About the 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.

354 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.
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
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, making the entire path easier to read at a glance.
Clearer, But Not Easier: While the path is more intuitive, I have not made the game simpler. Requirements for almost all researches in these tiers have been reworked and complicated. They now require more resources, but these costs strictly align with the theme of what you are unlocking.
[img src="{STEAM_CLAN_IMAGE}/45971454/ef8c9c16e55f05e93959109aeedc1e914468b145.png"]
Smoother Pacing: I playtested this new progression extensively myself. The pacing feels much more natural and rewarding as you scale your operations.
Research Count: I moved one microelectronics research from Tier 5 to Tier 6 (which is reserved for the full game) as it didn't unlock recipes yet. The total research count in the Demo is now 58.
[img src="{STEAM_CLAN_IMAGE}/45971454/8c1dcacd0629b9fa2d58c0a5b203bca2eb564e91.gif"]
⚠️ Important Note on Save Games
Because I’ve fundamentally changed the research order and requirements:
If you are currently mid-way through the demo: I highly recommend starting a new save to experience the intended flow and avoid logic conflicts.
If you have already finished the demo: This won't affect you! Your completed researches will remain unlocked as they were.
Building & Construction Balance
Several key buildings have shifted tiers to better fit the new timeline. For example, the Workbench is now Tech Level 1, the Water Pump is Tech Level 2, and the Steam Engine is Tech Level 3. Additionally, construction costs were updated:
Shallow Mine: Now requires Stone Tools.
Water Pump: Now requires 20 Stone Bricks, 5 Planks, 10 Pipes, 10 Iron Plates, and 5 Iron Gears.
Crusher: Now requires 40 Iron Gears, 30 Iron Plates, and 20 Concrete.
Quality of Life & UI Improvements
Resource Quick Lookup: Inspired by community member graphitepaddle, you can now right-click a resource to instantly see where it is produced and where it is used. It even shows if you have the tech unlocked to craft it yet!
Inventory Sorting: A new "Sort by amount (low to high)" option was added.
Tooltips: The rendering system was rewritten from scratch. Tooltips across the Taskboard and Research Tree are now much cleaner and more responsive.
[img src="{STEAM_CLAN_IMAGE}/45971454/87dbe0dea08e92c8224c838ca33a310d43e98067.gif"]
Fixes & Optimizations
Notification Control: A throttle was implemented for Taskboard notifications. You will no longer be spammed by "toast" messages during rapid production bursts.
Animation Fixes: The "screen shake" during production now correctly applies only to the production interface rather than the whole screen.
Performance: I removed heavy background debug logs to ensure smoother performance during data updates.
Note for Content Creators
I’ve added an official note to the Audio Settings: All in-game music is originally composed by me specifically for Realindustry. It is 100% copyright-safe for use in your YouTube videos and Twitch streams!
Thank you for all the feedback that helped make this rework possible. I can't wait to hear what you think of the new progression!
— AssemblyPrime
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.
[img src="{STEAM_CLAN_IMAGE}/45971454/12860b2e6b2a2749de84aa41edb64a8f03599e0c.png"]
2. Tool Efficiency & Calibration
To prevent resource waste, the system now monitors your tool usage. If your production ratios are suboptimal, an efficiency warning will trigger. Use the new "Set Optimal" button to instantly calibrate your production to maximum parameters.
[img src="{STEAM_CLAN_IMAGE}/45971454/0f083b5b2d3c5d8ac580d7471d61f00dc5cd65d8.png"]
3. Research Tree Navigation
Navigating the web of 59 technologies is now more intuitive:
Dependency Highlighting: Selecting a node now clearly illuminates both parent requirements and child unlocks for better planning.
[img src="{STEAM_CLAN_IMAGE}/45971454/25e38fbc483b061e32005dbae15237ba92834257.gif"]
Auto-Focus: Accessing a resource or building from other components will now automatically focus the Research Tree on the relevant node.
[img src="{STEAM_CLAN_IMAGE}/45971454/bfedf0dedc53ba281efe9ed0182716b0162e5a80.gif"]
4. Almanac UX & Immersion
The Industrial Almanac has undergone a structural refit to prevent data overflow:
Realistic Page Flipping: A new optional "Realistic Flipping" setting allows you to grab and drag the edges of pages (Off by default).
Visual Stability: Major CSS fixes have stabilized z-index and overflow issues for a smoother reading experience.
[img src="{STEAM_CLAN_IMAGE}/45971454/366079aea9803fc91e5b12459766f07ef972dd82.png"]
Technical Notice: Steam Overlay
NEXUS has identified the root cause of the non-functional Steam Overlay. Unfortunately, resolving this requires a fundamental architectural rework of the game's core. Due to the complexity, a fix is not expected in the immediate future. We appreciate your focus on production while we evaluate long-term solutions.
Future Directives
The Board's current focus remains on:
Bug Eradication: Continuous systematic removal of anomalies based on user feedback.
Linux & SteamOS Support: Ensuring full compatibility for Directors on Steam Deck and Linux environments.
"Industrial Excellence Since 2089"
Do not deviate. Do not question. Produce.
Current Release
Build 25549363
Uploaded Oct 01, 2026
System Requirements
How to Install
Realindustry.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Realindustry for PC with a direct link or via torrent. Get the full version of Realindustry for free. Realindustry is a Indie released by AssemblyPrime.