Back to rankings
Industry Idle

Industry Idle

by FishPond · Published by Fish Pond Studio

Price Free
Avg Players 52
Released Sep 13, 2024
AutomationBase BuildingBuildingCity Builder
Prestige loop Offline progress

Media

Video
Video
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot

Industry Idle merges factory-building with market trading in a resource-management idle loop. You design production chains, optimize your economy through prestige resets for stronger upgrades, and earn offline while away. Best suited for players who enjoy incremental progression without Factorio's survival pressure, whether they prefer passive gains or active optimization.

About this game

What players are saying

▼ Not recommended 44 hrs
the game has an interesting idea, the implementation is almost good.
it fails on a few points:

1.
building permits.
each building requires a separate permit. the cost of each permit goes up the more permits already exist.
at some point, the cost of a new permit becomes prohibitively expensive

most resources require TRANSPORTING with vehicles. obviously conveyor belts, pipes, etc. are things not invented in the world of this game.
this starts a second death spiral: fuel for vehicles spiral. build oil well + oil refinery + energy to power them both. don't forget, those things cost fuel to be carried too

each other resource also requires a mine and power.
processing the resources again requires a building and power. processed stuff sits on a pyramid of resources. so the more processed something is, the more resources it needed to be made from scratch

conclusion 1: the more basic resources you try to produce yourself, the worse off you are.

2.
prestige: give up your city and "start in a new city". doing that with a high enough company value and you get some swiss $ (also a small amount for reaching certain achievements, but the amount is so small, it is ridiculous) that can be used to reduce some of the more anoying things

like building permits. or rewards beyond the first 4 hours offline. more than 1 builder. builder move speed. you get the idea.

this sounds good until you find out that the cash out is based on "your company's market cap" which is "the total market value of your corporation" which is based on a RNG (that changes each 2 hours) and your building + resources valuation. in my experience, it can easy give 100 swiss $ one moment and 80 when the market changes.
1 day later i barely reached again that 100. i expect that it can drop again anytime

conclusion 2: play dice. save yourself the time of installing the game

3.
"policies"
they consume "policy points" the more policies are enabled.
all policies are literally giving as much as taking.
for example double the petrol production, but halve the plastic production. since both are made initially 50-50% from oil in the refinery, you can't avoid the bad.

conclusion: you pay more than you get. useful in emergencies, i guess

4.
no way to power up / power down buildings automaticly only when the resource they produce runs below a certain value. therefore
your dynamite factory that you upgraded to meet a certain request faster
will hog the oil which can starve the refinery which will produce less petrol, which will be less available to transport goods and power power plants, therefore less or totally stopped production
or you downgrade it (so you lose $)
or you manually shut it down (and you starve the arty / missile factory so again you lose $)

conclusion: get ready for either piles of dynamite or micromanaging (i chose the piles)

5.
selling automaticly in the trade center. the prices can go up or down each 2 hours, so after each change you should look if something produces more or less profit$$.
considering that many buildings are placed trying to boost production (so in +25% squares and / or next to identical buildings) or as close as possible to their source materials to save petrol used to transport, they are not placed in just anywhere the player wants, so the player has to find each of them and see if the value of the end product is worth selling or not. that can be done ONLY on the buildings, NOT on the "trade center"

conclusion: each 2 hours visit all your important factories to change to something else being auto-sold. again, micromanaging.

6.
energy. if you produce too much, you are wasting it. so you either suffer slow downs when there is not enough power (because you just built something and you did not notice that there is not enough power) or you waste $ on buildings that literally produce nothing of value to you, but will be useful... sometime in the future

conclusion: why not sell the excess energy?!

what i did like about the game:
-notification sounds when getting a new wholesale center offer
-cool animation with all vehicles transporting goods everywhere; just dots, but looks cool everyone being busy; red dots bring resources to the building selected, green dots transport goods away, grey dots are the rest of the dots. blue dot is the builder
-warnings when resources will run out, and estimates how much until that happens. useful, i just love this feature
-research. kinda useless after you researched ALL buildings: the 1.8m research points that i have no use for.but i still love research

TLDR: it has potential. if you are into RNG, micromanaging, then this might be for you.
give it a go for a few days and find out what you skipped above
80 found helpful Steam ↗
▼ Not recommended 1678 hrs
I do RECOMMEND the game, but its a conflicting recommendation. It is nice and enjoyable as an idle game and the DLC's, active community, and active developer is a nice thing. HOWEVER, recent update about the quota system and how you trade resources on the open market to other players has turned this "idle" game into a "I have to sit here for even longer than before just to get a fraction of what I use to be able to do, and its an active sit here and grind/watch paint dry" game. The change was made because of bots and abuse to the system, but I think it has created more negatives to the game than anything else. I recently reset a map and after 24 hours I was maybe 10% of where I use to be before this change. If this quota change was reverted I would instantly change this to recommend. I have the DLC, I support this dev as he works hard on the game. But in the end I have been turned off from even playing anymore because of this update. The new maps are great, new resources, and continuation of content coming to the game. But nerfing and punishing the people who are playing for enjoyment because of bots on the system and stuff is a shame. Killed the game for people not as far along as experienced people. I do not know how/if the game will grow based on this.
66 found helpful Steam ↗
▲ Recommended 411 hrs
I Love this game.

