

Realindustry
AssemblyPrime · September 22, 2026 · Simulation, Realistic, Science, Story Rich, Strategy
Buy Realindustry from Steam at $14.99 — the cheapest of 1 store we compare.
Where to buy Realindustry — official stores
Realindustry price by region
Realindustry costs $8.55 in Georgia (USD), £13.75 in the United Kingdom, $14.99 in the United States, €15.49 in Europe (EUR), CA$17.99 in Canada, A$20.95 in Australia, NZ$23.49 in New Zealand, R$53.49 in Brazil and zł62.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $8.55 | $8.55 | — | 1 | |
| £13.75 | £13.75 | — | 1 | |
| $14.99 | $14.99 | — | 1 | |
| €15.49 | €15.49 | — | 1 | |
| CA$17.99 | CA$17.99 | — | 1 | |
| A$20.95 | A$20.95 | — | 1 | |
| NZ$23.49 | NZ$23.49 | — | 1 | |
| R$53.49 | R$53.49 | — | 1 | |
| zł62.99 | zł62.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About Realindustry
REALINDUSTRY
A Hyper-Realistic Industrial SimulationEvery resource is real. Every process is accurate. Every decision matters.THE SCALE
231 RESOURCES. Not abstract symbols. Real materials with real properties.Iron. Copper. Titanium. Uranium. Antimatter.Each with meticulously researched visuals, chemical formulas, and historical context.352 PRODUCTION PROCESSES. Not simplified crafting recipes. Actual industrial chemistry. Real metallurgy. Authentic manufacturing.From bloomery smelting to semiconductor fabrication.Every reaction has its chemical equation. Every process has its logic.56 INDUSTRIAL FACILITIES. Not cartoon buildings.Detailed structures with authentic ambient sounds.From hand tools to antimatter containment.143 INTERCONNECTED RESEARCH TECHNOLOGIES.Form a web of dependencies spanning primitive tools to quantum physics.Unlock buildings. Unlock recipes. Unlock the truth.THE REALISM
This is not a game that simplifies.This is a game that teaches.Want to make steel? You'll learn why blast furnaces need coke.Want electronics? You'll understand semiconductor doping.Want nuclear power? You'll grasp uranium enrichment.Want antimatter? You'll... discover some things aren't taught in textbooks.Every material has:- Carefully crafted visuals based on real-world research
- Documented chemical composition (where applicable)
- Historical background explaining humanity's relationship with it
- Scientific facts that make you understand modern civilization
THE AUDIO EXPERIENCE
33 original atmospheric compositions.Five years in development.Each track unlocks as you advance through technology levels.Every building has its authentic soundscape:Furnaces roar. Machines hum. Metal clangs.Close your eyes and you're standing in a real factory.This isn't background ambient.This is industrial immersion.THE CHALLENGE
Your goal is singular:BUILD ONE HYPERDRIVE ENGINE.The path is not.From gathering wood with bare hands to synthesizing exotic alloys.From stone tools to quantum laboratories.From manual labor to autonomous robotics.Every step requires planning.Every resource is earned.Every technology is researched.Resources are finite until you master recycling.Energy is limited until you unlock better sources.Time is yours. Pressure is internal. Perfectionism is optional.Success is inevitable — if you're systematic enough.WHAT MAKES THIS UNIQUE
This is what happens when someone spends years studying:- Industrial chemistry textbooks
- Metallurgical engineering papers
- Manufacturing process documentation
- Real factory sound libraries
- Actual material science databases
WHAT YOU'LL LEARN
How steel is actually made. (It's not just "iron + heat".)Why silicon chips require ultra-pure materials. (99.9999% isn't enough.)What makes aluminum revolutionary. (It was once more valuable than gold.)How nuclear reactions work. (And why containment matters.)Why recycling is industrially complex. (It's not just "melt it again".)And about 226 other materials you use daily without thinking.This game will change how you see modern civilization.Every object around you went through processes similar to these.DEVELOPMENT NOTES
This is an indie project.One developer's obsession with industrial realism.Years of research. Hundreds of sources. Thousands of hours.Post-launch plans include:- Modding support (add your own materials, buildings, processes)
- High-Realistic Mode (environmental consequences, pollution mechanics)
WHO SHOULD PLAY THIS
You should play this if:- You get satisfaction from understanding complex systems
- You appreciate when games respect your intelligence
- You've ever wondered "how is this actually made?"
