Realindustry
Realindustry
AssemblyPrime
2026년 9월 22일
11 조회수
3 리뷰 수
225+ 추정 판매량
100% 긍정 평가

게임 정보

출시일: 2026년 9월 22일
개발사: AssemblyPrime
퍼블리셔: AssemblyPrime
플랫폼: Windows, Mac
출시 가격: 16,000 원
장르: 인디, 시뮬레이션, 전략

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게임 소개

Realindustry

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.

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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.

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.

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.

스크린샷

접속자 수

가격 정보

예측 판매량

225+

개

예측 매출

3,600,000+

원

업적 목록

업적 정보가 없습니다.

요약 정보

스팀 리뷰 (3)

총 리뷰: 3 긍정: 3 부정: 0 3 user reviews

텍스트 위주의 자동화를 돌리면서 시대를 발전시키는 게임 개인 취향에 맞는 게임인데 튜토리얼이 잘되어있고 영어가 진행하는데 막힐정도는 아니지만 이것 저것 세세하게 읽어보려면 한국어가 필요하다. 내가 계산을 못하는건지 밸런스가 이상한거지 잘모르겟음 철도구를 만드는데 철판이 5개가 들어가는데 철도구로 철판을 만들면 3개가 만들어짐 철당 철판효율은 좋은거같긴한데 만들면 만들수록 창조손해 먼데 일꾼을 배치해서 자원을 캘수잇는데 기초자원이 점점 많이필요하는데 늘어나는 인원수는 적음

👍 1 ⏱️ 5시간 59분 📅 2026-09-23

현재 스틸생산진행중. 현실적이고, 부산물 이용하는거 좋아하는 저한테는 재미있는게임입니다. 다만 다른공장게임과 다르게 라인을 짜는게 아니기때문에 난이도는 좀더 낮은편. 제가 느꼈을때 인력이 별로없는 작은지역에 부임해서 그 인력을 효율적으로 굴리고, 나도 열심히 뛰면서 발전해 나가는 게임이라고 생각합니다.

⏱️ 8시간 23분 📅 2026-09-25

게임의 첫 인상은 덜 다듬어진 좋은 게임이었습니다. 발전하는 도구와 문명, 자동화와 최적화가 내가 원하는 게임의 느낌이 났어요. 금방 별로인 부분이 많다는 걸 알 수 있었지만, 다행히 첫 패치가 빠르고 많은 부분을 수정하여, 게임이 전하는 재미는 주면서 초반을 적절하게 넘기고 좋은 부분으로 부드럽게 넘어갈 수 있게 되었습니다. 추가) 다시 수동을 좀더 적용해서 해보려고 했는데 tool 쓰면 쿨타임없이 수동으로 할 수 있다는 건 제발 튜토리얼에 넣어주세요. 자동화하는 법만 알려줬으니 당연히 그 방향으로 가려고 했고. 추추가) 튜토리얼에 operation board 를 통한 project 사용법을 적절히 알려주는 과정을 무조건 추가 해야햡니다. 이런 것들을 포함해서 제대로 알려주지 않는 것이 너무 많습니다. 그리고 검색창에서 a를 입력하려고 하면 단축키로 작동하는 버그도 확인해주세요

⏱️ 23시간 39분 📅 2026-09-23