Realindustry · published
Directors, the post-Next Fest evaluation produced a clear conclusion: repeated manual orders were inefficient. The system has been rebuilt around your feedback.
Hello everyone! Realindustry Demo 0.5.0 is now live, and this update is almost entirely built from the feedback I received during Steam Next Fest.
The biggest change is simple to explain, but huge in practice: Realindustry is now much less about constantly pressing the production button, and much more about analyzing production chains, finding bottlenecks, and building logical automation schemes to make your colony run on its own.
This update also brings a completely rebuilt tutorial, a new in-game Guide, Japanese localization, a public localization correction repository, major UI/UX improvements, a better Buildings list, Quick Inventory, small-screen fixes, formula corrections, many bug fixes, and a lot of work preparing the full version of the game.
The heart of Demo 0.5.0 is the new automation system.
Instead of simply automating one recipe and forgetting about it, you now build actual production logic. Automation schemes can contain production blocks, waits, loops, splitters, joiners, reroutes, and validation rules. As the game progresses, electronic automation adds even deeper control with conditions, error routes, barriers, upgrade scaling, power costs, and per-building automation cores.
There is also Colonist Automation, which gives the early game a completely different rhythm. Your colonists can run manual automation schemes before electronic cores are available, so the beginning of the game no longer relies as heavily on repeated manual production orders.
The goal is exactly what many players asked for: less clicking, more planning, more production-chain analysis, and more satisfying industrial logic.
Special thanks for the feedback that shaped this change: ivanov.stepan & Glidercat.
The old tutorial did not explain enough of the game. That was one of the clearest points of feedback from players, so it has been fully rebuilt.
The new tutorial now covers the core flow much more clearly, including production, research, the Operations Board, the Almanac, the new automation systems, and how to use the Guide for exact rules and deeper explanations.
Realindustry now has a detailed Director’s Guide. It explains the interface, production, resources, research, automation, saves, troubleshooting, and many advanced rules in a structured way.
The Guide unlocks relevant records as you encounter systems, so it can help new players without spoiling everything at once. It also includes detailed automation explanations, including block behavior, validation, upgrades, runtime rules, and bottleneck diagnostics.
A lot of this update focuses on making the game easier to read and more comfortable to use.
The Buildings list has been visually improved.
Building cards are cleaner and more readable.
Automation now shows resource bubbles/flow indicators, making active production easier to understand. Special thanks for the feedback that shaped this change: Glidercat.
A new Quick Inventory side panel lets you track selected resources without leaving the current screen. Special thanks for the feedback that shaped this change: Voin.
Research tree readability and usability were improved.
Small-screen UI issues were fixed.
Window resolution and resize behavior were improved. Special thanks for the feedback that shaped this change: Taiwanenes, geotac77 & MrSkinny.
Main menu and general interface polish were updated.
Many small UI/UX issues reported by players were fixed.
Japanese localization has been added. This was especially important because players from Japan became one of the largest groups of people interested in Realindustry after Next Fest.
I have also opened localization files so players can report translation issues, suggest fixes, or directly contribute improvements here:
DilerFeed/realindustry-localization
If you notice awkward wording, incorrect terminology, missing text, or translation problems, your help is very welcome.
Even though only the demo is currently available to players, many systems are shared with the full version. That means this update also includes work that prepares Realindustry for 1.0: formula corrections, later-game content polish, visual improvements for high-tech resources and building names, automation rules, Guide content, runtime data, and many stability improvements.
The next update will focus on recipe improvements, recipe balance, and the final polishing work for the full version of Realindustry. It is planned to be the last major update before the full release.
Big news: the full version of Realindustry is now officially planned for release on September 22, 2026.
Content creators and streamers will be able to start playing the full version earlier, around late August or early September. More information about this will come later.
Gameplay and Automation
Completely rebuilt automation system.
Added visual automation scheme editor.
Added Colonist Automation for early/manual automation.
Added Electronic Automation with cores, upgrades, power cost, and deeper logic.
Added automation blocks: Start, End, Production, Wait, Rest, Loop, Condition, Splitter, Joiner, Barrier, and Reroute.
Added scheme validation, warnings, errors, and launch checks.
Added automation copy/paste and selection copy/paste.
Added Automation Board improvements with live flow, history, KPIs, building/recipe views, net/gross flow, and power visibility.
Improved automation performance and save/runtime stability.
Tutorial and Guide
Completely rebuilt tutorial.
Added new tutorial steps for automation and core game systems.
Added new tutorial voice/audio content.
Added the Director’s Guide.
Added progressive Guide records, categories, search, unlocks, unread markers, and notifications.
Added Guide articles for automation, production, research, resources, saves, controls, troubleshooting, and demo/full-game boundaries.
Added Guide images for major systems.
UI/UX and Visual Improvements
Improved Buildings list visuals.
Improved building cards.
Improved high-tech resource and building name visuals.
Added Quick Inventory side panel.
Improved resource lookup and tooltips.
Improved research tree usability and visuals.
Improved main menu and general screen layout.
Improved small-screen behavior.
Improved window resolution and resize logic.
Improved settings, hotkey descriptions, and interface options.
Added resource bubbles/flow readability during automation.
Localization
Added Japanese localization.
Corrected parts of the German localization.
Updated localization files across supported languages.
Prepared public localization contribution files.
Added validation tooling for localization structure.
Data, Balance, and Full-Version Preparation
Made first pass on formula corrections.
Special thanks for the feedback that shaped this change: ヴェル.
Updated demo and runtime data.
Improved recipe/resource consistency.
Updated Guide and localization data for shared demo/full-version systems.
Prepared more full-version automation, resource, and progression content.
Fixes, Optimization, and Polish
Fixed many bugs found during post-Next Fest testing.
Fixed several UI issues on small screens.
Fixed rare window resize/resolution problems.
Improved performance in multiple UI and automation areas.
Improved text clarity in several places.
Improved demo completion and related interface flow.
Removed or adjusted unnecessary runtime assets from the demo build.
Added many small UI/UX fixes based directly on community feedback.
Thank you to everyone who played the demo, reported issues, wrote feedback, criticized the weak points, and suggested concrete improvements. Almost everything I received from Steam Next Fest feedback has influenced this update in some way.
Realindustry Corporation acknowledges your efficiency reports. Continue production.