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Description

Industry Zero

Turn scattered resources into a factory that keeps expanding. Industry Zero is an Unreal Engine automation foundation built around exploration, production and research. Find resources, set up extraction, connect machines with transport and power, then unlock the next stage of production.

Production, logistics, fluids, power and research already share one editable project, with multiplayer and saving around them. Use those connected systems to design your own recipes, factory progression and world, from the first workbench to larger production networks.

Build with it. Learn from it.

Each Foundation includes new features and Foundation-specific gameplay, UI and content, brought together in a complete, editable Unreal Engine project. Study the Blueprints, data and project structure to learn how we built the experience, then adapt it for your own game.

Build with it. Learn from it.

Each Foundation includes new features and Foundation-specific gameplay, UI and content, brought together in a complete, editable Unreal Engine project. Study the Blueprints, data and project structure to learn how we built the experience, then adapt it for your own game.

Foundations by Hyper | Documentation | Discord | Watch the trailer on YouTube | Watch the Foundations trailer

Resources and production

  • Raw resources: Configured stone, coal, copper, iron, gold, uranium and oil sources, plus editable item and crafting data.
  • Extraction: Electric miners, oil extractors and water pumps feed the production chain.
  • Processing machines: Basic and large smelters, constructors, assemblers, manufacturers, a chemical plant, research laboratory and recycler.
  • Early construction: A field workbench and player crafting support the first steps before expanding automated production.

Logistics, fluids and power

  • Item transport: Conveyor belts, configurable splitters, mergers, lifts and connection sockets connect machines. Conveyor tiers support later production stages.
  • Fluid transport: Pipes, junctions, pumps and storage tanks provide a separate fluid network, with multiple pipe tiers.
  • Generation: Biomass, coal, fuel, solar, wind, geothermal and nuclear generation options offer different inputs and infrastructure.
  • Distribution and storage: Cables, power poles, switches, battery storage and wireless power connect supply to demand.
  • Factory lighting: Powered lights and work lights provide practical utilities around the machines.

Research and factory building

  • Research tree: Production, Logistics, Power and Research categories organize the factory-specific unlock interface.
  • Research progression: Research stages cover metallurgy, distribution, water power, assembly, higher throughput, renewables, energy storage, petrochemistry and electronics, followed by advanced manufacturing, wireless power and nuclear power.
  • Building System: Place machines and structures using the construction tools. Build with metal foundations, walls, roofs, stairs, doors, windows and railings.
  • Equipment recipes: Crafting and equipment data include the pistol and Zion 15 rifle, 9mm and 7.62 ammunition, stone/iron/steel hatchets and pickaxes, hammer, building plan and PowerBuilder.
  • Player tools: Inventory, hotbar, equipment, crafting, attributes, movement and shared interaction connect the player to construction and machine use.
  • MetaHuman compatible: Use your own characters through visual overrides. Setup guide.

Build beyond the factory floor

  • Editable world: A World Partition landscape with Hyper Auto Landscape materials, PCG forests and forest splines surrounds the production sites.
  • Resource placement: Mineable-rock generators and resource-node actors let you configure gathering locations alongside extraction and production.
  • Vegetation and biomes: Vegetation presets, global biome settings and mesh-to-actor swaps for selected trees and bushes connect the environment to gathering.
  • Exploration: Discover points of interest, visit Ironworks Camp and encounter Factory Eater creatures beyond the production site.
  • Creatures and AI: The Factory Eater has a combat-AI character setup, walking and attack animations, attributes, equipment, ragdoll and proximity-based character optimization.
  • World map: View the factory world and player position through the map interface.
  • World services: Shared time, day/night, weather, music, footsteps, subtitles, team data, respawning and player management.
  • Foundation maps: A dedicated main menu and World Partition factory map.

