Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.
Recent Reviews:
Very Positive (52) - 92% of the 52 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,232) - 92% of the 2,232 user reviews for this game are positive.
Release Date:
May 1, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

The development of Software Inc. is a one-man operation. I chose Early Access because I'll need feedback, since it’s impossible to uncover all design flaws and issues by myself. The support I’ve gained through Early Access has allowed me to work on Software Inc. full time, which has enabled me to greatly speed up development and give it the full attention it deserves.”

Approximately how long will this game be in Early Access?

“Software Inc. will be out of Early Access when I feel it is ready. This is not a race and I don’t have investors pressuring me into releasing it early. I have a great opportunity to make this game as good as I possibly can. Hopefully, the backlog of patch notes will be testament to my ongoing efforts developing the game at a reasonable pace, while adding interesting new features. I’m aiming for a full release in 2018, but I won’t promise anything!”

How is the full version planned to differ from the Early Access version?

“You can find the roadmap on Trello at My plans for Software Inc. change often, depending on feedback and suggestions I receive, or if I stumble upon a good compromise. That said, I have a clear goal in mind to keep me from working on the game endlessly.”

What is the current state of the Early Access version?

“The game currently features complex and expansive building mechanics, a very deep market simulation and an engrossing simulation of the day-to-day life of a software company. The game still lacks in content, but it has Workshop support with more to come. The game is not fully balanced and the core gameplay is still being revised.”

Will the game be priced differently during and after Early Access?

The price will increase as the game progresses from alpha to final release. The game is cheaper the earlier you buy it as a “thank you” for supporting the development of Software Inc. in its early stages.”

How are you planning on involving the Community in your development process?

The community plays a huge role in the development of Software Inc. I constantly read feedback, take on suggestions, and I often reconsider my stance on certain features. The development process is a big part of the product, which I believe is the way Early Access is supposed to be. It is important to note that as one developer, there are limits to the amount of feedback I can physically absorb, while still finishing the game and making sure I don’t pass out in front of my computer.”
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Recent updates View all (129)

April 15

Alpha 10.4.1 out on testing branch

Had some fun stomping around with a microphone to create footstep sound effects in 10.4.4.

Alpha 10.4.4 changes
  • Added footstep SFX, which can be changed in modded floor materials by adding FloorType tag with value set to either Wood, Ceramic, Carpet(default) or Concrete
  • Increased game world SFX volume

  • Fixed issue with clashing object IDs after relocating company or starting in rent office causing potentially unpredictable behavior when loading the save file later on
  • Hiring window bug when no team is selected
  • Tables were not getting regrouped for meetings, canteen and lounge after undoing
  • Bug when deleting tables used by employees while eating if the delete prompt is disabled
  • Employees would miscount available chairs for a table group due to the new chair repair action
  • The position leaders would use to socialize with employees at their PC would sometimes become unavailable by being JUST inside a cubicle wall
  • Pathfinding would generate buggy paths when employees are walking directly from a room to a ground level parking space
  • Added error if contracts in a mod has categories defined
  • Employees would zigzag going between rooms and roads from certain angles
  • Various other fixes

  • Turned interaction name from string to enum to reduce string comparisons. Makes it harder to mod AI, but not currently relevant

I had a brainfart in the last update and added sidewalk pathfinding as a separate system from the normal pathfinding, but it turns out I could just unify these two systems, which means you can now build rooms with doors up against elevated roads, and employees will use that door to get off parking lots, if it makes sense to do so. This will allow you to connect buildings directly to elevated parking lots or add elevators to get from a parking lot to the ground.

Alpha 10.4.3 changes
  • Employees can now move directly between rooms and elevated roads
  • Ability to use arrow, home, end and ctrl+a keys in lists if last clicked thing was a list item

  • Game would bug when undoing road changes above a second story ramp
  • Fixed employees choosing very suboptimal paths outside in some cases

  • Optimized room graph generation

Alpha 10.4.2 fixes games with assigned parking spaces not wanting to load.

This update comes with a new, completely unplanned, multi-floor road building system. The road building system has been arbitrarily limited to 3 floors for performance reasons and since a small parking lot can now hold 3 times as many cars, which should be plenty considering the game wasn't balanced towards having thousands of employees on the premises. Note that road pricing has also been updated, keeping the standard roads and parking on the ground at 5000 in-game standard rate currency.

You cannot build below roads and, as before, you have to build 2 floors above the road to avoid clipping cars. However, you can now build roads and rooms over roads you don't own, to connect plots in city and town maps.

