Directors,
When I announced the September 22 release date, I promised to reveal the price two weeks before launch. So let us begin with the part that matters most:
For the first 14 days, the game will have a 20% launch discount, bringing the US launch price down to $11.99. The launch offer will run from September 22 until October 6.
The $14.99 base price is meant to reflect both the scale of the complete game and the fact that Realindustry is a focused, niche experience. The 20% launch discount is my way of making the full release more accessible – and of thanking everyone who supported the project before launch.
Below are the launch prices for the main regions represented by the game's supported languages and largest current communities. Steam will display the exact approved local price for every other supported currency on the store page.
Currency / Region
Launch price — 20% off
US Dollar
$11.99
Euro
€12.39
British Pound
£11.00
Canadian Dollar
CDN$14.39
Japanese Yen
¥1,520
Chinese Yuan
¥47.20
Russian Ruble
528 руб.
Ukrainian Hryvnia
268₴
Regional USD — CIS, South Asia, LATAM, MENA
$6.84
Currency / Region
Base price
US Dollar
$14.99
Euro
€15.49
British Pound
£13.75
Canadian Dollar
CDN$17.99
Japanese Yen
¥1,900
Chinese Yuan
¥59.00
Russian Ruble
660 руб.
Ukrainian Hryvnia
335₴
Regional USD — CIS, South Asia, LATAM, MENA
$8.55
Regional prices are set separately rather than being produced by a live exchange-rate conversion. The price shown by Steam in your region is the final local price that applies to you.
Realindustry began as a personal experiment built entirely in my spare time: an attempt to create the industrial game I wanted to play but could not find.
Seeing thousands of players follow it, test it, and help shape it has turned that experiment into something far larger than I ever expected.
Today, around 5,000 players have Realindustry on their Steam wishlists. That number is far beyond anything I allowed myself to imagine when this project began. Every wishlist, demo session, bug report, suggestion, discussion, video, and Discord message has made this unusual solo-developed game feel real.
Thank you. I genuinely do not have a better way to say it.
Since the demo became public in April, nearly every major player-facing system has been rebuilt, expanded, or refined. Automation was redesigned, recipes and research were extensively rebalanced, the tutorial and guide were rebuilt, the complete campaign and its endings were finished, Steam achievements were integrated, and the interface, performance, save system, localization, and quality-of-life features received extensive improvements.
The vast majority of those decisions were shaped by players. Realindustry is still my game and my design, but it is a much better version of that design because people took the time to explain where it was confusing, slow, frustrating, or simply not working as intended.
There is still one more substantial pre-release update coming before September 22. It includes another balance pass and several dozen community suggestions, especially from the players who have stayed close to development in Discord. I will test the balance changes thoroughly before they become part of the release build.
Realindustry will launch as a complete game: the full campaign, all ten technology tiers, automation systems, achievements, story, and its possible outcomes are part of version 1.0.
After launch, I will continue working on bug fixes and UI, UX, and quality-of-life improvements. The roadmap also includes two much larger additions:
Mod support, with Steam Workshop integration as the target.
A high-realism mode with stricter production constraints, emissions, pollution, environmental consequences, and a deeper simulation layer.
Both are planned as free post-launch updates. They are expansions to the simulation, not missing pieces of the launch campaign. I will announce dates only when the features are ready.
If you have played enough of the demo to understand what Realindustry is trying to do, I would genuinely like to hear from you. Tell me what worked, what did not, where the game lost you, and what you would want to see handled differently. Thoughtful feedback – whether positive or critical – is one of the most useful things you can give a solo developer this close to release.
Fourteen days remain.
[SYSTEM STATUS: RELEASE SEQUENCE ACTIVE]
[DIRECTOR AUTHORIZATION: SEPTEMBER 22]
[INTRODUCTORY RATE: −20%]
Do not deviate. Produce.