If you love production type games but non of the "pressure" mechanics like Biters in Factorio, then this is the game for you.
if you don't care about fancy graphics or 3D models and only care about getting bigger numbers, then this is the game for you.

You can play this like can Idle game or Actively or both.
It is updated constantly by an awesome Dev. If there's an issue it will likely be patched in the same day or next.

There are some really helpful player guides as it might look simple at first but then can get really complex the further in you get.

I paid for the £4 DLC (expansion pack), but this pack is not required at all to play the game just gives you a few more options for production chains. some of the highest ranking players don't have the DLC. I only got it to support the Dev

Just a word of warning: you may loose your time to this game. Days will pass without you realising but you at least got rid of all your deficits
59 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Player Trade Server Sustainability

234 days ago
Industry Idle's server will soon enter its 5th year of service. The game has a small but active player base, and the server has been instrumental in keeping the community together. However, running a game server comes with challenges — there are ongoing costs, and maintaining anti-cheat systems (especially for a game available on six different platforms) greatly increases those costs. For the past year or so, the game has not been making enough revenue from Expansion Packs to cover the server expenses. In fact, I’ve been using income from CivIdle and my own funds to keep the server running. To make the game sustainable, the community has suggested introducing a player trade limit, which would help reduce the cost of anti-cheat measures. If completely preventing cheaters is too expensive, the next best approach is to make sure cheaters can only ruin their own experience — not everyone else’s. How the Player Trade Limit Works Every player will be subject to a daily trade limit (based on trades made within the past 24 hours): Limited Account: 1T Verified Account: 1Qt Account with 1 Expansion Pack: 3Qt Account with 2 Expansion Packs: 5Qt With This Change The current trade limit for Limited Accounts will be replaced by the new daily limit. Trade Tokens will be retired. (They have caused issues with save transfers under poor Internet connections — this change should make save transfers smoother.) The Leaderboard will be shut down. Existing player trades will be canceled or wiped when the change goes live. This is only a proposal at this stage — the decision to adopt it or not should be made by the community, not me. The goal is to improve the overall player experience. You can comment on this post to share your feedback. Cheers, FishPond

Industry Idle on Sale for Steam Automation Fest

336 days ago
{STEAM_CLAN_IMAGE}/40055556/e71dd7df979d241112c511307fb36542c4b7ddee.png To celebrate Steam Automation Fest, both expansion packs are on sale (30% off). If you have been thinking about getting the expansion packs, now is a good chance! If you want to find out more similar games, check out my other games: https://store.steampowered.com/app/2181940/CivIdle/ https://store.steampowered.com/app/3454630/Spaceship_Idle_Design_Build_Explore__Battle/ Cheers, FishPond

Patch 1.0.0 - Industry Idle is out of Early Access

640 days ago
It’s been a while since my last update, but I’ve got some news to share. For those of you following the development of my next game, CivIdle, I’m happy to report that it’s come a long way, and progress has been great. That said, I haven’t forgotten about Industry Idle. I’ve been planning to bring it out of early access for some time, but I ran into a bit of a setback—the laptop with all the release environments and keys (since Industry Idle runs on six platforms: Windows, Mac, Linux, Android, iOS, and Web) died. Thankfully, I’ve recently gotten it repaired, and now we’re back on track! This release includes a handful of small fixes and improvements. Industry Idle has been “content complete” for a while now, so this update mostly focuses on polish. Looking ahead, I’m committed to keeping the server running for as long as possible. I actually use the income from both Industry Idle and CivIdle to cover server costs and plan to do the same with future projects to keep all my games' servers live and healthy. If you’ve been waiting for Industry Idle to officially leave early access before diving in, now’s your chance! And for those who have been with me since early access—thank you! I hope you continue to enjoy the game. If you’re looking for more, definitely give CivIdle a try as well—I think you’ll like it! https://store.steampowered.com/app/2181940/CivIdle/ If you already purchased Industry Idle Expansion Packs, you can take advantage of this bundle for a discounted CivIdle Supporter Pack https://store.steampowered.com/bundle/24685/Industry_Idle__CivIdle_Complete_Collection/ Cheers, FishPond

Posts come from Steam's official announcements feed.

Comments

Log in to leave a comment.

Loading comments…

Developer of this game? Add an IdleDB badge to your site