About the Game

Rise of Industry is a strategic tycoon game where you build and manage your growing industrial empire in a living, breathing, and procedurally generated world set in the 1930s that is constantly evolving and adapting to your playstyle.
As a budding entrepreneur, you will build factories, construct efficient production lines, move raw materials, produce finished goods, and arrange trade with the world's developing cities, providing them with the resources they need to flourish - for as they grow and prosper, so do you.
However, it won’t always be a smooth ride to magnate status. Random business events and stock auctions will keep you on your toes, all while A.I. rivals compete for market share and look for ways to grow and exploit enemy weaknesses - beware of the hostile takeover.
Designed with an eye towards both accessibility and depth, Rise of Industry has enough strategic complexity and replayability to satisfy the most experienced fans of the genre, while its simple-to-understand mechanics ensure that new players will love it as well.

- Experience tailored for every player - Specialise in just trading, production, gathering or any combination and research your way to bigger and better things.
- Bid for contracts to get the upper-hand over your rivals.
- Produce over 150 individual products, managing every step along the way from raw material to end product. Only the highly skilled entrepreneur will complete the complex production chains and take items such as cars, computers and other luxury products to market.
- Build and manage a solid transportation network to enable the efficient transfer of goods via plentiful trucks, speedy trains and high capacity airships.
- Be prepared for fierce competition – Advanced town and city A.I., make for an intelligent and changing game world so you won’t be the only one looking for the best deal.
- Town personalities – adapt a suitable approach for every town or face their economic backlash.
- Huge, procedurally generated maps mean that you’ll always have room to expand your empire, whether in testing scenarios or sandbox mode where imagination is your only limit.
- Be quick to adapt to the current business climate with contracts and random events keeping you on your toes and cash flowing in.
- Balance environmental impact with productivity. Churn out the products at the expense of nature, or be a conscientious industrialist, balancing the delicate lay of the land with your hunger for profit.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Welcome, tycoons!
Can you believe it?
Rise of Industry is turning 1 year-old on Saturday the 2nd May!
But this isn't about us. In fact, our celebration's all about you!
Each day we shall be giving you a Rise of Industry-themed gift to say thank you for everything you've done for our title.
Since our game came out in 2019, we've had:
- 2000+ Very Positive Steam reviews for the base game
- A successful DLC, 2130
- A bustling Discord server with 6000+ tycoons
- An industrious supporter pack & so much more!
There have been epic business empire fails, streamer success stories & thousands of zeppelins!
Your unyielding dedication & passion for strategy, success & growing potatoes has made the game from a new, first release to the indie game heavyweight it is today!
Four our first gift, we have:
AN INDUSTRIOUS 2.2 ANNIVERSARY PATCH
{STEAM_CLAN_IMAGE}/29823111/cca3fd06c0137d64583397bd335cfc30790b2b53.png
This patch comes with an added anniversary logo on the main page, a new main theme track to boot & so much more to ensure your empire is going to be very successful this year!
{STEAM_CLAN_IMAGE}/29823111/e3b15cccc42cd53ea22aa45fd137864ec7dc6427.png
So please go forth & enjoy the patch & keep an eye on our Steam community pages & social media channels for more profitable presents throughout the week.
Version 2.0
Aug 16, 2019
https://www.youtube.com/watch?v=HCv7quVBQSk
"Man, what is that? Explain!"
Time to break the silence and show you guys what we've been up to!
So, we have been working hard on a big expansion for our beloved game. The idea is that the story of the main game, set in 1930, ended because players overpolluted the world, creating a nuclear winter, killing almost all life on the planet.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/a6abf6ce30c77ca3a3cd24584132aad93020436b.jpg
Now it's the year 2130. After two centuries, humans managed to recreate their cities, but life is still struggling. Trees and fish are nowhere to be found, and everyone lives in high-density buildings, eating algae and working with robots, scavenging ruins of the old world for resources.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/b079231a2403654a782a5f9923b7166ed5261677.jpg
Contrary to the main game, where everything is historically accurate, in 2130 we went crazy with technobabble and future-tech. Creativity was let loose without restraints, just pure, unadulterated fun. Hope you guys enjoy our vision of the future!
