
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.
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.

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.
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.