Factorio is a game about building and creating automated factories to produce items of increasing complexity, within an infinite 2D world. Use your imagination to design your factory, combine simple elements into ingenious structures, and finally protect it from the creatures who don't really like you.
User reviews:
Overwhelmingly Positive (725 reviews) - 97% of the 725 user reviews in the last 30 days are positive.
Overwhelmingly Positive (19,092 reviews) - 98% of the 19,092 user reviews for this game are positive.
Release Date: Feb 25, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We have been working on Factorio for over 5 years. The game is very stable and is highly optimised for prolonged gameplay and creating huge factories. We have sold over 110,000 copies on our website, and we feel now is the right time to release to a wider audience.”

Approximately how long will this game be in Early Access?

“Our plans for release come as part of an ongoing process, and we are constantly adding new features and content. When we feel the game is complete we will release the full version, and our current estimate is that this will take 8-12 months.”

How is the full version planned to differ from the Early Access version?

“In the full version we hope to have a polished GUI, a multiplayer matching server, integration of mods for players and servers, and a number of other finishing touches and additions to the core gameplay.”

What is the current state of the Early Access version?

“The game has a very strong content base, rich with interesting mechanics and features. Many players report they are still having fun on their maps even after hundreds of hours of gameplay, alongside multiplayer support, and a dedicated modding community.”

Will the game be priced differently during and after Early Access?

“The price may be increased upon release from early access.”

How are you planning on involving the Community in your development process?

“The community is a vital part of our development process. We announce any planned features far in advance so we have time to read peoples' opinions and comments, and for us to discuss the different points of view players may have. Community suggested ideas are commonly brought up in team discussions, and we value highly the input each individual player can have.”
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Recent updates View all (170)

August 23

Factorio 0.15.34 released

  • Fixed that after a player reconnected after a desync, their blueprints would no longer upload. more
  • Fixed that it was possible to modify other players' blueprint libraries. more
  • Fixed a crash when loading a save that was transferring blueprints to a now offline player. more
  • Fixed that the blueprint library would remove duplicate blueprints even though they were in different books. more
  • Fixed bug in GUI that led in freez when lowering replay speed more
  • Disabled possibility to open invalid save/replay by enter key or double click.
  • Fixed rare crash when being disconnected from multiplayer. more
  • Fixed creating map from scenario would copy also system and hidden files from scenario folder. more
  • Fixed threading issue causing random server crashes. more
  • Fixed that if the server was launched with --start-server-load-scenario, the /save command with no name would cause the server to hang. more
  • Fixed --start-server-load-scenario would ignore --map-gen-settings, --map-settings and --preset options. more
  • Fixed disabling shaders would cause crashes. more

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
28 comments Read more

August 18

Friday Facts #204 - Another day, another optimisation

Hello,as the team is getting slowly bigger and we still don't have any dedicated project manager, we had to start looking for tools to help us manage the team. We are testing software that allows our team members to track time spent on individual tasks, so right now my timer on "Friday facts related work" is running. I hope it to give me better insight into what kind of tasks our time goes to, where are we losing most of it, or what were the people doing when I was not here. People tend to not like these kind of changes, but we just have to admit that we are not the 4 people punk development team working from our living room and we need to invest more time into working efficiently.

Prefetching (Technical)
Kovarex already presented a concise summary of the prefetching patch, here is some more background and dirty technical details.

I started to look into Factorio performance improvements a while back, more specifically UPS (updates per second) improvements for large bases. It is widely recognized that the UPS are mostly limited by memory performance (more). That is normal - even highly optimized scientific simulation codes are rarely limited by arithmetic instructions.

At first, I looked into ways to reduce the size of Entities. Common entity sizes like Inserter (536 bytes) or AssemblingMachine (648 bytes) seem surprisingly large at first. I tried some changes, e.g. moving less frequently accessed data out of the actual entity in a separate object in memory. These changes had significant impact to the code in many files, but just saving a few bytes didn't make a measurable impact to performance.

Back to a bit of theory - there are two different ways in which memory can become a bottleneck: bandwidth (the amount of data supplied over time, e.g. 50 GB/s) and latency (the time until a requested piece of data is available, e.g. 50 ns). Comparing the results for different RAM timing settings (CAS latency) shows, that latency has a significant impact. It is important to note, that Factorio is not a homogeneous workload - some parts are still limited by memory bandwidth, others by CPU.

