Software Inc.
Tycoon/Management/Simulation
Construct and design buildings for optimal working conditions. Hire people to design and release software, and build assembly lines to manufacture hardware, 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.
Software Inc. is currently in early access for Windows, Linux and Mac.
Trailer

Buy plots in a huge map to create and customize your own building. No grid necessary, just make sure there's coffee.

Craft and manufacture software and hardware products, corner your market, defeat the competition, and make them work for you.

Create and optimize teams of employees with different skills and demands to release products in a timely fashion. Why not poach a big shot lead designer from a competitor to give you the edge?

Every playthrough of Software Inc. is different, as the market is simulated and randomized. Each action you take affects how history plays out.

- Build, furnish, style and maintain office buildings up to ten stories + basement, on an enormous land, using a free-form building system with simple copy-paste tools
- Hire employees to design, develop, support, update, research and market software and hardware in teams
- Build roads, paths, bike racks and parking to ease commuting for your employees
- Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatibility and cohesion
- Customize your own founder or split the company between a team of founders
- Design and manufacture your own software and hardware products and franchises
- Compete in a simulated and randomly populated market by selling your products, taking on contract work, creating patents, making deals and trading stocks
- Set up your own servers for products, source control and running your own online store
- Hire staff to repair your furniture and computers, clean your office, make food for your employees, transport goods, secure your offices or greet visitors
- Mod what kind of software you can develop, add your own furniture, upload your building blueprints, add support for your language or write your own code to modify the game
- Delegate important tasks to your team leaders, such as managing development cycles and human resources
- Play against up to 3 other players in the same map or cooperate with your friends by delegating work tasks, manufacturing jobs and server hosting
Get the DRM-free version of Software Inc.
Software Inc. is currently in Early Access, meaning it is still under development. Core features are subject to change and the game might be unstable in areas.
- Immediate access to the current version
- All future updates
- The final release
- Windows, Mac and Linux builds
- No ads and no In-app purchases, ever
- A Steam key
- Cloud saves
- Online multiplayer (This version is LAN only, and needs manual port forwarding for playing outside the local network)
- Modding through the Steam Workshop
What does DRM-free mean?
DRM(Digital Rights Management)-free means the game does not include any anti-piracy measures, such as requiring an online connection or a key to unlock. You just download the game files and they are yours to keep forever.
Get Software Inc. on Steam
News
Patch notes for Beta 1.8.41
2026-05-05
Changes
Cooks can now use trays outside of their assigned rooms
Sort icon on columns is now separate from header, to avoid it being cut off
"Night owl", "super focus", "born leader" and "just the flu" above employees heads will now change color depending on whether the effect is currently negative or positive
Changed the wording of the team compatibility filter error when looking for new employees
Fixes
Changed room aura calculation to avoid inconsistencies based on furniture placement order
Fixed bug when new product is released using framework with no owner, mostly occuring in multiplayer
Fixed leader multitasking specialization not applying to accounting work and incorrectly requiring 3 stars for support work
The garbage update
2026-04-20
It's trash time, baby!
Summarized patch notes
Changes
Introduced indoor air quality that propagates through rooms and shows up as a gas/dust cloud in the room. This mechanic also replaces the odour mechanic
Employees now generate paper trash, which can be dealt with by using trash cans (can be auto-placed for old saves and blueprints)
Employees and cooks now generate food spills to encourage office/canteen separation
Pallets now auto-connect to conveyor belts, pickup and drop-off points will be refunded on load
Some furniture can now be auto-placed by holding J (default binding) during placement
Improved key binding UX because people still don't know you can rebind keys and use , and . to rotate furniture?!
Overhauled pathfinding data structure for performance + better determination of outdoor walking speed
You can now build in front of elevators due to pathfinding overhaul
Added support for modding doors and windows due to pathfinding overhaul
"Old sole" trait is out, but "Immaculate" and "Claustrophobic" is in + new "Paranoid" personality trait
Added support for networking and html-like UI creation for code mods
Add-ons are now filtered based on whether their parent product is archived
Added confirmation when cancelling active support deals (they can be cancelled without repurcussion if work hasn't begun)
Tables with stuff on it can now be eaten at, assuming the stuff on it can be free placed (e.g. not big objects like computers and servers)
Increased how far elevators can be off center and still be connected to 8cm (Does not fix existing saves)
Employees will now prioritize tasks based on whether they are a secondary task and/or secondary role individually instead of as a whole
