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
Final Overhaul update
2026-10-04
I expect this to be the final update before the overhaul releases into testing, completely breaking save compatibility. According to my own timeline, the update should be done around start December, but I'm doing my best to get it out before the release of HIGHLY ANTICIPATED GAME COMING OUT IN NOVEMBERâ„¢.
Here are some highlights since the last update:
Box art
All software can now have box art instead of the current Floppy/CD art, and it will be fully moddable. I don't expect all software will have box art ready for the initial release.

This is still WIP, but the plan is that you'll have a choice of background, middle ground and foreground, each optionally colorable, with up to 3 custom colors. You can then choose between some pre-configured layouts and finally the box construction itself will change throughout the years.
CEOs

AI companies now have CEOs. Each come with different skill levels that change how well the company does in different areas. CEOs can be replaced, either through retirement, directly with subsidiaries or through voting by share owners. CEOs will naturally stagnate in the same company and it will be worth it to replace them to avoid a death spiral. CEOs can also cause controversy, to add some interest in the stock system.
Post marketing overhaul cancelled
After years of iterations, I've decided that I won't be able to come up with a satisfactory overhaul of the post-marketing system. Outside of how the other new marketing mechanics interact with this system, the overall gameplay loop for the post-marketing mechanic will stay the same after this update. Pre-marketing is still being overhauled, as described in the last update.
As a consolation price, I've added the following features:
Underground parking + 2 basement levels

I decided to add this often requested feature, which necessitated adding 2 floors to the basement, to make room for vehicles.
Dark mode

The update also comes with a new color theming system that allows you to change most colors in the UI, and it comes with a dark theme included. I expect some UI will not be colored properly initially, as I've had to slowly go through everything and re-color it as I go. I will patch holes as I see them or when you send me feedback.
Full patch notes
Note that a few features listed are not currently done, but this is what I expect will be the final patch notes for this update
Changes
Added server hardware products
You now need to populate in-world servers with servers from the market or manufacture your own
DDoS events will now happen randomly and can be thwarted with secure servers and IT staff
You can now target other players for DDoS attacks in multiplayer
Added CEOs to AI companies that control how well they do and can retire or be replaced
Added ability for CEOs to create controversy that affect their company and products
Overhauled pre-marketing tasks and removed press releases and builds
Added hype stat, that can increase pre-marketing effectiveness but risks increased refunds and bad reviews
Added target audiences, that affect how customers interact with a product
Added underground parking and increased basement floors to 2
Added boxart to software products that can be customized and modded, and override the current floppy/CD illustration
Added in-world ads, that update daily and show off the most marketed products
Entire IPs can now gain their own following, separate from the companies' fans
Added UI color theming with dark mode included
You can now gain business reputation from licenses, patents, frameworks, publishers and awards, and business reputation has been added back to impossible difficulty
Contracts now have capped business reputation gain based on scope
Support ticket simulation now happens separately from support task, so cancelling support no longer has any immediate consequences, but unanswered tickets will still have consequences
Added ability to manually connect and disconnect conveyors from pallets
Added ability to move bus stop in custom rentable maps
You can now down adjust units per box of hardware products, to avoid over-manufacturing in-house servers
Prints of in-house products no longer need couriers and will be brought to stock immediately upon touching a pallet
Some desks and tables have had their building boundaries changed to allow placing other stuff below them, e.g. trash cans
Deals and contracts can be set as secondary tasks
Parking spaces can now be assigned to teams
Furniture will now have to be explicitly marked as ceiling fixtures for modding purposes, instead of relying on its building boundary
Added Script_OnUpdate to level 3 feature modding
Room material window now respects interior/exterior toggles on styling panel
Fixes
Work on stabilizing code mod error handling
Forgot to whitelist xml files for code mods
Fixed a bug that broke replacements for furniture mods unless UpgradeTo was manually put in the root node of the .tyd file
Fixed blueprint window not always choosing the optimal replacement for computers, based on which computer was used to make the blueprint
Fixed manufacturing system sometimes not stopping when goal had already been hit
Fixed error if publisher went bankrupt paying for marketing as part of the publishing deal
Fixed patent income stats not updating for clients in multiplayer
Fixed bug that would break first framework ID assignment in multiplayer after a reload
Fixed server power usage and degradation scaling infinitely even when usage is maxed out
Fixed bug where startup simulation would be running on easy mode no matter what for some time
Fixed not being able to pick release DAY and release reminder now comes on the day with more days per month
Fixed deals not being cancelled in buy outs and releases for clients in multiplayer
Fixed old notification header sometimes not correctly changing to "Yesterday" when playing with more days per month
Fixed text being cut off for needs in design doc window
Fixed server combobox in deal window not auto updating on changes
Fixed fire report escape path visualization never resetting
Fixed instances of being able to place wall objects across multiple occupied walls
Patch notes for Beta 1.8.42
2026-08-20
My web-host changed how they handle http requests when uploading files, which meant that bug reporting and logo sharing was broken, due to both uploading files to my website. I have now fixed these requests, so they will once again work. I don't have anything else to say about the matter...
Here is a teaser for the subsidiary CEO mechanic I'm working on for the overhaul:

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







