is Going to Steam Review
Today, August 9, 2026, I’m sending the Realindustry 1.0 build to Steam review.This is a big moment for me. Realindustry has been in development for years, and for a long time I could still see the parts that needed one more serious pass. The systems were there, the scale was there, the story was there, but the game had not fully clicked together yet.Now it has.The biggest change is the production and research balance. Every recipe and every research project was reviewed, rewritten, and rebuilt where needed. This was not just text polishing. Many inputs, outputs, unlocks, costs, formulas, and dependencies changed so the game’s industrial logic makes sense from the first tools to the final technologies.The full version now includes:236 resources353 production processes146 research projects56 industrial facilities74 achievementsMultiple endingsA roughly 15–20 hour first playthrough216 production processes include explicit formulas or equations, and the full resource almanac has been expanded and cleaned up. A few new resources were added specifically because the real production chains needed them, including asphalt, insulated wire, solar modules, spent nuclear fuel, and depleted uranium hexafluoride.Late-game automation has also changed a lot. Electronic automation is now much stronger, especially in advanced stages. Manual production and simple loops can carry you far, but in the full version, properly designed electronic automation becomes essential if you want to scale the final chains efficiently.All endings are now implemented. All ending cutscenes are now in 4K. I also added the systems around them: ending progress, replay/archive support, final statistics, and hidden layers for players who pay attention. I will not spoil any of that here.A lot of work also went into the feel of the game: improved resource images, many new assets, new late-game music, new voice lines, a stronger main menu, better UI scaling for large screens, more save slots, a new resource monit...Read full article on Community Announcements (AssemblyPrime)






