About This Game 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.CURRENT FEATURESBuild, furnish and maintain office buildings up to ten stories + basement, on an enormous land, using a free-form building system with easy copy-paste toolsHire employees to design, develop, support, research and market software in teamsBuild roads and parking to ease commuting for your employeesTend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalitiesCustomize your own employee avatarCreate your own software products and franchisesCompete in a simulated and randomly populated market by selling your products, taking on contract work, creating patents, making deals or trading stocksHire staff to repair your furniture and computers, clean your office, make food for your employees or greet visitorsMod what kind of software you can develop, add your own furniture, upload your building blueprints or add support for your languageDelegate important tasks to your team leaders, such as managing development cycles and human resourcesSet up your own servers for products, source control and running your own online store a09c17d780 Title: Software Inc.Genre: Indie, Simulation, Strategy, Early AccessDeveloper:CoredumpingPublisher:CoredumpingRelease Date: 1 May, 2015 Software Inc. Activation Code [Password] If you like games where you sit back and watch the money pour in, this is that game. It is very easy but great fun.Feature request\/feedback for dev:- an 'upgrade all computers' button which means I don't have to go around manually deleting every single older computer, and replacing calculators\/tablets\/inboxes for every single computer when these are deleted along with the old computers. Ain't nobody got time for that!- employees don't actually stay until the time I set them. They are out the front door 20 minutes before they should be finishing their shift.- the wall and room building is fiddly and sometimes doesn't work how I expect.- clearer explanation and more control of vacation time- clearer diagrams for how much design\/program\/art work is required for a task. For example, when research bars appear - they appear empty and only fill up in the colour of red\/green\/blue as they are researched. Maybe when each bar is empty, it would be helpful to show a blue\/green\/red outline around each bar so it is clear what type of research is required.Another example is when 'game asset' contracts show up with a green pie chart for '2D', this is confusing as the art skill is normally represented in red, not green.. So, currently I have about 70 hours in this game. Ive had my eye on this one for a long while but finally decided to check it out and was not disappointed. For $14 this is well worth the money. As is, this game is pretty amazing and I have absolutely enjoyed it and I would recommend it. That being said.... only thing I see that this game needs is just a little balance. I feel its pretty easy even on hard once you have your first success and see how the game works. The stock market needs a bit of tweeking in my opinion also. But seriously... if you like tycoon type management games with building....Just get the game you wont be disappointed. Alpha 8.11.27 out: ChangesAdded idle worker indicator button and game now specifies problem when employee is selectedEmployees will now try to go to a water cooler to relieve stress if they are completely stressed outRemoved releases from "upcoming events" window, player should check "upcoming releases" window insteadHaving HR "force roles" disabled would force employees to "any role", which was more confusing than helpfulFixesElevator and stairs had become upgradable but would crash the game if attemptedChanged employee thought "Stressed" to "I feel stressed"Staff list wasn't sorted correctly when sorting by arrival/departing timesFixed inconsistencies in current selection when employee or staff window is manipulatedOptimizationsRemoved unnecessary employee computations when game is paused. Alpha 9.2.1 out on testing branch: Don't worry, I'm not at all done balancing the game and I haven't gotten to contract work yet. This release is mostly to avoid getting the same bug report over and over.I'm currently working at a snail pace due to my internet situation. I just got a 4G router today. I put my phone's SIM card in it, so I'm currently maxing my data cap, not receiving phone calls and drowning in ethernet cables, until I receive a new SIM card. The cable company that decided to cut my connection without ever informing me have not responded to my inquires and don't really seem to care (They weren't informed I moved in. I didn't know they existed, so I just signed up with an ISP).Known issuesCan't update previously uploaded workshop modsChangesMade reviews more clear when the price is too highAdd overall score and review accuracy to peer review windowProgressbar for review workShow needs/OSs in info window for softwarePut contract/deal info in info window for software work itemsAdd enter to accept on team selection windowBalance printing job offersOverhauled tutorial system to make it easier to change and add new tutorialsBalance support ticket generationProject progress should go to 200%, going above 100% increases quality, but is obviously very inefficientAdd warning when starting print job when no printers are presentWarn the player when physical copies of a product does not meet demand, causing lost salesAdd warning message when furniture could not be replaced due to sizeLower bandwidth requirements across entire gameUpgrade power of all servers to and balance billsSoftware work needs release date visible alwaysFixesError bubbles do not scale according to GUI scalingShould never lose more fans on cancelling support than active user countMissing categories for printing furnitureDates were not being loaded correctly when having more days per month, which could cause instabilities (Somehow worked out in alpha 8???)Fixed design phase sometimes not updating progress bar. Alpha 8.11.2 out on testing branch: Edit: Alpha 8.11.5 fixes 3 separate bugs regarding employees leaving in their carsEdit: Alpha 8.11.4 Fixes people not going home in their cars when loading older saves with null reference in CloseDoor.Edit: Alpha 8.11.3 should fix the bus issue for goodEdit: Alpha 8.11.2 fixes issues with busses getting stuck, null