Menus, guidance and UI management

  • UI management: The UI manager creates the in-game HUD and menus, manages menu visibility and focus, and connects Common UI widgets to the foundation interface.
  • Feedback: Outlines, input prompts, information prompts and replication helpers support interaction and shared presentation.
  • Factory interfaces: The build menu, inventory, hotbar, crafting and research tree connect player interaction to production. Input prompts and information feedback guide machine and connection use.
  • First-production guides: Step-by-step guides introduce iron ore, building supplies, the first miner, smelter, generator, conveyor and build menu. An intro movie and visual-novel presentation support onboarding.

Online play and saved progress

  • Online play: Hyper Online Integration supplies the online game instance and lobby, with hosting, joining, text chat and online voice. Configure your own Steam or Epic Online Services provider settings.
  • Saving and startup: Hyper Global Save System restores configured player and world state. Hyper Loading Screen and Hyper PSO Precaching support startup and map transitions.

Included Hyper plugins

  • Hyper Automation: Replicated components for conveyors, production, routing, fluids, power and host adapters.
  • Hyper Global Save System: Blueprint-accessible saving and loading, with actor persistence for streaming levels and World Partition.
  • Hyper Loading Screen: Animated loading widgets, map profiles, progress feedback and interactive preview scenes.
  • Hyper Online Integration: Provider and platform integration for the Hyper online framework, including Steam and Epic Online Services configuration.
  • Hyper PSO Precaching: PSO preparation and reference preloading to help reduce first-use rendering hitches.
  • Hyper Water: Swimming physics for reusable coastal water actors.
  • Hyper Instance Optimizer: Optional cook-time mesh instancing with spatial batching and inspectable optimization reports.
  • HyperAIStudio: Optional editor tools for connecting external AI coding agents, sharing Blueprint context and checking project readiness.

Use the system guides to plan your factory game, or compare Industry Zero with the other Hyper foundations.

Already own Hyper products? Check your personal offers on our website.

Frequently asked questions

Is everything I see included?

Yes. All Industry Zero gameplay systems, UI, environments and other game content shown on this page and in our videos are included. You receive the editable Unreal Engine project, including the factory world, production machines, logistics, power, fluids, research, player construction, exploration, main menu, online lobby and configurable data.

Industry Zero does not use excluded Leartes showcase environments. The world and content you see are part of the foundation you can build on.

Is this a finished game?

No. This is an editable game-development foundation with working, connected systems and playable content. It gives you a substantial starting point for building your own game. It is not a finished retail game with a complete campaign, final balancing and every detail polished for release.

The supplied project and any playable demo let you explore the systems in context: how interactions connect, how the gameplay is configured and where you can extend it. Learn from that setup, change the world and art direction, and develop the story or gameplay you want to create. We provide the foundation; you shape the game and bring it to release.

Can I publish a game built with this foundation on Steam?

Yes. With the appropriate license, you can use the foundation to develop and commercially release your own game, including on Steam. Follow the license that applies to your purchase, the terms for any separately licensed content you add and your chosen store's requirements.

We ask you to build on the foundation rather than upload the supplied project or demo unchanged. Give the game your own identity: adapt the art style and environment, develop your own story or gameplay, and test and polish the experience for your players. The project is here to support your creative idea and help you turn it into a game of your own.

For Fab purchases, the Fab Standard License (https://www.fab.com/eula?lang=en) permits commercial use in your game, but not resale or redistribution of the underlying asset as a standalone product.

Which license should I choose?

Individual is for emerging creators. Professional is for studios and enterprises. Both include the editable Foundation project, documentation, verified Discord access, product support and bug fixes.

Our Professional offer adds the Hyper Integration Service (https://gamesbyhyper.com/product/hyper-integration-service-module-bundle-setup/), team verification, a studio tag and priority support. You can also request a project showcase and release announcement through our channels. See the service page for integration scope and request details.

On Fab, the tiers are called Personal and Professional. On our website, they are Individual, Studio and Enterprise, with the Professional benefits applying to Studio and Enterprise. Choose the tier that matches the store's eligibility rules. Fab Personal and Professional grant the same usage rights.

I already own Hyper products. Do I have to pay full price?

Not necessarily. We offer existing Hyper customers personal deals based on the products they already own. Sign in to Personal Offers in your account (https://gamesbyhyper.com/my-account/my-library/?library_tab=personal-offers#personal-offers) to see what is available to you. These offers are handled through our website.

