Realindustry · build 25327378 · published
Directors,
This is one of the biggest updates I have released so far. Instead of only adding more things, I focused on something more important: making the systems clearer, making automation more necessary, and making the game feel more consistent across different setups.
A lot of this update comes directly from player feedback. New players, demo players, and people who have been following Realindustry for a while all helped point out where the game was unclear, too easy to brute-force manually, or too hard to read at a glance.
Here are the biggest changes.
The Automation Board can now work as a floating, resizable window, or collapse into a compact net-flow strip that can be docked to any side of the screen. The Automation Editor now follows the same windowed approach, so planning, editing, and monitoring production can live together instead of fighting for the same screen space.
This makes it much easier to keep production flow visible while adjusting your systems elsewhere. Electricity is separated from other resources in the compact view, scrolling is supported, and board positions are now remembered between sessions.
Manual production now uses a visible Manual Reserve system.
The goal is simple: manual production should help you get started, recover, or solve short-term problems, but it should not replace automation forever. Realindustry is about building systems, and this update pushes the game closer to that.
The production interface now also checks the full cost before consuming anything, including inputs, fuel, and tool wear. If production cannot happen, the game should now explain that much more clearly.
The old inventory card list has been replaced with a compact table focused on stock and flow.
Inventory now shows Stored, Inputs/min, Outputs/min, and Net/min for each resource. You can filter by deficits, surpluses, active flow, and zero stock. You can sort columns, search by resource name or internal ID, and see estimated time until stock runs out when a resource is in deficit.
This should make it much easier to understand what your factory is actually doing, not just what it currently contains.
One of the most important technical changes in 1.1.0 is that the desktop version now uses Full HD as its logical presentation surface.
In practice, this means the UI should behave much more consistently across different resolutions and display setups. Realindustry has a lot of information on screen, so this matters a lot for comfort and readability.
The Almanac now has low-glare dark pages enabled by default, improved overlays, safer resource-link behavior, and better scrolling.
The tutorial is also more robust now. It can recognize actual game state instead of relying only on temporary clicks, supports going back to previous steps, and asks for confirmation before skipping.
Save and exit prompts were improved too, including Save & Quit and Save & Return options.
Last time I mentioned the number, it was around 5,000. Seeing that grow has been incredible, especially as a solo developer. Every wishlist, every bug report, every review, every demo session, and every detailed message helps me understand what the game needs next.
This update exists because of that feedback.
Thank you for helping NIZ-08 run cleaner.
Automation Board & Planner
Automation Board can now be used as a floating, resizable window.
Automation Board can now collapse into a compact net-flow strip.
Compact Automation Board can be docked to the top, right, bottom, or left side of the screen.
Board position, compact mode, and dock preference are now saved.
Compact net-flow view now separates electricity from other resources and supports scrolling.
Automation Editor is now part of the floating window workflow, making it easier to edit automation while keeping production flow visible.
Improved UI layering for floating boards, Quick Inventory, fuel menus, and modals.
Task Board floating windows now come to the front when interacted with.
Collapsed floating boards no longer accidentally intercept clicks.
Task Board net summary now correctly shows deficits as negative red chips.
Project Board auto-react now applies completed recipe iterations in board order instead of over-applying duplicate recipe items.
Inventory
Replaced the old inventory card list with a compact analysis table.
Inventory now shows Stored, Inputs/min, Outputs/min, and Net/min for each resource.
Inventory now uses actual automation flow, excluding inactive and blocked operations.
Added filters for All, Deficits, Surpluses, Active Flow, and Zero Stock.
Added sortable columns for resource name, stored amount, input rate, output rate, and net rate.
Deficit rows now estimate time until stock runs out.
Inventory search now matches both displayed names and internal resource IDs.
Clicking a resource opens it in the Almanac.
Right-clicking a resource opens the shared “where produced / where used” navigation menu.
Updated the Guide entry for Inventory to explain stock and flow analysis.
Production Interface
Added a visible Manual Reserve meter beside the Produce button.
Manual production now checks the full cost, including inputs, fuel, and tool wear, before consuming anything.
Manual Reserve is consumed only after the production attempt is valid.
Produce amount controls and hotkeys now respect recipe limits and Manual Reserve limits.
Disabled Produce buttons now have clearer visual feedback.
Replaced the native fuel select with an in-game fuel dropdown.
Fuel options now show required amount, available stock, and insufficient-fuel state.
Fuel dropdowns now support resource tooltips and render correctly above the game UI.
Almanac
Added low-glare dark pages, enabled by default.
Improved dark styling for recipe lookup overlays and output tooltips.
Almanac now remounts safely when language or translated resource order changes.
Fixed resource page mapping for visible spreads.
Fixed interactions with Almanac resource links, lookup buttons, and zoomed images accidentally triggering page flips.
Improved Almanac layout and scrolling behavior.
Removed the old “open on contents page” option as part of the navigation cleanup.
Tutorial
Fixed tutorial flow blocking the Back button.
Added a Previous button for reviewing earlier tutorial steps.
Reviewing older tutorial steps no longer blocks progression.
Added confirmation before skipping the tutorial.
Tutorial step completion now checks the actual UI/game state, not only temporary click events.
Tutorial now recognizes completed research, constructed buildings, pinned items, open boards, open guide, and automation editor state.
Closing the automation editor through any valid path now completes the relevant tutorial step.
Tutorial highlights now update more reliably when the UI changes.
Adjusted tutorial dialog placement for automation steps.
Display, Windows & Settings
The desktop app now uses Full HD as its logical presentation surface for more consistent layout across resolutions.
Idle warnings now respect the notification setting and can be turned off.
Improved Windows fullscreen and borderless behavior.
Settings now warn that fullscreen is not recommended on Windows 11 because of the known Alt+Tab issue.
Resolution changes are blocked while using Windows borderless mode.
Compact pinned header behavior is now opt-in instead of enabled by default.
Saves, Menus & UI Polish
The game now remembers the currently loaded manual save slot.
Exit and Return to Main Menu prompts can now offer Save & Quit or Save & Return.
Confirmation dialogs now support a secondary action button.
Notifications and idle warnings now avoid overlapping the header and automation editor controls.
Quick Inventory settings now render above other UI layers more reliably.
About window layout was polished and made more robust on smaller viewports.
Updated UI and game-data localization files across supported languages.