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Topics - khornel

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General Discussion / FAQ
« on: September 22, 2015, 04:02:13 PM »
What will the game cost?
The price of the game will slowly rise during development, like Minecraft, since I want the price to reflect the current state of the game. I feel it's a nice bonus for early backers and for helping make the game what it is. I expect the price to settle around at least $20.

When will there be a sale?
I currently have no plans for a sale. I feel it devalues the product before it's even been released, plus the game is already about 30% off. Since the price is also increasing, people might see a discount as a bait and switch, i.e. changing the price from $12 to $14 and making a 15% discount. I can't say for sure whether there will be a sale before release, but I'm pretty sure it won't be during alpha.

Development plans
What is planned for Software Inc.?
You can check out, comment and vote on the current roadmap at Trello.

Will there be multiplayer?
No. At least, this is not in the plans, and I don't think it will ever be. If you find a really smart way to deal with syncing the in-game time, when speeding up / skipping time and a gameplay mode that is more in-depth than just trading money, please tell me!

Will there be hardware?
This is not planned. If I finish the game earlier than expected, I might add it as an afterthought, however I have a lot of other ideas that take priority.

Can you add more software?
I will add more software at some point, but it is currently not a priority, since so many other aspects of the game need work. I would suggest having a look at the mods section.

Can you add more furniture?
I will add more furniture as the game progresses and after the game moves out of alpha phase. A lot of the furniture I want to add requires coding mechanics that are not in the game yet.

Can I mod X?
If you cannot add it by XML, i.e. it requires new logic, it cannot be modded. All modding is currently data-based, I will look into adding more depth to the modding system at some point. Adding new furniture and wall textures is planned.

I think the game looks ugly, will that change?
Thank you for totally not hurting my feelings, like, at all :'( The character model will be replaced by someone who is actually a 3D artist, and more clothes, hair styles, faces and accessories will be added. The car models will also be replaced. Most of the furniture currently in the game will likely not change and the overall simple style of the game will not change, but someone who doesn't make ugly stuff, apparently, might take over furniture modelling in the future.

Gameplay related
What changes if I increase days per month?
Most expenses are calculated at the end of each month, while income is calculated during each day, so if you have 1 day per month, all profits will be calculated at once, whereas if you have more days per month, you have time to plan ahead before you have to pay salaries, etc.
Increasing days per month makes the game longer, it does not add anything special to the gameplay, other than what is discussed above.
The feature was mainly added as a way to deal with some people feeling the game moved too fast and some people feeling the opposite.

Where does the interest go from my insurance account?
It is added to your insurance account, you have to withdraw it if you want to use for something other than insuring your employees.

Please suggest more questions to add to the FAQ!

Support / Common issues
« on: September 22, 2015, 03:51:30 PM »
The game is slow/crashing on my laptop
If you are running the game on a Windows laptop with a dedicated graphics card (minimum requirements), it has very likely been disabled for Software Inc. to save battery (and possibly many other games). You need to find your graphics options and enable it specifically for "Software Inc.exe" to make sure the game runs smoothly.

Crashing or lagging
  • Make sure all your drivers are up to date, especially for your graphics card
  • Try rebooting...
  • Try right clicking the game in your Steam library, go to properties local files and click verify integrity of game cache
  • Try right clicking the game in your Steam library, go to properties and disable the Steam overlay.
  • Try temporarily disabling your antivirus software while running Software Inc.
  • Remove unused USB peripherals
Windows specific
  • If you have an Nvidia graphics card, try going to the NVIDIA Control Panel - > Adjust desktop size and position, and play with the scaling settings
  • Try running the game with "-force-d3d9", by setting it in the launch options for Software Inc. in your Steam library.
  • Try running the game with "-force-gfx-direct", this will most likely impact performance and I suggest posting in this forum if the game is too slow.
Linux specific
  • Try the launch parameter "-force-opengl", by setting it in the launch options for Software Inc. in your Steam library.
  • Try adding "-screen-fullscreen 1 -screen-width 1920 -screen-height 1080 -disableresolution" to the launch parameter, but switch out 1920 and 1080 with your screen resolution.
  • Make sure you don't have any other applications running in the background, which could interfere with Software Inc., like Chrome.
  • Check that PulseAudio is installed and running and that your graphics driver is in working condition.
  • Try the launch parameter "-force-gfx-st", by setting it in the launch options for Software Inc. in your Steam library.
OSX specific
  • Try CMD+tabbing in and out of the game if it hangs on startup.

