Realindustry
Realindustry is an industrial simulation made by a solo developer. The player takes the role of Director of colony NIZ-08 and is instructed by the Corporation to produce a single Hyperdrive Engine. Reaching that goal involves gathering raw materials, crafting tools, constructing facilities, unlocking research and linking together progressively deeper production chains. Progression moves from manual labour through machinery, electricity, electronics, nuclear engineering and quantum technology to antimatter. The game contains 236 resources, materials, intermediates and components, 353 production processes (216 of which display an explicit formula or equation), 56 industrial sites and facilities, and 146 research projects spread across 10 technology levels.
Production chains are based on real metallurgy, industrial chemistry, materials science, electronics and power engineering. Steel requires iron ore and coke, microchips require ultrapure silicon, doping and clean rooms, and nuclear fuel requires enrichment. Chemical reactions are shown with their equations, while physical or mechanical processes are described by their underlying principle. Each resource has an Almanac entry with an illustration, its chemical composition where relevant, historical context and industrial facts. Automation is designed by the player as visual flowcharts: colonists can be assigned to manual schemes, and electronic automation cores can later be installed in individual facilities. These programmes support waits, rest periods, loops, conditions, branches, joins and synchronisation barriers, can respond to stock levels and can run several production paths in parallel. Upgrades to speed, batch capacity and parallel output increase electricity demand, and each building provides live input, output and power statistics alongside long-term history graphs.
A first campaign is expected to take around 15 to 20 hours and there is no time limit. Achievements grant in-game rewards, and optional discoveries, sealed records and alternate outcomes exist beyond the main production target. The narrative is delivered through the Corporation’s orders and through details hidden in interfaces, logs and system behaviour, and the stated objective has more than one possible ending. An original score unlocks in stages with each technology level, and facilities have their own mechanical sound effects. The game launches as a complete single-player title including the full campaign, technology tree, automation systems, achievements and story. Post-launch plans include mod support, with Steam Workshop integration under consideration, and a High-Realism Mode adding emissions, pollution, environmental consequences and stricter operational constraints.
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