See the Foundations by Hyper overview (https://gamesbyhyper.com/foundations/) for the full foundation range and more information.

Can I add Games by Hyper modules to this foundation?

Yes, with compatible versions. The foundation already combines its systems into one experience, so adding modules is optional. We recommend this work for intermediate to advanced Unreal Engine users.

Use the same Unreal Engine version and matching Hyper generation. Our free Integration Tool (https://gamesbyhyper.com/product/integration-tool/) and integration guide (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/) help with compatible Hyper projects.

Extend selected logic or features carefully. Foundations contain their own gameplay code, UI, DataTables and settings. Importing a module can overwrite those files, so seamless integration is not guaranteed. Work in a separate copy, review conflicts and merge the changes you need before testing the result.

Explore optional modules on the Games by Hyper website (https://gamesbyhyper.com/shop/) or our Fab store (https://www.fab.com/sellers/Games%20By%20Hyper).

Can I reuse foundation features in another project?

Yes, within the applicable product license. Shared Hyper systems use the modular framework, while foundation-specific features can depend on that foundation's character, UI, data and game flow. Extracting those features may require manual integration.

Use matching Unreal Engine and Hyper versions, keep a backup and follow the integration guide (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/). We recommend this work for intermediate to advanced users.

What hardware do you recommend for development?

For working with our larger projects in Unreal Editor, we recommend 64 GB RAM, a recent-generation CPU, a fast SSD with ample free space and a capable NVIDIA GeForce RTX 30, 40 or 50 series graphics card. GPU performance tier and available VRAM matter as well as the generation.

This is our development recommendation for large projects. Requirements for your packaged game depend on its content, resolution, graphics settings and target platform. Smaller maps and individual Hyper modules can have much lighter requirements.

How is the performance?

Hyper's gameplay systems are designed for efficient execution with low overhead. The complete world still determines the workload: scene complexity, textures, dynamic lighting and shadows, weather effects, loaded World Partition regions and the number of active AI characters all affect performance. Large AI populations and busy multiplayer scenes also need CPU and networking budgets.

A large world running in Unreal Editor can be demanding even when the gameplay code is efficient. Measure a packaged build on your target hardware after startup preparation has finished. Editor frame rates and first-launch compilation are not representative of steady gameplay, and we do not promise a fixed frame rate for every project or computer.

Why is the project large, and why can the first launch take a long time?

The supplied meshes, textures, animations and other source content take storage space. Unreal also needs room for derived-data caches, build files and packaged output, so allow more free SSD space than the download size alone.

On first launch, Unreal may compile shaders, generate derived asset data and compile project or plugin code when required. Loading a large map adds more work. Give that preparation time to finish before judging performance. Later launches can reuse cached data, although engine, content or configuration changes can require new preparation.

How should I work with a large World Partition map?

Load the region you are working on rather than the entire world. In the World Partition editor, select the area you need and use Load Region from Selection. Keep unrelated regions unloaded, and use a smaller test map for focused system work when available.

Loading the whole world and playing inside Unreal Editor increases memory and rendering demands. A packaged game uses its configured runtime streaming and has a different workload. Test that build separately with the intended lighting, shadows, weather, AI population and graphics settings.

Which Hyper plugins are included?

Industry Zero includes the required Hyper Automation runtime modules for its production, logistics, fluid and power systems, together with Hyper Global Save System, Hyper Online Integration, Hyper Loading Screen and Hyper PSO Precaching. Their gameplay connections are already configured in the supplied project; configure your own online provider settings for Steam or Epic Online Services.

Was Hyper made with AI?

No. Our team designed and built Hyper's core framework and gameplay architecture. The wider ecosystem represents 75,000+ hours of development, integration, multiplayer engineering, testing and documentation over years of work.

Hyper is the market leader in publicly available modular Unreal Engine frameworks. Its value is in the systems working together: shared data, consistent interfaces, multiplayer behavior and connected gameplay systems. Generating individual features with AI does not automatically produce that complete, tested architecture.

