In Widget Inc., the world has ended and humanity is lost, leaving Widgets as a proposed route to rebuilding civilization. The player is tasked with shaping that future, starting small and working toward a country-sized factory. The stated ambition is to build a rocket for the Widgets’ expansion to the stars, while the premise adds a wry question about why that rocket was the goal in the first place.
Production combines hands-on crafting with automation: players master manual processes, then automate them to increase output. Research spans twelve technology tiers, each with crafting steps, upgrades and additional gameplay elements. Since each new tier requires more of the previous one, factory expansion is an ongoing part of progression. Players may construct sections from scratch or copy earlier sections, with the terrain also a consideration in how the factory is laid out.
Widget Inc. is listed as a single-player game, so its factory-building challenge is presented as an individual project rather than a shared session. At the technological peak, the premise poses a choice: head into space to colonize another world, or remain and build more rockets. This blend of industrial expansion and an open-ended final dilemma distinguishes its design.