Now, all that is the DLC. Even if you don't end up getting it, the game will be updated to version 2.0, which includes a bunch of stuff, like Layouts (like other games' Blueprints, but with added functionalities! Copy/paste entire setups and share them across various saves and even on Steam Workshop), seasons (just visual stuff for now, but pretty cool nonetheless!), The Assistant (a new tutorial system (yes, another one) to guide you from the first steps, all the way to a Prototype), and more!
A build will be shown at Gamescom next week, where the press and others will have the chance to see it live. Of course, some Gifs and insider's info will always be shared on Discord. I just can't keep hiding it from you guys, so come and ask all the questions you want!
Of course, here's a link to the store page so you can wishlist it:
https://store.steampowered.com/app/1139110/Rise_of_Industry_2130/
Now, the press-friendly explanation:
In Rise of Industry: 2130, your idyllic world of profit and loss lay in ruins. Mankind’s endless capitalism and destruction of decades gone by has given birth to a dark and desolate new world.
Now you must construct all-new technologically advanced production lines and rebuild your industrial empire in a bleak dystopian future.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/b6e8f07e23235803db7209150ed36efca7e758e9.jpg
Scavenge materials from ruins of former cities, place over 30 new buildings like the offshore algae farms or thorium mines, and move them to market with new maglev trains and cargo dropships.
2.0 Update
The 2130 expansion is released in conjunction with the totally free Update 2.0 for the Rise of Industry base game and expansion. The new update is full of new features, such as Layouts, which allows you to build your ideal production setups and share with the community or replicate them as many times as you like. The introduction of seasons, a new objective-based 'helper' system, 'The Assistant' and a host of improvements and fixes completes the free 2.0 update.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/67ef7dffba3a0aab05dc3be194acdd5e632cbf18.jpg
Rise of Industry: 2130 will be available in Q4 2019!
View on Steam
"Man, what is that? Explain!"
Time to break the silence and show you guys what we've been up to!
So, we have been working hard on a big expansion for our beloved game. The idea is that the story of the main game, set in 1930, ended because players overpolluted the world, creating a nuclear winter, killing almost all life on the planet.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/a6abf6ce30c77ca3a3cd24584132aad93020436b.jpg
Now it's the year 2130. After two centuries, humans managed to recreate their cities, but life is still struggling. Trees and fish are nowhere to be found, and everyone lives in high-density buildings, eating algae and working with robots, scavenging ruins of the old world for resources.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/b079231a2403654a782a5f9923b7166ed5261677.jpg
Contrary to the main game, where everything is historically accurate, in 2130 we went crazy with technobabble and future-tech. Creativity was let loose without restraints, just pure, unadulterated fun. Hope you guys enjoy our vision of the future!
Now, all that is the DLC. Even if you don't end up getting it, the game will be updated to version 2.0, which includes a bunch of stuff, like Layouts (like other games' Blueprints, but with added functionalities! Copy/paste entire setups and share them across various saves and even on Steam Workshop), seasons (just visual stuff for now, but pretty cool nonetheless!), The Assistant (a new tutorial system (yes, another one) to guide you from the first steps, all the way to a Prototype), and more!
A build will be shown at Gamescom next week, where the press and others will have the chance to see it live. Of course, some Gifs and insider's info will always be shared on Discord. I just can't keep hiding it from you guys, so come and ask all the questions you want!
Of course, here's a link to the store page so you can wishlist it:
https://store.steampowered.com/app/1139110/Rise_of_Industry_2130/
Now, the press-friendly explanation:
In Rise of Industry: 2130, your idyllic world of profit and loss lay in ruins. Mankind’s endless capitalism and destruction of decades gone by has given birth to a dark and desolate new world.
Now you must construct all-new technologically advanced production lines and rebuild your industrial empire in a bleak dystopian future.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/b6e8f07e23235803db7209150ed36efca7e758e9.jpg
Scavenge materials from ruins of former cities, place over 30 new buildings like the offshore algae farms or thorium mines, and move them to market with new maglev trains and cargo dropships.
2.0 Update
The 2130 expansion is released in conjunction with the totally free Update 2.0 for the Rise of Industry base game and expansion. The new update is full of new features, such as Layouts, which allows you to build your ideal production setups and share with the community or replicate them as many times as you like. The introduction of seasons, a new objective-based 'helper' system, 'The Assistant' and a host of improvements and fixes completes the free 2.0 update.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29823111/67ef7dffba3a0aab05dc3be194acdd5e632cbf18.jpg
Rise of Industry: 2130 will be available in Q4 2019!