Text is missing in Linux
Only Ubuntu is officially supported, other distros are known to cause issues due to them not being supported by Unity. In most cases, it can be solved by sticking to fullscreen.

Modding / Modding update
« on: July 26, 2015, 11:55:55 PM »
Hey! So sorry for the neglect. The upcoming update 5.3(not the one on the beta branch on Steam now) will fix most issues with modding, e.g. not being able to define company types, not being able to select dependencies and event companies breaking mod loading. It should release during these next couple of days.

I've updated "TestMod" in the sticky post to have the correct company type definition, note that the "Type" xml tag has a value, e.g. "<Type Name="Test Software">1</Type>". The number value should be between 0 and 1 and determines how many percent of effort the software takes to make, e.g. 0.5 means a software will take 50% energy and companies will be able to develop two at the same time. Currently it is set to 1 (which is 100%) for all software in the game, since it mostly causes an overflow of releases if it is set lower. You can play around with it and see the results in the simulation rundown when you start a new game.

Also sorry for not updating the wiki, it got bombarded with spam and I just couldn't get myself to deal with it, so I locked it for now. I don't get what people get out of spamming a hardly used wiki for a small indie game with pure nonsense, probably bots, but still.

New releases / Alpha 5.2 hotfix
« on: July 14, 2015, 08:16:45 AM »
I just released a hotfix to alpha 5.2 which fixed the game breaking bug when upgrading furniture and companies releasing the same products over and over again.

For future patch notes, I would recommend heading over to the Steam announcements:
As I'm having trouble keeping up in both places. Note that updates might note roll out simultaneously for the Steam and offline version.

Support / Send your save file
« on: June 14, 2015, 12:33:58 AM »
If you're experiencing weird behavior, which you can reproduced with a save file, please send it to with a short description, it'll make it a lot easier for me to diagnose and fix.

If possible, please attach a log as well. Note that the log resets every time you play the game.
You can find the log here:

(Software Inc. root folder)\Software Inc_Data\output_log.txt

~/.config/unity3d/Coredumping/Software Inc/Player.log


New releases / Alpha 4.7 out
« on: June 08, 2015, 03:00:31 PM »
This marks the end of Alpha 4. I will now start working on Alpha 5, which will include more company interaction, reception and an overhaul of the stock system.