A small amount of replaceable example art, such as icons and meshes, was created with AI. Other art is made by us, commissioned from artists or sourced under CC0 from projects such as Poly Haven (https://polyhaven.com/) and ambientCG (https://ambientcg.com/).

Can I use Hyper with AI assistants?

Yes. Hyper is an exceptionally valuable framework for AI-assisted Unreal Engine development. Its generic, modular architecture is a particular strength: shared interfaces, consistent data structures and reusable components give an assistant a clear way to understand how the systems fit together. The same patterns recur across the framework, so an assistant can use that context when extending features, tracing bugs or adding your own gameplay.

You start with the hard part already connected. Gameplay, UI, multiplayer and persistence have an existing structure. AI can work within that foundation instead of generating isolated features that you still need to combine. That makes Hyper more valuable in an AI workflow: you bring the game ideas, and both you and your assistant build on the same coherent, editable core.

Our Hyper AI Integration Studio (https://gamesbyhyper.com/product/hyper-ai-integration-studio/) helps assistants inspect Unreal projects and work with Hyper-specific project knowledge and context. We use it internally for debugging and development too. It is an optional separate download; see the Studio guide (https://gamesbyhyper.com/docs/project-foundations/hyper-ai-studio/) for setup.

AI development assistance does not grant permission to train or fine-tune models on proprietary Hyper content, or to create or share training datasets from it. Use provider settings and terms that keep your project content out of model training. See the AI-use terms (https://gamesbyhyper.com/terms-of-use/#ai-training) and your applicable product license.

Can I use MetaHumans or my own characters?

Yes. Hyper is MetaHuman compatible through its visual override workflow. You can use your own character appearance while retaining the connected gameplay character.

Assign your MetaHuman or custom character assets, set up the animation Blueprint and configure retargeting or Copy Pose From Mesh for your skeleton. MetaHumans also need their Epic-provided setup logic. Follow the character and MetaHuman visual override guide (https://gamesbyhyper.com/docs/getting-started/set-up-your-own-character/) for the steps and reference setup.

Which Unreal Engine and Hyper version should I use?

For new Hyper framework projects, we recommend V5 on Unreal Engine 5.8. The framework generations correspond to these engine versions:

V5: Unreal Engine 5.8.

V4: Download under Unreal Engine 5.7. V4 projects also work on Unreal Engine 5.8 after switching the project version. C++ plugins must be compiled for UE 5.8.

V3: Unreal Engine 5.5 and 5.6.

V2: earlier Unreal Engine 5 releases, through 5.4.

V1: Unreal Engine 4.

This is the framework's version history, not a promise that every foundation is available for every older engine. Check the supported versions on the release you download. Modules must match the project's Unreal Engine version and Hyper generation; independent plugins have their own compatibility requirements.

Is this foundation bug-free, and how do I report an issue?

No. We cannot guarantee that a framework of this size will be completely bug-free. We investigate reproducible technical problems in the supplied project and prioritize fixes by their impact.

A bug stops advertised functionality from working as intended, such as a broken interaction, an unusable UI control or saved progress failing to load. Preferences about the story, pacing, visual transitions or scenery placement are usually design feedback. If a transition fails or scenery blocks gameplay, report the technical problem.

Check the issue in an unmodified copy on a supported engine version and review existing reports. Use the official bug-report form in our Discord (https://discord.gg/gbycyH4C9B), including the foundation name, Hyper and Unreal Engine versions, reproduction steps and relevant logs or screenshots. See our support guidelines and bug-report process (https://gamesbyhyper.com/docs/) for details. Reports help us improve the foundations; a specific fix date or a completely bug-free result cannot be guaranteed.

Where can I find foundation information, setup guides and support?

Start with the Foundations by Hyper overview (https://gamesbyhyper.com/foundations/) for the range and general foundation information. Use the getting-started guide (https://gamesbyhyper.com/docs/getting-started/start-here/) and system documentation (https://gamesbyhyper.com/docs/) for setup. Join the Games by Hyper Discord (https://discord.gg/gbycyH4C9B) for product questions and the developer community.