  • Multi floor parking
  • It is now allowed to build rooms and roads over ground level roads on plot you don't own, for connecting plots in city and town map
  • Added error messages to blueprint building and room cloning
  • Added warning if cook doesn't have access to serving trays
  • Leader room role assignment takes priority over anything else, meaning leaders won't prioritize rooms assigned to one of their other roles
  • Turned car noise distance down and increased the low pass + low volume effect to shield off noises outside the current room

  • Minimum specialization cap was not saved
  • Keep track of employees' retirement plan deposits so it figures in the termination report as a payout
  • Fixed long standing bug where cars would slowly arrive later and later until the road was changed
  • Fixed cars spawning on top of each other
  • Maintenance will now fix chairs while in use
  • Clicking a notification would make the camera keep panning to the target position when trying to drag the screen
  • Room role assignment was applied incorrectly when prioritizing which room to go to, so employees would not always prefer rooms with their role assignment
  • Room role assignment rules were accidentally applied to staff making them more likely to work in role assigned rooms(not including IT, maintenance and cleaning staff)

  • Improved car pathfinding cache

21 comments Read more

April 7

Alpha 10.3.1 out on testing branch

Alpha 10.3.2 changes
  • Updated vending machine, central heating, fridge and 90s PC models

  • Fixed auto graphic settings option not working due to target framerate being 60 fps by default
  • Submeshes in imported furniture is now merged so they have selection outlines
  • Added missing error handling to hour input fields
  • Fixed employees getting their classes and vacation cut short by relocating
  • Furniture animation speed always 1 (fridge)
  • Various other fixes

This release features a completely overhauled temperature system:
  • Room temperatures now instantly reflect temperature changes, instead of simulating temperatures in realtime
  • Water and electricity costs now depend on how much your heating and cooling elements are actually needed, e.g. a radiator will not use water or degrade in quality during warm summer days
  • Tundra and desert temperatures have been re-balanced
  • Each heating/cooling element now have much clearer area and power stats that control how much they can heat/cool.
  • Rooms have an insulation stat controlled by adjacent rooms and windows (can be viewed from the data overlay).

  • Overhauled temperature mechanics
  • Ability to set individual employee benefits
  • Ability to set minimum specialization skill on a team before an employee is allowed to work with it in code and art
  • The role column in the employee window now uses sprites instead of text to show assigned roles
  • Seasoned devs will now have more specialized education rather than none at all
  • Added christmas bonus benefit
  • Ability to control HR specializations for new hires
  • Added target framerate option for non Vsync mode
  • Added thermometer to UI indicating outside temperature
  • Cleaned up team window
  • Rooms should always show area, and multiple selected rooms should show aggregated area

  • Fixed HR preferred age label not updating
  • Lowered hype effect on sales to avoid sudden hype causing random sales drops
  • Select furniture types in rooms would keep some previously selected objects
  • Buildings from workshop not loading on systems with case sensitive paths
  • Removed printing alerts for traded products to avoid spam after company takeover
  • Fix plot near bus stop in leased mode, so employees don't walk into a building from the bus (this fix is not retroactive)
  • Rooms over a road cause unsupported message when placing blueprints or cloning rooms
  • Retroactively fixed some furniture mods breaking saves
  • Game would bug when pressing enter after searching in multi selection window like furniture assignment
  • Improved car pathing logic and cornering speeds
  • Developed a tool to batch spell check XML files and spell checked all XML files

  • Added character LOD and added a unified low poly shadow caster. This will most likely only impact very low spec systems. If you're having performance issues on a newer system and your GPU is stressed, disable "More shadows"

Known issues
  • Auto graphic settings option no longer works, due to the new framerate target option. You can get around it by temporarily disabling VSync and setting the framerate target to -1 before running the tests. Will be fixed in next patch.

18 comments Read more
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About This Game

Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.

  • Build, furnish and maintain office buildings up to ten stories + basement, on an enormous land, using a free-form building system with easy copy-paste tools
  • Hire employees to design, develop, support, research and market software in teams
  • Build roads and parking to ease commuting for your employees
  • Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities
  • Customize your own employee avatar
  • Create your own software products and franchises
  • Compete in a simulated and randomly populated market by selling your products, taking on contract work, creating patents, making deals or trading stocks
  • Hire staff to repair your furniture and computers, clean your office, make food for your employees or greet visitors
  • Mod what kind of software you can develop, add your own furniture, upload your building blueprints or add support for your language
  • Delegate important tasks to your team leaders, such as managing development cycles and human resources
  • Set up your own servers for products, source control and running your own online store

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7+
    • Processor: 2.4 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB dedicated video RAM, Shader Model 4.0
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: Laptops with power saving graphic processors might need to be configured for Software Inc.
    • OS: Mac OS X 10.8+
    • Processor: 2.4 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB dedicated video RAM, Shader Model 4.0, OpenGL 4.1+
    • Storage: 1 GB available space
    • OS: Ubuntu 12.04+
    • Processor: 2.4 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB dedicated video RAM, Shader Model 4.0, OpenGL 4.1+
    • Storage: 1 GB available space
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