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
Overhaul update
2026-08-05
Work on the overhaul is moving forward at a steady pace. Here are some of the things that have changed since last.
Servers
You can now develop your own server products and use them for hosting your software, or use servers already on the market.
A server's bandwidth, durability, power usage and security will depend on which features you select during development. The security attribute will lower the impact of DDoS attacks.

DDoS attacks will happen more frequently the bigger your company gets, but can also be carried out by other players in multiplayer. Your IT staff will work to mitigate any attacks.
Pre-marketing
Target audiences

3 audiences have been added to the game, each of which interact with your products in different ways. Some will be more or less likely to refund, more or less sensitive to pricing, or increase or reduce support tickets, etc.
Each type of software will affect the target audience, based on how you balance the market targeting. At a base level each audience is targeted equally and will not affect your product, outside of how it already works now.
Hype
You can now hype products during development. Hype will increase total audience reach, but also audience expectations, so you better not make too many promises!
Process simplification
Hype, press releases and press builds are out and have been replaced with:
Pre-marketing: Basically like the old hype task, but it doesn't just stop you from losing followers, it will be your only way to gain followers and hype during development.
Messaging: You will be able to update your messaging about 4-8 times during development, which will hone in on your target audience and increase your reach, but also allow you to hype your product and nudge your target audience.
Other miscellaneous changes:
Entire IPs can now gain their own following, separate from the companies' fans
You can now gain business reputation from licenses, patents, frameworks, publishers and awards, and business reputation has been added back to impossible difficulty
Support ticket simulation now happens separately from support task
You can now place trash cans below tables and desks
We've started adding ads for products in-world to make it very apparent what is happening in the market and how well you are doing
The overhauls will continue until morale improves
2026-06-08
The background
If you've followed development closely, you might know that we've been working on a campaign mode to help ease in new players and introduce the game's mechanics at a reasonable pace. My hope was that this would tie the game together for the 1.0 release. This work has been slow going, as I'm not an author, so writing good dialog has been pretty difficult, even though most of the campaign is playable at this point. We've spent downtime polishing the game and adding a couple of small auxiliary mechanics, as seen in the recent trash update.
I've paid particular attention to the fact that some of you are disappointed none of the recent patches have touched the software development/management part of the game. I had written this part of the game off as complete, while the campaign was being developed. I decided to look over our list of "wishes" for this aspect of the game and made a tentative plan to improve it. My conclusion is that it would take at least 6 months and be completely game breaking.
Based on the fact that I wrote "I have a great opportunity to make this game as good as I possibly can" on the Steam store page 10 years ago, and this is our last chance to introduce game breaking changes (so I don't mess up the campaign mode and final 1.0 release), we've decided to move forward with it.
The plan
The overhaul will touch marketing, servers, product "identity", subsidiaries and some smaller game breaking stuff that I've always wanted to add, but I didn't want to break saves.
Everything is subject to change of course and will probably not live up to your expectations, but the rough plan is:
Completely overhaul pre-marketing and introduce a couple of new mechanics
Add an extra mechanic to post-marketing, but keep the overall post-marketing process pretty much the same
Integrate servers better with the core gameplay loop
Add some very high-level customization to subsidiaries
Add a couple of things to make software products feel more personal
As always, I will try to make sure the additions don't complicate the game too much. Most of the things we add can be completely ignored, without making the game tougher on easier difficulties.
The TL;DR
We're going on a financially dubious probably 6 month long hiatus to overhaul some core mechanics (marketing, servers and subsidiaries), because it seems like the right thing to do and I enjoy working on this game.
I will keep you updated as progress moves along and we have some actual stuff to show. The new server system is pretty close to done already and the pre-marketing overhaul is well underway.
Finally, I just wanted to give a quick happy 12th year anniversary to development of Software Inc!
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