reference cars and backup saves failing.The cars have been overhauled! There is still some optimization and bug fixing left for this version before I'll push it out officially, but I wanted to get the working system out for testing ASAP.ChangesCar models replaced and new car related character animations addedCar SFX replacedBusses now take 12 passengers instead of 8, cars take 4 instead of 2 and there are only 2 parking spots instead of 4 per road cell.If nobody is interested in stock, the game asks if you want to sell to highest bidderRoom accessibility is now determined by path from outside, instead of amount of doorsFixesFix build menu for multi monitor screensPut in "missing furniture mod" warningInclude mod names when loading them from Steam cache for more descriptive error messagesOptimizationsIT and maintenance staff optimization. Would lag a lot late game with 20 or more present in a large building. Still more optimization to be done. 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.ChangesAdded cloud shadowsMade trees jiggle in the windRemoved max cap on how much specialization level an employee can gain by workingSpecializations 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 inBusiness reputation now also positively affects average base skill for each wage bracket when looking for applicantsSpecialization charts comprising multiple employees will no longer count employees not assigned to the role shownAdded warning when changing role of someone controlled by HRAdded multi select functionality to the Your Releases windowTurned up yellow color in data overlay mode, as it was making it hard to discern temperatureBoosted employee skill gain from working a tiny bitPut consumer reach in product detail windowFixesIndustrial fans aren't cooling correctly and servers aren't giving off noticeable heatEmployees gain both code and art skill in alpha phase even if project doesn't use that skillUndoing server deletion doesn't register and recreate server connections + other undo initialization issuesGuests should be removed from game if time is skippedPer month column in distribution window did not account for print jobs inactive due to hitting maximumScrollbar in hire window specialization chart was cropping art barsPrint 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 casesFixed employees getting stuck on ground floor rampEmployees set as artists and programmers would work slower on a project that only had either code or art work to be donePC addon boosts were applied based on role instead of work done in alpha phaseFixed save games breaking if a server furniture mod failed to loadVarious other fixes. Alpha 9 release status: The bad news is that I won't be able to release alpha 9 before I move offices, but the good news is that all functionality for the initial testing release is complete, I just need to polish everything up, as all timing and balancing is completely broken at this point, and then I need to write some sentences for the new review generator.I'll be packing down all dev equipment tomorrow and I'll be setting up the new office during the weekend. My ISP has confirmed I should have an internet connection on the 20th of December, so I'll be able to pick up work in the last couple of weeks of December. Hopefully I'll be have something ready during late December, but if not, I'll most definitely have something ready early January.. Another alpha 9 progress update: Hey lovely people! I’m so sorry for the wait.For the sake of transparency, here’s a breakdown of what’s been going on since the last release status update.December. Alpha 10.2.1 out on testing branch: ChangesPeer reviews now affect bug count and qualityBigger plot option for rural map, more expensive but simpler expand progressionShow average team skill and spec against selected employee in hiring windowChange HR and time settings for multiple teams in a rowAbility to save and load character defaults in new game screenAbility to delete room stylesAbility to localize key names for key bindings if name is longer than one character by writing KeyCode + KeyName as written in UI, e.g. KeyCodeDeleteFixesLeasable black material had gotten selectable as floor in-gameRaised lower compatibility chance of employees hired by competent HRSlightly decreased effect of disliking a team memberDifficulty setting was not saved after starting a new game in a buildingFurther decreased skill effect on support ticket response rateFixed newspaper writing article before game had calculated feature scoreFixed plot window for multi monitor setupsKnown issuesPreferred age label in HR not updatingRenting multiple building units at once will cause loud cash register SFX. Alpha 9.6.1 out on testing branch: Alpha 9.6.6 is a hotfix for a single bug regarding tables.Alpha 9.6.5. Alpha patch 9.1.3 out on testing branch: If you are following me on twitter, you'll know my internet connection has been disconnected and it'll take at least 5 days to get it back. As I don't have access to my build server I can't release the mac version until I get my internet back. I'm sorry for the inconvenience.This is mostly bug fixes. I have read all your feedback and will be working on balancing the game and implementing your feedback the next couple of days for alpha 9.2.1.ChangesAdd doors and windows to blueprint placement modelPause game when error message appearsAdd missing funds warning to furniture replacement windowFixesBug in how averages were weighted caused product quality to always be really low, despite high reviewsForgot to localize Network specializationCan't save blueprintsRetroactively fixed save files breaking when employees retireRemoved possibility of having marketing window open throughout development and then starting pre-marketing tasks after release and fixed sometimes not updating choice from pre to postFixed team compatibility being -1 at load time causing negative effectivenessFixed changing language will break game and need restartFurniture replacement button visible for furniture with no replacementsFixed employees leave times +-30 min based on lazinessVarious other bugsCan't create a second project management group
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Software Inc. Activation Code [Password]
Updated: Mar 31, 2020
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