Industrialists! In a constant effort to make the game sleeker and simpler, without losing complexity, we've been pushing and testing some more changes.
The main one is that the Truck Depots no longer exist. If you load a map from 1.2.x, you will have to rework your Requests and Destinations. Now al manual destinations from the warehouse use the high capacity trucks (can still be upgraded). This simplifies the system and removes clutter. Hope you like this change and more!
As many reports about logistics were about Requests, they have now been removed from the Tutorial, and the whole feature is hidden in the Gameplay Options menu. Please only use them in real necessity. Remember: Requests are not for "A to B", those are Destinations. Requests are for "all of X product here". There should not be multiple requests for the same product, or problems arise if not dealt with properly.
Now, focusing on Gamescom. We have been working on something quite massive, and we can't wait to reveal it. But first: next week we'll take a small well-deserved summer break. See you soon!
Changelog: https://steamcommunity.com/app/671440/discussions/4/1643168364662918600/
Oh and thanks to TrainyMcTrainFace, we have now a bunch of new Settlement names! Check them out here: https://steamcommunity.com/id/trainlover1998/myworkshopfiles/?appid=671440
PS: if you've been away for long and wonder what happened to the logistics, please check this out: https://steamcommunity.com/games/671440/announcements/detail/1615018964396099180
View on Steam
The main one is that the Truck Depots no longer exist. If you load a map from 1.2.x, you will have to rework your Requests and Destinations. Now al manual destinations from the warehouse use the high capacity trucks (can still be upgraded). This simplifies the system and removes clutter. Hope you like this change and more!
As many reports about logistics were about Requests, they have now been removed from the Tutorial, and the whole feature is hidden in the Gameplay Options menu. Please only use them in real necessity. Remember: Requests are not for "A to B", those are Destinations. Requests are for "all of X product here". There should not be multiple requests for the same product, or problems arise if not dealt with properly.
Now, focusing on Gamescom. We have been working on something quite massive, and we can't wait to reveal it. But first: next week we'll take a small well-deserved summer break. See you soon!
Changelog: https://steamcommunity.com/app/671440/discussions/4/1643168364662918600/
Oh and thanks to TrainyMcTrainFace, we have now a bunch of new Settlement names! Check them out here: https://steamcommunity.com/id/trainlover1998/myworkshopfiles/?appid=671440
PS: if you've been away for long and wonder what happened to the logistics, please check this out: https://steamcommunity.com/games/671440/announcements/detail/1615018964396099180
Version 1.2
Jun 25, 2019
Whew! After a few weeks of changing mechanics and adding new stuff, can finally launch version 1.2! As you guys know, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.
https://www.youtube.com/watch?v=G-dND7hrPCU&feature=youtu.be
In short:
Because of these changes, if you import a map from 1.0 or 1.1, you will have to tweak may of your logistic buildings. Because of this, I strongly recommend you start a new map, to avoid any issues.
Next item on the list is the "Simplified Production Chains". Some of you voiced out the fact that you want perfect ratios across buildings, so we added a difficulty modifier that makes every single production time rounded to 15 days, making syncing up recipes much easier, for those who want it.
Another new toy, is the target selector. When you are choosing a destination for a building, the whole map turns black and white, to highlight the valid destinations. Most importantly, you can straight up click them, without using the list! This should streamline the process a fair amount.
Last but not least, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:
So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w
We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).
Hope you like this mega patch, and if you do, please leave a review on the store page. They really help!
See you on Discord!
Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1643167006251987160/
View on Steam
https://www.youtube.com/watch?v=G-dND7hrPCU&feature=youtu.be
In short:
- Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
- Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
- Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
- Requests and AWH work the same as always
Because of these changes, if you import a map from 1.0 or 1.1, you will have to tweak may of your logistic buildings. Because of this, I strongly recommend you start a new map, to avoid any issues.
Next item on the list is the "Simplified Production Chains". Some of you voiced out the fact that you want perfect ratios across buildings, so we added a difficulty modifier that makes every single production time rounded to 15 days, making syncing up recipes much easier, for those who want it.
Another new toy, is the target selector. When you are choosing a destination for a building, the whole map turns black and white, to highlight the valid destinations. Most importantly, you can straight up click them, without using the list! This should streamline the process a fair amount.
