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.
Évaluations récentes :
très positives (43) - 83% des 43 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Toutes les évaluations :
très positives (2,264) - 92% des 2,264 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
1 mai 2015
Développeur :
Éditeur :

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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

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.”

Pendant environ combien de temps ce jeu sera-t-il en accès anticipé ?

“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!”

En quoi la version finale prévoit d'être différente de la version en accès anticipé ?

“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.”

Quel est l'état actuel de la version en accès anticipé ?

“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.”

Le jeu sera-t-il tarifé différemment pendant et après l'accès anticipé ?

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.”

Comment comptez-vous impliquer la communauté dans le processus de développement ?

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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Mises à jour récentes Tout voir (130)

30 avril

Alpha 10.5.1 out on testing branch

The multi floor parking lot update is finished and this update is mostly focused on bugs, balancing and UI updates, hence the move to alpha 10.5.

I'm planning on doing another balancing pass in the next patch, but please keep in mind that balancing is not a priority currently. I'm trying to make sure the game is playable, but as game mechanics change often, keeping the game well balanced during alpha is not feasible. I will focus a lot more on balancing and the learning curve when Software Inc. reaches beta, until then you might experience suddenly getting rich, because the AI didn't make sensible choices or gaining fans is too easy, etc.

I only have a couple of "bigger" features I want to add in Alpha 10, so I expect to make it to alpha 10.6 or 10.7, before I move on to Alpha 11.

  • Added cloud shadows
  • Made trees jiggle in the wind
  • Removed max cap on how much specialization level an employee can gain by working
  • Specializations will now decrease for employees each month, but less as they age, so they start specializing as they get older depending on what they work on most often/have been educated in
  • Business reputation now also positively affects average base skill for each wage bracket when looking for applicants
  • Specialization charts comprising multiple employees will no longer count employees not assigned to the role shown
  • Added warning when changing role of someone controlled by HR
  • Added multi select functionality to the Your Releases window
  • Turned up yellow color in data overlay mode, as it was making it hard to discern temperature
  • Boosted employee skill gain from working a tiny bit
  • Put consumer reach in product detail window

  • Industrial fans aren't cooling correctly and servers aren't giving off noticeable heat
  • Employees gain both code and art skill in alpha phase even if project doesn't use that skill
  • Undoing server deletion doesn't register and recreate server connections + other undo initialization issues
  • Guests should be removed from game if time is skipped
  • Per month column in distribution window did not account for print jobs inactive due to hitting maximum
  • Scrollbar in hire window specialization chart was cropping art bars
  • Print and server deals stuck around after buying out company bugging out game
  • "Find owner" in product detail window not scrolling company list correctly in some cases
  • Fixed employees getting stuck on ground floor ramp
  • Employees set as artists and programmers would work slower on a project that only had either code or art work to be done
  • PC addon boosts were applied based on role instead of work done in alpha phase
  • Fixed save games breaking if a server furniture mod failed to load
  • Various other fixes

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15 avril

Alpha 10.4.1 out on testing branch

Alpha 10.4.6 fixes trees not getting removed

Alpha 10.4.5 fixes another bug regarding clashing object IDs when undoing

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

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À propos de ce jeu

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

Configuration requise

Mac OS X
SteamOS + Linux
    Minimale :
    • Système d'exploitation : Windows 7+
    • Processeur : 2.4 GHz Dual Core Processor
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : 512 MB dedicated video RAM, Shader Model 4.0
    • DirectX : Version 11
    • Espace disque : 1 GB d'espace disque disponible
    • Notes supplémentaires : Laptops with power saving graphic processors might need to be configured for Software Inc.
    Minimale :
    • Système d'exploitation : Mac OS X 10.8+
    • Processeur : 2.4 GHz Dual Core Processor
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : 512 MB dedicated video RAM, Shader Model 4.0, OpenGL 4.1+
    • Espace disque : 1 GB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Ubuntu 12.04+
    • Processeur : 2.4 GHz Dual Core Processor
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : 512 MB dedicated video RAM, Shader Model 4.0, OpenGL 4.1+
    • Espace disque : 1 GB d'espace disque disponible
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