  • Room cloning tool
  • Enable hiring IT staff permanently
  • Use features, unlock dates and innovation/usability/stability for contracts
  • Put contract result breakdown in contract window
  • Assign staff to rooms
  • Car pooling
  • Make people wait at bus stop to get home
  • Employee portraits
  • Redo complaint dialog
  • Fixed bug that would break game if room was deleted
  • Changed how salaries are calculated to avoid skipping payments and paying too much
  • Fixed janitors and IT giving up repairing stuff in a room entirely if one thing was blocked off, but it now causes lag when stuff is blocked off
  • Changed default personality to generous optimist
  • Fixed elevators not working unless a new room is placed
  • Fixed market not being recalibrated during pre-simulation and on first day
  • Features should be considered separately when calculating sales and reputation
  • Quality should be dependent on the work done only, not on what features are implemented
  • Fixed time skipping sometimes not skipping the last hour before arrivals, e.g. on the first day it would always skip to 6:00 instead of 7:00
  • At least one feature should be forced for all software types, otherwise you can have devtime = 0 - MODS WILL BREAK!
  • Cleaning ladies would sit in mid-air after having rested, then worked and then rested again
  • Death chance, etc. should be reduced with days per month
  • Differentiate between dirt and decoration when complaining about room environment
  • Fixed rooms not applying color
  • Added warning message if staff is having trouble getting to stuff
  • Fixed specializations only updating once a year, so new ones were missing after loading a game
  • Added warning message when turning off VSync
  • Optimized pathfinding using simpler data structures based on some heuristics
  • Optimized room code by spreading out state updates over several frames
  • Warning when skipping delay and less bugs added
  • Contracting windows should keep the minimize button in the same place
  • People hovering in the air on load
  • Removed N/A from cashflow, as it counted stuff like moving money to insurance account
  • Fixed bug where lists would break if items were removed while it is in sort mode
  • More intelligent OS and needs picking for auto dev and AI companies
  • New optimal employee count calculation and rebalancing of dev times and dev speed
  • Limited how far necks can turn during meetings to below The Exorcist levels
  • Difficulty setting now affects development time
  • Fixed specialization skill resetting to base skill after education (The infamous skills decreases over time problem)
  • Product perception is now calculated as quality/(maximum quality on market) instead of quality/(average quality on market) fixing a lot of weird market behavior
  • Software size is now considered relative to what is available on the market, e.g. text based games will sell a lot of copies before 2D is introduced
  • Each OS supported outside of the first one now extends development time by a month
  • Added warning icons above unreachable furniture
  • Added warning icons when parking spot is unreachable
  • Putting something on a wall, then deleting it and then splitting/merging/expanding the room would cause the game to break and making the player unable to save
  • Raised minimum reputation from 0.001% to 0.1%
  • Fixed employees not prioritizing furniture by room distance first
  • Fixed interest from insurance account not being equal to what was reported
  • Game breaks if employee has been fired while driving to work
  • Salary negotiation will be forced after hiring someone or changing their roles
  • Fixed code/art work ratio during alpha development being completely wrong
  • Employees are now willing to park an arbitrary distance from their office
  • Fixed list sorting being unstable
  • Fixed employees preferring unused table groups when loitering (would end up reserving all tables for no reason)
  • You can now place furniture which hang on walls in corners next to each other
  • Fixed temporary IT staff not going home when all work is done
  • Disabled hunger and bladder need during meetings
  • Fixed some furniture not keeping color after room cloning
  • Unlit rooms are no longer completely black
  • Moving couch caused wrong grid tiles to be made unwalkable
  • Couches not deleted when room splits it
  • Mostly fixed employees sometimes taking the long route if it means walking outside
  • Various bugs that would crash the game
  • Fixed people sometimes standing diagonally after walking off the bus
  • Make staff use cars
  • Fixed bug in DateTime instantiation
  • Added OS coverage to product window when picking OS
  • Fixed temperature fluctuations
  • Janitors and IT now prioritize which room to visit when they first arrive by which room has the most broken stuff
  • Bus stop was visible in basement
  • Increased sales a bit
  • Fixed carpooling forcing sick people to work

New releases / Alpha 4.5 out now - Mainly bug fixes and balancing
« on: May 26, 2015, 09:57:51 PM »
I just sent out another update, if you downloaded it from the first mail, please try again now. The bug would break pathfinding, building and employees' vacation times.

This update mostly features bug fixes. I've been pretty backed up this last week, so progress is moving a little slow right now, but it should pick up during June/July.