Last but not least, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:
- Pure black = water
- Pure white = very high (avoid)
- Anything below grayscale 64 is water
- Try to have dark or very dark images
- Avoid pixel-perfect details
- "Posterise" is your friend
- Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
- Lower the amount of detail by using the beautify or noise reduction tools
- Use PNGs without a lot of compression. JPGs produce artifacts
- Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps
So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w
We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).
Hope you like this mega patch, and if you do, please leave a review on the store page. They really help!
See you on Discord!
Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1643167006251987160/
Version 1.2
Jun 10, 2019
Ok, been gathering feedback non-stop, and apparently people a general consensus:
"Tutorial and logistics sux" (I think this is the actual quotes, but who knows).
Aaaaanywho, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.
In short:
Note that this is an Experimental branch, so you need to start a new map. Will work on ways to import old maps this week.
As a bonus, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:
So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w
We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).
Of course, more will come (new targeting system, new events, etc). This is an initial version of 1.2 just so we can get some feedback on the new Tutorial and Logistics.
Hope you like it, and see you on Discord!
Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1642039363009134475/
View on Steam
"Tutorial and logistics sux" (I think this is the actual quotes, but who knows).
Aaaaanywho, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.
In short:
- Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
- Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
- Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
- Requests and AWH work the same as always
Note that this is an Experimental branch, so you need to start a new map. Will work on ways to import old maps this week.
As a bonus, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:
- Pure black = water
- Pure white = very high (avoid)
- Anything below grayscale 64 is water
- Try to have dark or very dark images
- Avoid pixel-perfect details
- "Posterise" is your friend
- Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
- Lower the amount of detail by using the beautify or noise reduction tools
- Use PNGs without a lot of compression. JPGs produce artifacts
- Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps
So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w
We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).
Of course, more will come (new targeting system, new events, etc). This is an initial version of 1.2 just so we can get some feedback on the new Tutorial and Logistics.
Hope you like it, and see you on Discord!
Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1642039363009134475/
Industrialists! Hello again!
Right on, so... release got us thousands of new players (each with their own feedback, reports, thoughts, and so on). Gatherers a lot of this and got to work non stop. After a few weeks of coding, testing and some community members' feedback for testing the beta branches, we can now present to you the official first post-release megapatch!
Really hope you guys see this as a step in the right direction for an even more enjoyable experience!
Main Features
Warehouses can directly supply shops (this can be disabled if you want)
Can buyout other entities' permits (and the AI will offer you cash for yours)
Warehouses now clearly state if and with what Depots they are connected to
Major changes to Logistcs:
Stock Market
AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.
Now, for 1.2 we're working on mid to endgame stuff: Dynamic Events and AI trading. More details coming soon!
Have fun, and let me know what you think of all these changes!!
Changelogs:
1305: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/
1405: https://steamcommunity.com/app/671440/discussions/4/1652169858551983144/
1505: https://steamcommunity.com/app/671440/discussions/4/1652170487947327171/
1805: https://steamcommunity.com/app/671440/discussions/4/3557193237102778626/
2105: https://steamcommunity.com/app/671440/discussions/4/3557193237111340707/
View on Steam
Right on, so... release got us thousands of new players (each with their own feedback, reports, thoughts, and so on). Gatherers a lot of this and got to work non stop. After a few weeks of coding, testing and some community members' feedback for testing the beta branches, we can now present to you the official first post-release megapatch!
Really hope you guys see this as a step in the right direction for an even more enjoyable experience!
Main Features
Warehouses can directly supply shops (this can be disabled if you want)
Can buyout other entities' permits (and the AI will offer you cash for yours)
Warehouses now clearly state if and with what Depots they are connected to
Major changes to Logistcs:
- Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.
- It's all more according to how big bulky transportation vehicles should work.
- Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.
- In short:
- Automated Warehouse trucks are very cheap
- Normal trucks are good for very short range (under 50 tiles)
- Warehouse dispatch trucks are good for short range (under 125 tiles)
- Trains are expensive to set up, but are fast and good over 200 tiles
- Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
- Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.
Stock Market
- Players can now buy up other companies in hostile takeovers, by purchasing their stocks when they are vulnerable.
- Be careful as other companies can buy up your stock.
- Stock prices go up over time, as the company places more buildings and gains control over more regions
- The more stocks are sold, the more expensive they get
AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.
- "Equally": like now: AWH sends stuff equally to shops and producers. This is the default state.
- "+Shops": it will send stuff to shops first, then, if there's spare, to producers. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the shop, and then to the farm. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the shop).