Rooms that are otherwise off limits will now be treated as neutral if they have food trays, since people forget to mark them as canteens
Dirty room warnings now only pop up for offices and reception areas
Improved flickering light from lamps that are about to break and added sound effects + option to disable
Added notification when another company uses player's framework
Made clocks colorable
Added conveyor speed info to build menu
Fixes
Old saves will now be cleaned of duplicated doors, which could heavily impact performance
Fixed memory leak on some Linux distros by forcing memory cleanup once an in-game year
Fixed cleaners being a lot slower while fast forwarding
Fixed prints shipped with helicopter not being registered in the stat window
Dirt is no longer removed when inaccessible, however cleaners have gained telekinetic abilities
Renamed "Hypochondriac" trait to "Patient zero", to make the negative synergy with "Just the flu" clearer
Fixed trees flickering at 8 days per month with > 200 fps
Fixed room curve tool taking walls on other floors into account when calculating nearness
Fixed some areas becoming unpathable in Windows builds making furniture unavailable despite not being obstructed
Fixed bug in multiplayer when releasing new version of digital distribution platform
Fixed task priorities not being loaded in correctly when loading a save game, making it so teams with max task limits would work on the wrong task, until task order was changed
Fixed cooks not playing opening fridge animation correctly
Fixed game breaking if setting color blind mode to Custom first time from drop down instead of using button
Patch notes for Beta 1.8.40
Changes
Doors and garage ports now push dirty air outside
Fixes
Fixed accidentally removing elevator load balancing from game
A ton of small fixes
Beta 1.8.36 out on unstable branch
2026-04-08
Click here to see how to join the Unstable branch.
Remember to back up your important saves and leave plenty of feedback for the new features!
Patch notes for Beta 1.8.36
Changes
Introduced indoor air quality that propagates through rooms and shows up as a gas/dust cloud in the room. This mechanic also replaces the odour mechanic
Employees now generate paper trash, which can be dealt with by using trash cans (can be auto-placed for old saves and blueprints)
Employees and cooks now generate food spills to encourage office/canteen separation
Pallets now auto-connect to conveyor belts, pickup and drop-off points will be refunded on load
Some furniture can now be auto-placed by holding J (default binding) during placement
Improved key binding UX because people still don't know you can rebind keys and use , and . to rotate furniture?!
Overhauled pathfinding data structure for performance + better determination of outdoor walking speed
You can now build in front of elevators due to pathfinding overhaul
Added support for modding doors and windows due to pathfinding overhaul
"Old sole" trait is out, but "Immaculate" and "Claustrophobic" is in + new "Paranoid" personality trait
Added support for networking and html-like UI creation for code mods
Add-ons are now filtered based on whether their parent product is archived
Added confirmation when cancelling active support deals (they can be cancelled without repurcussion if work hasn't begun)
Tables with stuff on it can now be eaten at, assuming the stuff on it can be free placed (e.g. not big objects like computers and servers)
Increased how far elevators can be off center and still be connected to 8cm (Does not fix existing saves)
Employees will now prioritize tasks based on whether they are a secondary task and/or secondary role individually instead of as a whole
Improved flickering light from lamps that are about to break and added sound effects + option to disable
Added notification when another company uses player's framework
Made clocks colorable
Fixes
Old saves will now be cleaned of duplicated doors, which could heavily impact performance
Fixed cleaners being a lot slower while fast forwarding
Fixed prints shipped with helicopter not being registered in the stat window
Dirt is no longer removed when inaccessible, however cleaners have gained telekinetic abilities
Renamed "Hypochondriac" trait to "Patient zero", to make the negative synergy with "Just the flu" clearer
Fixed trees flickering at 8 days per month with > 200 fps
Fixed room curve tool taking walls on other floors into account when calculating nearness
Fixed some areas becoming unpathable in Windows builds making furniture unavailable despite not being obstructed
Fixed bug in multiplayer when releasing new version of digital distribution platform
Fixed task priorities not being loaded in correctly when loading a save game, making it so teams with max task limits would work on the wrong task, until task order was changed
Fixed cooks not playing opening fridge animation correctly
Patch notes for Beta 1.8.37
Changes
Added conveyor speed info to build menu
Fixes
Fixed multiplayer breaking after first day
Fixed some modded furniture breaking game during placement
Patch notes for Beta 1.8.38
Changes
Added a 30 minute delay on dirty room warnings and disabled it if there is a cleaner on the way, to avoid getting spammed by canteen and kitchen food waste
Improved trash can auto placement algorithm to take into account how much trash will be generated vs what can be stored
Fixes
Fixed not being able to place trash cans in atriums
Fixed clock background defaulting to black in old saves
Fixed memory leak on some Linux distros by forcing memory cleanup once an in-game year
Fixed game breaking if setting color blind mode to Custom first time from drop down instead of using button