- You enjoy optimization challenges
- You like when fiction is grounded in reality
- You want a game that teaches while entertaining
FINAL WORDS
Most games show you fantasy worlds.This one shows you the real world — the parts most people never see.The factories that make your phone.The refineries that produce your plastic.The foundries that forge your car.The reactors that power your city.All of it is here.All of it is accurate.All of it is playable.Build your industrial empire.Master 231 materials.Execute 352 processes.Research 143 technologies.Construct 56 facilities.Produce one Hyperdrive Engine.Discover why you were really sent here.REALINDUSTRY CORPORATION
"Industrial Excellence Since 2089"\\\Your application is being processed.Realindustry — game info
- Platforms
- Windows, macOS
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I have a real love/hate relationship with this game. It's a great idea wrapped in a hard to use UI filled with very strange and somewhat baffling design choices. I'm still playing basically forcing myself to get through to the end, but I would not recommend it, it just isn't fun as anything but a tedious clicker until you're nearly done with the game. If it was in early access, maybe this would be a cautious recommend, but only after playing the demo thoroughly. But it's a full release game, so it's definitely thumbs down. You build one of each building, and each building will have multiple processing lines available. For example, an oil refinery has processing petroleum into motor products, lubricant, or several other products, each as a separate line. Initially with colonists you can automate most or all of the lines in a building to run in parallel, up to where you run out of colonists. Even with the recent change to increase colonists, you run out very quickly. So maybe you can automate all the steps to get steel, but then you also need 50 other products to keep moving forward. So you're hand crafting those other 50. Why the artificial limitation? Then you get halfway throu…10 found this helpful
Massively enjoyed the demo of this a few months back, but I feel like the dev has made some changes/additions that have lessened my enjoyment of it. There seems to be far less focus on automation and far more manual crafting. Systems have just changed ever so slightly, sadly.3 found this helpful
This game is *BAD* from a design perspective and getting worse as it goes on. It was an incremental but not a very good one. People wanted it to be a factory game, which it is not. You simply click your way to success. The factory part of the game is very high level, but always a bother. You neither have the colonists, nor the automation you want. Why bother when you just click your wait to level 10? I don't even understand why there is automation really? Also, I don't think he even knows how to proceed with the game. I can't stress this enough, this isn't an automation game. It is and isn't an incremental. I wish I could get through to the author but he only hears what he wants to hear. This is a word of warning for people planning on making game entirely by AI. It isn't the AI, it is bad human design. You can't AI that away. It was a poorly conceived incremental that went horribly wrong somewhere and isn't worth playing.2 found this helpful
The game is ok and has a bit of interesting lore apart from production chains. But automatization is quite a problem because interface and usability is quite poor. Chemical plant is the deepest circle of hell together with some other production buildings with many recipes. You just waste a lot of time searching for needed recipe to tweak it a bit. With 30+ active recipes it becomes hell. You just cannot distinguish what is produced by a blocks at a glance. And it lags like AAA project built on Ureal Engine 5. Another problem is finding out what resources gone deficit in automation panel. You have something like 100 resources produced and no sorting or filtering. Inventory tab is not a real helper here too. No sorting or filtering of recipes and resources anywhere. No icons of produced items where they are most needed. Jumping block heights in automation. And so on. Game wants your eyes to feel pain and it accomplishes this evil deed. But I've spent 39 hours there. And finished the game with automation of at least 85% of most used resources. And I actually liked it more than hated. After some patches it will be more playable.2 found this helpful
This game is not there yet, at best you can say it is an early access game with balancing problems. If the developer manages to balance progression better (especially the amount of colonists you get for the first 4-5 tech tiers), and polish the experience a it more, i.e. scrolling feels clunky with the need for the mouse mouse wheel, it would have worked better if you could grab the background behind the cards and just pull with left click. Polish, balance, and just raising the general quality of this product could possibly turn it into a thumbs up.1 found this helpful
I definitely recommend this game. Its very casual and I accidentally played it for 4 hours on a Saturday... I cautiously purchased the game after reading the criticisms about colonist shortages and learned very quickly that is a mechanic to force you to REDUCE your productions, not maximize them. Then I wrote a guide for the numb skulls who thought it was a fault in the game. . . Please use my guide if you think there arent enough colonists.1 found this helpful
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