- "+Users": it will send stuff to producersfirst, then, if there's spare, to shops. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the farm, and then to the shop. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the farm).
- "Only shops": AWH will supply only shops and will not care about producers.
- "No shops": AWH will supply only producers and will not care about shops.
- "All Off": same as "all manual" (AWH disabled).
Now, for 1.2 we're working on mid to endgame stuff: Dynamic Events and AI trading. More details coming soon!
Have fun, and let me know what you think of all these changes!!
Changelogs:
1305: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/
1405: https://steamcommunity.com/app/671440/discussions/4/1652169858551983144/
1505: https://steamcommunity.com/app/671440/discussions/4/1652170487947327171/
1805: https://steamcommunity.com/app/671440/discussions/4/3557193237102778626/
2105: https://steamcommunity.com/app/671440/discussions/4/3557193237111340707/
Industrialists! Hello!
Paid lots of attention to the feedback, and I know you guys are a bit disappointed with how the AI doesn't seem to add much, or how the Logistics keep doing whatever they want, so we've been working non-stop on patch 1.1, and here it is in all its glory. Note that we are not done yet, with more to come. Here are the changes:
Main Features
Warehouses can directly supply shops (this can be disabled if you want)
Can buyout other entities' permits (and the AI will offer you cash for yours)
Warehouses now clearly state if and with what Depots they are connected to
Major changes to Logistcs:
The big changelog: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/
View on Steam
Paid lots of attention to the feedback, and I know you guys are a bit disappointed with how the AI doesn't seem to add much, or how the Logistics keep doing whatever they want, so we've been working non-stop on patch 1.1, and here it is in all its glory. Note that we are not done yet, with more to come. Here are the changes:
Main Features
Warehouses can directly supply shops (this can be disabled if you want)
Can buyout other entities' permits (and the AI will offer you cash for yours)
Warehouses now clearly state if and with what Depots they are connected to
Major changes to Logistcs:
- Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.
- It's all more according to how big bulky transportation vehicles should work.
- Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.
- In short:
- Automated Warehouse trucks are very cheap
- Normal trucks are good for very short range (under 50 tiles)
- Warehouse dispatch trucks are good for short range (under 125 tiles)
- Trains are expensive to set up, but are fast and good over 200 tiles
- Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
- Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.
The big changelog: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/
All the details here, for your maximum enjoyment!
https://steamcommunity.com/app/671440/discussions/4/1651043320667542624/
View on Steam
https://steamcommunity.com/app/671440/discussions/4/1651043320667542624/
Version 1.1
May 2, 2019
We've made it! Thanks to your unbelievable patience, support & feedback we are proud to say that Rise of Industry is now at full release!
It's been a long road (almost 4 years!) and from the whole team behind Rise of Industry, we wanted to say a HUGE thank you for eveything you've done. Without your support, the game wouldn't have made it this far. So truly, thank you.
However, that isn't the end of the journey for the Rise of Industry. We promised that we would support the game long after full release and we are staying true to our word. We have lots of plans and additions to come and you'll be able to see them in the not too distant future in version 1.1 and beyond!
https://www.youtube.com/watch?v=4wgc7vqcw78
We've been amazed by the feedback and suggestions of the community during the Early Access phase, but it doesn't need to stop there.
As already mentioned, we've still got lots planned for post-release content to support the game but you can still tell us what you want adding to the game. Maybe it's a new factory, mechanic, recipe - let us know and if it proves popular, it could end up in the game in the coming months.
If you haven't already, why not join our friendly community on Discord and tell us your ideas for post-release content or just how you're getting on in the game. We'd love to hear from you!
But now, go have fun! I'll be here in the forums and on Discord!
Previous Changelogs:
https://steamcommunity.com/app/671440/discussions/4/1651043320649214021/
https://steamcommunity.com/app/671440/discussions/4/1679190184076977764/
https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/
View on Steam
It's been a long road (almost 4 years!) and from the whole team behind Rise of Industry, we wanted to say a HUGE thank you for eveything you've done. Without your support, the game wouldn't have made it this far. So truly, thank you.
However, that isn't the end of the journey for the Rise of Industry. We promised that we would support the game long after full release and we are staying true to our word. We have lots of plans and additions to come and you'll be able to see them in the not too distant future in version 1.1 and beyond!
https://www.youtube.com/watch?v=4wgc7vqcw78
We've been amazed by the feedback and suggestions of the community during the Early Access phase, but it doesn't need to stop there.
