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 (103) - 93% of the 103 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,844) - 92% of the 2,844 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 https://trello.com/b/9I286Mhu/software-inc. 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 (141)

June 23

Alpha 11 progress update part 2


Current status
The base mechanic overhaul I wanted to achieve for Alpha 11 is pretty much done at this point and I’ve been working through the new big additions to Alpha 11 this past month. I still have to do a round of bug fixing and balancing when I’ve finished the additions, which could be quick or drag out, I can’t say for sure at this point.



New additions
To reiterate what I wrote last month, product updates will not be present in the initial test release, to avoid delaying it more than necessary. I’m only working on features that would break save game compatibility for the initial release.

Iterative development
Iterative development focuses more on working through a project several times, while reconsidering the design and refactoring, to end up at a final product, as opposed to the traditional waterfall model of working out a full design initially and sticking 100% to it throughout development.

You will be able to iterate on your design several times during the design phase to increase chances of creating a good quality product without too many bugs. However, a more effective use of your time will be to iterate during the alpha phase: When you finish a software review during the alpha phase, instead of not really being able to do anything about all the frowning smiley faces, you will be able to temporarily stop development to improve the design, based on your newfound knowledge, and increase the end quality of your product.

Publishing
You will now be able to hand off some of your profits to a competitor, to avoid having to print copies or micromanage your marketing efforts. You will even be able to fund projects with a publisher to get your company off the ground early on or to lessen risk later.

Frameworks
Game engines have been a special class of software, since they are the only dependency in Software Inc. that requires supporting the same operating systems when using them for development. In contrast to using a 3D modelling or music app for development, you can’t run your game without a game engine once your game is done. This added a bunch of unneeded complexity to the game, so they are being deprecated in favor of frameworks.

You will now be able to create a framework when developing any type of software, which can be licensed to other companies and reused in future projects to reduce development time. Game frameworks will be analogues to game engines.

Service role
As all roles now have individual specializations, the marketing role is being deprecated in favor of a new Service role, which can specialize in Marketing, Support and Law.

Lawsuits
You can now be sued by your employees or other companies, which requires service employees with the law specialization to fight.

Conventions
I called this "conferences" in earlier posts, but it seemed misleading considering what I wanted the mechanic to encompass.

You and other companies will be able to hold and attend conventions in a select number of conference halls with individual booth layouts. Each booth has an area which can be filled with equipment to market and entice convention guests. This will be purely UI based, there won’t be a fully rendered conference hall full of people, as that would require a whole alpha version by itself or maybe just a different game entirely.



Other notable changes
  • Lakes have been spread around maps
  • You can now place sinks, which employees will seek out after visiting a bathroom to avoid spreading germs. Failing to place sinks will lead to nearby employees getting sicker more frequently
  • Employee salaries are now calculated on an hourly basis and automatically scale with their hours, meaning you can now have part-time employees and you can no longer give employees extra hours without compensating them
  • Employees now dislike night shifts, which you can combat with a night shift compensation benefit
  • Sun position and color calculation has been revamped, adding a new colorful dusk and more striking shadows at dawn and dusk
  • Most modding features have tentatively switched to TyD from XML
  • Computer performance and price now dynamically scale based on other computers available, e.g. a computer from the 1980s wasn’t slow and cheap in the 1980s
  • Fixed roofs being hard to place adjacent to room walls
44 comments Read more

May 3

Alpha 11 progress update


Current status
Development has been progressing smoothly. I've almost finished the overhaul of the development mechanics, I still need to rewrite software types, balance and bug fix. When the overhaul is done, I have to add some new features, before I can release the initial test version, including conferences and publishing deals (You can read more about it in the Trello). I don't expect the initial test version to have the software update mechanic, as that requires quite a bit of work by itself. I expect to be able to add it without breaking save files, so it isn't worth delaying for.

What has changed
Education and specializations
Specializations are now split up into three separate levels, rather than one continuous value. Each level has a major impact on gameplay, rather than just being a quality multiplier. For programmers and artists each level decides what level of features they can work with and not the quality they add, which means the "minimum specialization" hack I added in alpha 10 is no longer needed. Product quality is now controlled by the base skill of an employee and development speed is simply controlled by employee satisfaction, making it much easier to guesstimate timelines in the game. This change will most likely also bring back the progress bar in the alpha phase, which I know was a major pain point for some of you.


Leaders and marketing employees now also have specializations, which means you no longer send leaders off to a single HR course, instead you unlock HR features by levelling up leaders' HR specialization.

As employees increase their skill in a role, they also slowly earn experience which you can use to unlock the next level for a specialization, making education more RPG-like, but also way simpler and more discernible.

Features and the design document
Most of the feature dependency systems have been removed, to declutter software and simplify creating new software. As such the feature tree has been removed completely. Software now consists of a few main features (up to one for each specialization) and contain a bunch of smaller sub-features that satisfy each target market differently. The main features can depend on other software, like how 2D graphics will depend on having a 2D graphics editor, but sub-features can't have any dependencies, other than their main container feature.


There are no longer patentable features, instead each specialization has a tech level that can be researched and patented. Each main feature has a tech level based on its specialization, which impacts the satisfaction of your target markets and development time.

The design document has been pagified to accommodate the new target market selection screen. It currently consists of 4 pages: General information, dependencies, target markets and overview/team assignment.

Level 3 features

Each "sub-feature" has a level that controls its impact and the required level of employees to work on it. The max level features don't add anything to product quality, but actually change gameplay in some unique way. To accommodate this change I've written an interpreter from scratch, so you can write C# like code directly in your XML mod files, to add new and interesting features to your software types.

Other stuff
  • Software licenses are now only paid for needs (Not operating systems), and they are paid monthly during development, instead of as a onetime fee at the beginning.
  • The delay phase preceding the beta phase of development has been removed.
  • You can no longer "over-design" a product, the design phase just ends at 100%
  • The skill of applicants no longer depend on company reputation, but company benefits.
  • I made some 3D animal models in my spare time to practice, which will be spread around the maps.

46 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.

CURRENT FEATURES
  • 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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.
    Minimum:
    • 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
    Minimum:
    • 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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