I'm keeping a new change log, outside of the official bugtracker and Trello board, which includes all the "small" stuff, so that I can release a more detailed change log. So without further ado. Changes in Alpha 4.5:
  • Added skip day hotkey
  • Remember sorting mode in list and update sorting when list content changes
  • Compatibility in interview should have text description and be red/green
  • Space out randomly generated words to add more variety to names
  • Add more company name generation words
  • Scope should be based on absolute dev time, not on relative size
  • Fewer releases and companies in general
  • Balanced bugs and quality addition speed
  • Removed monthly profit messages to unclutter notifications
  • Game only simulated months when starting new game, even if days per month > 1
  • Company graphs were broken on day 1
  • Increased how far away from office people are willing to park
  • Fixed things breaking quicker when days per month > 1
  • Roads and rooms are now more expensive
  • Fixed cars not being affected by volume settings
  • Project management was broken after a release with no bugs
  • Collapsed vacation notifications into one notification
  • Vacation should happen more often when days per month > 1
  • Furniture break timer should have some randomization
  • Fixed employees trying to get coffee making them micro sleep all the time
  • Adding more employees to a project will no longer increase effectiveness indefinitely
  • Fixed employees reserving computers owned by other employees, disabling both from using it
  • Changed how popularity boosts from sequels are calculated
  • Show simulation progress when starting a new game
  • Pressing load multiple times causes the debug scene to load
  • Shift at 00:00 spawns multiple cars per employee
  • Room transitive closure calculation bogs down CPU when placing furniture, switched to Floyd-Warshall with simple data structures and only recalculate when pathing has changed
  • Fixed weird text cursor behaviour when editing founder name
  • Fixed places with missing translations (All parts of the game are still not translatable)
  • Fixed not enough meetings taking place if days per month > 1
  • Furniture reporting wrong room during save causing the game to fail loading the save (Still need to figure out root cause)
  • Fixed IT staff not going home and stuck when deleting furniture
  • Disable bug reporter after 50 messages to avoid needless background CPU usage
  • Education length was bugged when days per month > 1
  • Cleaners now prioritize by room dirtiness instead of distance to current position

New releases / Alpha 4.4 out now
« on: May 14, 2015, 07:01:57 PM »

This update adds a TV, a couch, waiting chairs, a wall lamp and a bookshelf, of which the TV, couch and waiting chairs are the first to take up more space than a single cell. I expect there to be some problems with these new types of furniture, so please use them with caution(e.g. save before you use) and report back if something weird happens.

Most of the major bugs that have been reported have now been fixed, which includes missing translations, reputation being broken and saves that didn't work properly in alpha 4.3 due to the new time system.

Announcements / Official wiki
« on: May 12, 2015, 01:29:58 AM »
I started a wiki at (sub directory redirects actually work for the domain now!).

I'm seeing a lot of confusion over some of the mechanics and how to succeed in Software Inc. so this'll be a great place to start noting down common pitfalls. I also thought I'd be more open about the inner workings of the game, to make it easier for you to help me balance it. It'll probably also make it a lot easier for me to finally create that modding guide I've been talking about for so long.

I haven't added anything yet, so if you feel like there's something that should be added, you can create an account and begin adding stuff or request it here. I don't know how much time I'll be able to dedicate to it over the next couple of weeks, but I'll try to correct/fill out any page that gets added.

New releases / Another patch + I need your opinion
« on: May 03, 2015, 05:46:10 PM »
With all the great feedback and bug reports coming in, I felt the need to release another bug/usability patch before I begin working on the next alpha.

Fixes include:
Employees teleporting to the road
Cars getting stuck and merging, resulting in employees not coming to work, among other things
Contract countdown starting as soon as you accept it
Leaders holding meetings by themselves
Animation speed slowing down employees when fast forwarding
Shadow banding on the ground at sharp angles

Changes include:
Ability to move furniture
More info in the contract window + more info while working a contract
Taller construction menu
More warnings and tips
Unused founder colors have been removed from the New Game screen
Older notifications are removed instantly to make room for new notifications
You can now distinguish between art and programming work when hovering over an alpha work item
Employees have gotten a little smarter in regards to pathfinding. They will no longer get stumped if they can't go somewhere, because it required them to move through another team's room.

Finally, one thing I've heard a lot of criticism over, is the fact that 1 day = 1 month. I've been thinking about this and I think it's doable. The new system would be 1 day = 1 week, 1 month = 4 weeks. There are some things to consider, and I don't think it'll unambiguously make the game better.

Slower progression, for people who feel everything is moving too fast
Being able to calculate sales, marketing and reputation 4 times before deducting salaries and bills

The game will take four times as long as it does now. 1 year at full fast forwarding will take 40 minutes rather than the current 10 minutes. Developing an Operating System will be a 2 hour endeavor at the very least.
It will push back the current features planned for the next alpha, i.e. crowdfunding campaigns, consumer hype/patience and employee fame.

So please, tell me whether you think 4 day months is a good idea or why it might be worth it.