As already mentioned, we've still got lots planned for post-release content to support the game but you can still tell us what you want adding to the game. Maybe it's a new factory, mechanic, recipe - let us know and if it proves popular, it could end up in the game in the coming months.
If you haven't already, why not join our friendly community on Discord and tell us your ideas for post-release content or just how you're getting on in the game. We'd love to hear from you!
But now, go have fun! I'll be here in the forums and on Discord!
Previous Changelogs:
https://steamcommunity.com/app/671440/discussions/4/1651043320649214021/
https://steamcommunity.com/app/671440/discussions/4/1679190184076977764/
https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/
The last patch before release is on the Experimental branch. We are having some issues with the game crashing when you load from the game scene, or go back to the main menu, so we disabled those options until a solution is found.
This means that to load a save, you need to exit the game, reload it, and load from the main menu. Sorry about this, we're working as fast as we can for the release.
Aside from that, we have a lot of balance changes and polish done for the release. Keep in mind that our work isn't done; there's still a lot of post-release content planned, but right now all we care about is hearing from you. Post your thoughts, complaints, suggestions... everything.
I'll be here, listening, waiting.
And as usual, the changelog: https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/
View on Steam
This means that to load a save, you need to exit the game, reload it, and load from the main menu. Sorry about this, we're working as fast as we can for the release.
Aside from that, we have a lot of balance changes and polish done for the release. Keep in mind that our work isn't done; there's still a lot of post-release content planned, but right now all we care about is hearing from you. Post your thoughts, complaints, suggestions... everything.
I'll be here, listening, waiting.
And as usual, the changelog: https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/
Right on, it's been a very long road, full of emotions (3.5 years since the first prototype, a failed kickstarter, a difficult Early Access launch, an extremely positive reception these last few months, and countless obligatory comparisons to OTTD (I still don't get it, but still...). Finally it's coming to an end, at least the big part. Of course, we have a lot of post-release content. Don't think that we're just going to disappear after releasing the 1.0!
When we started this trip, I was alone, doing some weird code and design. Working a boring day job, fixing laptops and phone screens. Then started to join with others over the weekends, for a few months, and ended up with a prototype (you can play it here: https://drive.google.com/open?id=0B8CZVIFErUt0ZzNUdDVIM1V6MVE ).
Won't bore you with the details of my life, I'll make a blog someday in case you want to read about the development. Maybe, hopefully, who knows.
Now, you're reading this because you want to know what's the deal with the new patch (A11, introducing competitor AIs, Auctions and PR Events). Well, the short answer is: it's ready! Hop on the Experimental branch and play!
Long answer: still need to polish it a bit, and need as much feedback as possible. It's not easy to teach an AI 3 years of mechanics, in just a month. It does weird stuff, and need to see how you react to it. So please, open threads, send me emails, come to Discord, and let me hear you out.
Aside from that, going to take a small break this month. Going on a pre-launch trip to have some admittedly well-earned holidays. The original idea was to release the game in February, but I always wanted to add more and more things (curse you, feature creep syndrome!), but the holidays were already booked, so delaying the launch made it difficult to reorganise everything. Going to relax before the full release, to have the batteries charged for all the post-release content, announcements, polish and feedback gathering that will happen!
Now, the plan is to release the 2nd of May, but the public branch will remain on A10, and then do the big jump to 1.0 directly (skipping A11). This is because I really want the release to go as smooth as possible, and having the biggest impact we can (coverage, youtube, etc). So please, if you want to help, hop on the A11 patch and let me know what you think, and how we can improve.
Well, this was a bit longer than expected. Just wanted to do this announcement by saying a very important thing: thank you. Without you, dear fan and supporter, we wouldn't've come this far. You allowed us to work these years in something we love, leaving behind soulless jobs, and focusing on making this small game a reality; something that we really think you can enjoy (or at least, be entertained by it). We got way more than we ever could've hoped for. So much love and attention, that it's literally bringing tears to my eyes as I'm writing this.
Really, from everyone at Dapper Penguin Studios, thank you.
Now go play the new patch. I'll be here, listening to your feedback.
Stay awesome.