Modern CPUs are extremely good at mitigating memory bottlenecks by using caches, speculative execution and prefetchers. However, all active entities are read at every tick of the game. In large factories, this is too much data for caches. Also a virtual function call - such as the update of an entity - cannot be executed speculatively. Prefetchers are a part of the CPU that predicts what memory is going to be accessed soon and transfers it even before it is explicitly loaded. But since the entity update loop iterates over a linked list - the address of the next entity is stored within the entity itself - it is difficult to predict (not impossible).

This is where software prefetching comes in - the programmer gives a hint to the CPU what memory is accessed soon. That is what we now do in Factorio: Before an entity is updated, the next entity is already requested so that it can be loaded in the background. The principle also applies to a few other loops over linked lists. The nice thing about this, is that it is an extremely simple and isolated change in the code. The downside is, that you are entering the realm of architecture-specific micro-optimization. If you aren't careful, it can even be bad for performance.

A good rule is to never guess about performance - always verify. So I did some tests with different maps and the results were promising. Entities are larger than a single cache line and the pointers point into the middle of the object due to multiple inheritance. Many experiments later, the optimal range showed to be -128 byte to +384 byte (8 cache lines). This coincides with the sizes of typical entities. The prefetching instruction has another parameter determining the cache level used - which again was determined experimentally.

To get a bit more diversity, the measurements for this chart were done on a different CPU (i7-6700K vs i7-4790K previously), and include some more maps. It showed that the new belt-heavy map got less speedup (+5%) from software prefetching than the others. As a remedy, this map gets a huge boost from the belt optimization before. Other saves got a nice 9-13% speedup. All measurements are averages update times over 3600 ticks, the boxplots show 20 repeated runs.

Overall software prefetching is a nice effective micro-optimization with very little code changes, but many measurements to find the right configuration and verify.

Crafting machine animation optimisation
The issue is, that crafting machines can have arbitrary count of secondary animations tied to it (rotating fan, liquid in the chemical plants etc.). As each of the animations can have different speed and frame count, we kept positions of all of these animations in dynamically allocated vector and just updated each of these independently whenever the crafting machine was producing. But now, we just have one number representing the overall offset of the animations. We move it depending on the speed of the crafting machine and all the animations calculate their cyclic position depending on the modulo of this value only when we need to actually draw the machine.

This means, that this complicated code:
void CraftingMachine::setupWorkingVisualisationFrames(double performance)
const CraftingMachinePrototype& prototype = *this->getPrototype();
this->frame.move(performance, prototype.animation.getAnimation(this->direction));
if (this->workingVisualisationFrames.empty())
for (size_t i = 0; i < this->workingVisualisationFrames.size(); ++i)
for (size_t i = 0; i < this->workingVisualisationFrames.size(); ++i)
Becomes this simple:
void CraftingMachine::setupWorkingVisualisationFrames(double performance) { this->frameReference += performance; this->showWorkingVisualisations = true; }
The memory size of crafting machine is decreased and the overall performance of game is improved by additional 2%.
Another day, another optimisation :)

HR Lab
The weekly dose of update high resolution graphics:

Related to HR entities, It turned out that our zooming system never showed an exact zoom of 2.0, which would be the 'pixel perfect' zoom level for the HR entities. By changing the zoom rate from 1.1, to the 7th root of 2 (1.104089...), the zoom now increments perfectly from 1.0 to 2.0 in 7 steps.

As always, let us know any thoughts or feedback over on our forum.
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About This Game

Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.

Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of Scenarios. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.

Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.

What people say about Factorio

  • No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
  • I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
  • Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 10, 8, 7, Vista (64 Bit)
    • Processor: Dual core 3Ghz+
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 1 GB available space
    • Additional Notes: Low sprite resolution and Low VRAM usage.
    • OS: Windows 10, 8, 7 (64 Bit)
    • Processor: Quad core 3Ghz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
    • OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, Lion
    • Processor: Dual core 3Ghz+
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 1 GB available space
    • Additional Notes: Low sprite resolution and Low VRAM usage
    • OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, Lion
    • Processor: Quad core 3GHz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
    • OS: Linux (tarball installation)
    • Processor: Dual core 3Ghz+
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 1 GB available space
    • Additional Notes: Low sprite resolution and Low VRAM usage
    • OS: Linux (tarball installation)
    • Processor: Quad core 3GHz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
Customer reviews Learn More
Overwhelmingly Positive (725 reviews)
Overwhelmingly Positive (19,092 reviews)
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