New releases / Post Steam patch release
« on: May 02, 2015, 12:40:50 PM »
I've fixed all the bugs, which have been reported since Software Inc. released on Steam, and added some usability stuff.

Fixes includes:
The game would freeze in certain situations when cleaning staff were stuck
Inability to get around if a door was blocked off by furniture
Employees not arriving to work
Radiators and other wall furniture being destroyed on room split/merge/expand
Employees being stuck in rooms and not being able to go home due to room team designation
Fixed mouse getting stuck in fly cam mode if modal windows popped up
Fixed bug with fixing bugs (inception stuff going on here) and releasing finished products

Changes include:
Rooms lighting up in build mode to signify lamp lighting
Popups are now hidden in build mode

The only outstanding problem as of now, is that the game is behaving weird and is unplayable on certain Linux installations.

Going forward, new releases will be posted to the beta branch on Steam, which you can opt-in to by right clicking on the game in your Steam library, going to Properties -> Betas and selecting "beta" from the drop-down. You will get to try out new features as they are released, but it might be somewhat unstable and save games might break more often. Bug reports from the beta branch will be fixed and everything will be released on the main branch. If nobody ends up using the beta branch, new updates will go directly to the main branch. The offline version will be permanently in "beta" mode, since you can control how often to download new releases yourself.

Future plans can be viewed on Trello, here:

Announcements / Steam keys have been distributed!
« on: May 01, 2015, 11:19:27 AM »
You should now have received the Steam key, give it a couple of hours if you haven't, though. You might also want to check your spam folder, just in case.

If you haven't received it, write to and I'll resend it.

Note that the game won't be downloadable until it releases on Steam, but you can safely unlock it now.

New releases / Final release before Steam
« on: April 28, 2015, 12:08:49 PM »
Software Inc. is now up on the Steam Store(Not yet purchasable), I have keys ready for everyone who owns it now, I just need to find a way to distribute them properly. The mac release might be delayed because, like everything that has to do with Apple, I can't get the mac build up on Steam without owning a mac (Slowly beginning to regret I added support for OSX).

Before the Steam release I've updated the game a bit with some bug fixes, content and polishing. This includes:
  • Big plant, table plant, table lamp, instant coffee, updated coffee machine and espresso machine. Plus, employees now carry their coffee around
  • Major bug fixes that would corrupt save files
  • Moved the plot to the center of the map and aligned it with the road grid. Plus, you can now click and drag to expand your starting plot.
  • Finally, cars are persistent for employees, so their car doesn't change color each time they arrive. Busses also have limited capacity now.
  • I've also done the first pass of automating furniture thumbnail generation, to ease modding when furniture modding gets added, which means all thumbnails have changed. Please tell me what you think.

I'm freezing feature requests, meaning I will note them down, but I will not add anything before I've finished what is in the current release plan on Trello. I'm lagging behind my plan because I keep adding new stuff, and it is keeping me from properly balancing the game.

On a side note, I graduated from my bachelor degree in computer science the 20th of April. My (part time) day job will take over the leftover time I get, but I will no longer be procrastinating during the weekends due to homework. So development speed should stay about the same, but might slow down a bit, by having to support the Steam community as well.

New releases / Alpha 3 - Traffic and parking!
« on: April 16, 2015, 01:23:42 AM »
Alpha 3 features a new big mechanic! You can now build roads and parking, and traffic will be affected by how you layout your roads. Busses have been added, so if you haven't built parking spaces, your employees will be forced to take the bus, which only arrives once an hour.

And here's a screenshot of a circular traffic jam that would never resolve... I've since fixed that.

I expect to write a bit about the new traffic mechanic on IndieDB.

Build mode has been overhauled. I've added a lot of help, e.g. hints if rooms are missing something, a room building animation that shows split/expand, and the interface changes to clearly reflect that you are now in build mode.

I've also fixed a couple of bugs, please tell me if you find any, or if you find something annoying, weird or out of place.

The next alpha will be back on track with my current plan: Crowdfunding campaigns, consumer patience and more polishing.

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