PS: patchnotes, cos I know you like them: https://steamcommunity.com/app/671440/discussions/4/1815422173033520728/
View on Steam
When we started this trip, I was alone, doing some weird code and design. Working a boring day job, fixing laptops and phone screens. Then started to join with others over the weekends, for a few months, and ended up with a prototype (you can play it here: https://drive.google.com/open?id=0B8CZVIFErUt0ZzNUdDVIM1V6MVE ).
Won't bore you with the details of my life, I'll make a blog someday in case you want to read about the development. Maybe, hopefully, who knows.
Now, you're reading this because you want to know what's the deal with the new patch (A11, introducing competitor AIs, Auctions and PR Events). Well, the short answer is: it's ready! Hop on the Experimental branch and play!
Long answer: still need to polish it a bit, and need as much feedback as possible. It's not easy to teach an AI 3 years of mechanics, in just a month. It does weird stuff, and need to see how you react to it. So please, open threads, send me emails, come to Discord, and let me hear you out.
Aside from that, going to take a small break this month. Going on a pre-launch trip to have some admittedly well-earned holidays. The original idea was to release the game in February, but I always wanted to add more and more things (curse you, feature creep syndrome!), but the holidays were already booked, so delaying the launch made it difficult to reorganise everything. Going to relax before the full release, to have the batteries charged for all the post-release content, announcements, polish and feedback gathering that will happen!
Now, the plan is to release the 2nd of May, but the public branch will remain on A10, and then do the big jump to 1.0 directly (skipping A11). This is because I really want the release to go as smooth as possible, and having the biggest impact we can (coverage, youtube, etc). So please, if you want to help, hop on the A11 patch and let me know what you think, and how we can improve.
Well, this was a bit longer than expected. Just wanted to do this announcement by saying a very important thing: thank you. Without you, dear fan and supporter, we wouldn't've come this far. You allowed us to work these years in something we love, leaving behind soulless jobs, and focusing on making this small game a reality; something that we really think you can enjoy (or at least, be entertained by it). We got way more than we ever could've hoped for. So much love and attention, that it's literally bringing tears to my eyes as I'm writing this.
Really, from everyone at Dapper Penguin Studios, thank you.
Now go play the new patch. I'll be here, listening to your feedback.
Stay awesome.
PS: patchnotes, cos I know you like them: https://steamcommunity.com/app/671440/discussions/4/1815422173033520728/
Another juicy patch, expanding and perfecting the way traffic is handled. Expect extreme efficiency with the Warehouse Automation!
Now we have to focus on A11 (AI competitors). Those backstabbing industrialists won't sharpen their skills on their own!
Improvements and Changes
Bugfixes
Work in Progress for A10.x
Work in Progress for A11
Previous changelogs:
https://steamcommunity.com/app/671440/discussions/4/1843566500511189206/
https://steamcommunity.com/app/671440/discussions/4/1843566500519537845/
https://steamcommunity.com/app/671440/discussions/4/1843566500529985120/
View on Steam
Now we have to focus on A11 (AI competitors). Those backstabbing industrialists won't sharpen their skills on their own!
Improvements and Changes
- Updated the Tooltip for the Undo button.
Bugfixes
- Fixed the Plus and Minus signs in the Logistics window so the increment properly.
- Fixed a bug where Farms or Factories were not able to get Products from a Warehouse.
Work in Progress for A10.x
- Working on solving some saving issues.
- Working on adding a Query Tool.
- Working on adding a Crosswalk Texture to intersections.
- Working on disabling the Cursor during intro video and splash screens.
- Working on the incorrect figures appearing on the Production Overview Screen.
Work in Progress for A11
- Working on adding special bonuses to Headquarters when you invest in a model change.
- Working on creating One-Way Bridges and Tunnels.
- Working on getting AI Entities to use all harvesters available.
- Working on making different map layers to condense the information players see.
Previous changelogs:
https://steamcommunity.com/app/671440/discussions/4/1843566500511189206/
https://steamcommunity.com/app/671440/discussions/4/1843566500519537845/
https://steamcommunity.com/app/671440/discussions/4/1843566500529985120/
Current Release
Not available
System Requirements
OS
N/A
CPU
32nm CPU (7th Gen or newer)
RAM
8 GB RAM
GPU
Nvidia GeForce GT 550 or AMD Radeon HD 5000 - Integrated GPUs might not work
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Archive password
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Rise of Industry for PC with a direct link or via torrent. Get the full version of Rise of Industry for free. Rise of Industry is a Indie released by Dapper Penguin Studios.