Will foundation features also be available as standalone Hyper modules?

Yes, where they make sense as independent products. We plan to keep expanding the Games by Hyper store (https://gamesbyhyper.com/shop/) with reusable systems and packages, giving you the option to buy individual parts instead of a complete foundation.

Industry Zero's conveyors, machines, fluids and electricity are built to work together as one automation system. We do not plan to split out a conveyor-belt module that still needs the rest of that logic. We may explore a separate survival-electricity or generic socket-management system using some of the same techniques, but that would be its own product rather than the factory implementation.

A foundation gives you the connected gameplay, including the specific logic that brings its systems together. That integration is part of its value. Games by Hyper focuses on reusable technical modules, and we announce new standalone products separately as they are ready.

How is my personal offer calculated?

Sign in with the account linked to your purchases. Relevant verified Hyper products determine your ownership discount. Larger systems count more. Smaller paid systems build up together towards higher offers, with a shared limit. Templates and overlapping systems count once. The maximum is 40%, or 30% for The Ones Before and Industry Zero. While the pre-order bonus is available, it adds an extra 10% pre-order discount, up to 50% or 40% in total. Open the calculation beside your price to see what has been recognized.

Will my ownership discount remain after pre-order?

Yes. Your ownership discount remains available in your account after pre-order, so you can plan your purchase. The extra 10-point pre-order bonus is temporary and ends when that Foundation leaves pre-order or the launch offer is ended. No end date has been announced. New qualifying purchases can update your ownership discount.

How does my personal offer work during a sale?

We automatically apply the better of your personal price, an eligible complete-collection price and the current public price for each Foundation. These offers are compared, not added together. Other coupons cannot be combined. Your ownership discount is not reduced because you originally bought a qualifying Hyper product during a sale.

Unreal Engine

Compatibility and file information

Development platforms
Windows
Distribution method
Complete project
Target platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V5Multiplayer Factory Automation Foundation project files. Release: 5.0 (2026-10-30). Download not available yet.5.05.8

Implementation and interaction

Code framework
Blueprint, C++
Blueprints
1,501
C++ classes
467
Modular / extensible
Yes
Multiplayer ready
Yes
UI components
Yes
Input methods
Keyboard, Mouse

Game template

Sample levels
Yes
Customizable game systems
Yes
Included art assets
Yes

Included assets (estimated)

Static meshes
634
Skeletal meshes
23
Materials
325
Material instances
623
Textures
3,233
Animation sequences
1,386
Animation montages
131

Asset counts are estimates and may change with product updates. Supplied demo and example content is included. Separate parts and variants count individually; mesh counts are assets, not placed objects.

Rendering and audio

Global illumination
Lumen
Reflections
Lumen
Graphics API
DirectX 12
Nanite
Yes
MetaSounds
Yes

Asset specifications

  • Meshes: 634 static meshes and 23 skeletal meshes.
  • Materials: 325 materials and 623 material instances.
  • Textures: 3233 texture assets.
  • Animation: 1386 animation sequences and 131 montages.

Counts are approximate and may change with updates. Includes supplied playable content. Parts and variants count separately; meshes count assets, not placed objects.

Setup notes

  • Rendering: Lumen global illumination; Lumen reflections; DirectX 12.
  • Includes Nanite-enabled static meshes. Nanite documentation.
  • Uses MetaSounds. MetaSounds documentation.
  • Additional engine plugins: Chooser, CommonUI, GameplayStateTree, MotionWarping, Mover, MoverExamples, PCG, PoseSearch, SmartObjects, StateTree, Water. Enabled in the supplied .uproject.
  • Optional plugins: FSR.
  • Setup: Use the matching engine for bundled C++ plugins, or rebuild with a C++ toolchain. Configure your own Steam/EOS app and credentials for provider sessions. Null/LAN supports local development.
  • MetaHuman compatible: Custom characters via visual overrides. Setup guide.
Industry Zero Original price was: £ 908.00.Current price is: £ 817.00. 10% pre-order offer