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:
Recent:
Overwhelmingly Positive (645 reviews) - 98% of the 645 user reviews in the last 30 days are positive.
Overall:
Overwhelmingly Positive (16,421 reviews) - 98% of the 16,421 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 4 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 (114)

March 24

Friday Facts #183 - Aiming for the release date


The 0.15
I saw a lot of discussion where people thought that we are just adding features and delaying 0.15 by that, so I would like to describe the situation. There are several bigger things we wanted to have done for the 0.15 and are not yet ready:
  • Transport belt optimization - Which is in the process of finalization
  • Pump → fluid wagon connection - The graphics are done, the integration into the game is in progress. It was overall much more complicated than expected.
  • Internal GUI rewrite - Which is postponed to 0.16
  • Mini-tutorials - We have few example mini tutorials finished, and the integration into the game is in progress
  • Nuclear power - Only the graphics of the heat pipes are finished, the rest of the graphics are in the phase of sketching, so less than two weeks is improbable.
Those that don't work on these tasks would have to just wait, so they do smaller tasks. This is why I was doing the map improvements, this is why Rseding is doing the optimizations and map presets etc.

Once everything apart from the nuclear power graphics are done, we will start the playtesting, and we want at least a week of playtesting before considering the experimental release, but it can be more if we encounter some unforeseen problems. The graphics can be integrated just before the release, as it shouldn't introduce new bugs. After the experience with previous release date estimates, all I can say about it is: "We are working on it".

When we are ready to make a release, it will be either on a Monday or a Tuesday, to give ourselves some long working days to bugfix while the reports are fresh. This means we will probably know the Friday beforehand that everything is ready, in which case we will let everyone know in the FFF. To clarify: If you don't hear us mention releasing 0.15, you can rest easy for another week that we aren't going to surprise you.

The finalization of map improvements
This is extension of what I did and covered the last time.

More colors
The next step was to work on the map color a little bit. We want to find a good balance between a lot of info provided by the map and colorful chaos. Just adding specific color to a few things (turrets, solar panels, accumulators, different shades of yellow for splitters & underground belts) to make the map much more readable. This is not the definitive version, as the colors might be tweaked, but I can already read the map better:



Turret range option: Optionally viewable as with the other visualizations.


Zoom from map to the world

This took the most time to do, but I like it the most. When you zoom in, at a certain zoom, you just switch from the map view to the game view. We don't want the players to accidentally switch to the map view when playing normally, so it is only applicable when the player is using the map view explicitly. The first obvious problem was, that it would be too strong as you could see everywhere, so we limited this kind of view only to the area covered by radars or other players, the parts not covered still show the map view.

I was afraid of how ugly it would look to combine the game view and the stretched map view, but it actually isn't that bad, and it teaches the players the colors on map as well.





We are considering whether it should be possible or not to build ghosts, blueprints and use deconstruction planner from the map, maybe it could be unlocked by specific research, we might leave further additions like this to 0.16, but it really depends on how long we have to wait for the bigger things to be done.

Advanced map settings
An extension of the map settings FFF.

We decided to make only the normal and expensive version of recipes and technologies. The easy/simple version would promote the automation even less, and it might even be remotely possible to finish the game by making things mainly by hand crafting, which would push the player the wrong direction. I was experimenting the Expensive recipe costs a little, and it seems that making few vital components, like iron gear wheels, circuits, steel and miners more expensive, might be enough to slow the game down. I personally found it refreshing to not jump through the early game as fast as I'm used to.

To make things more graspable we defined few presets, so when you say that you finished the "death-world" settings, it means something specific.



As always, let us know know you think on our forums.

117 comments Read more

March 17

Friday Facts #182 - Optimizations, always more optimizations

I've done several optimizations around the game update over the past few game versions but in 0.15 I decided to also look at some of the game GUIs. In particular there are 3 GUIs which tend to take a large amount of time when visible: the production stats, the trains view, and blueprint tooltip previews.

GUI performance
The production stats GUI has to render an icon, a progress bar, and some text for every item in the view and that view changes each game tick as the stats do. I figured that the destruction and re-creation of all the widgets would be responsible for the slowness but as it turned out the graph was taking the majority of the time. Calculating the graphs is simple - we already store all that data to make the stats work. However rendering the graph was very poorly implemented in that every line in the graph (each up and down) was done one at a time and sent out to the graphics card. To fix that Posila batched all of the lines and send the final result out in one draw call.

Next I moved on to the trains GUI. I did some improvements to it in the middle of the 0.13 stabilization several months ago so I already knew how it functioned internally - it doesn't create and destroy anything - it reuses all the visible widgets between updates (very efficient). So, when someone commented that the game would drop to 2 FPS when they opened the window I didn't believe them. But, when I tested their save they were right. After some debugging I found that it suffered from the same problems the production stats window did: for every visible train in the GUI it would draw the minimap and all trains visible on that section of the map.

So say you have 200 trains on your map and the view is showing 50 of them: each view would render its own train + any trains in that immediate area (which ended up being roughly all of them in packed factories) and the end result was you'd get 50 * 50 trains being rendered which ends up being very slow. Cleaning up how trains are drawn on the minimap gave a nice boost to the performance here. I still have some additional ideas to improve the performance of this GUI but it's at least manageable now for 0.15 it's manageable.

Finally the blueprint tooltip preview: this one stumped me for a while. I've known it was slow since I first started with Factorio 2+ years ago but could never pin-point exactly what was causing it. The drawing of the blueprint preview is near identical to what happens when you view the normal game but would always take 4-5 times as much time to render. Finally recently I found that we did zero batching of sprites to be drawn when rendering the GUI: for every sprite that we would draw it would go out to the graphics card and tell it to draw it. Fixing that was as simple as turning a flag on and now it has no measurable impact on performance when rendered.

Weird long-standing bugs
While working on optimizations I frequently make small tweaks and re-run the game to see what difference they make. Sometimes when I make a larger change, I want to make sure nothing broke before trying it out on a larger save file, so I'll launch a new small map and test it out. While I was working on optimizing a train-heavy map earlier this week, I did just that, except I somehow corrupted the save file. I could load the save and it would crash every time i would mine a specific cargo wagon, but nothing I had changed could possibly affect the save in this way. After a few hours of testing I found a long-standing bug with trains that has hyper-specific requirements to reproduce (that I happened to only reproduce because I had a typo in an unrelated optimization I was working on):
  • Build 2 locomotives directly next to each other
  • Disconnect the 2 locomotives so they're not one train anymore
  • Drive the front locomotive into the rear one such that it can't move backwards any more
  • Drive the rear locomotive into the front one such that it can't move forward any more
  • Build a cargo wagon attached to the rear locomotive (making sure the cursor was more towards the rear locomotive so the cargo wagon snaps behind the back locomotive)
  • Try to drive the rear locomotive (with the now attached cargo wagon) forward into the front locomotive



In this specific setup the newly built cargo wagon will have it's connection to the rails corrupt. Any attempt to drive that train off the rails its on would crash the game. Any attempt to mine the cargo wagon would crash the game. The game still saves/loads just fine but you can't do anything with the broken cargo wagon. Finally, if you save the game and load it between steps 5 and 6 it never breaks.



After about a hour of debugging (and fixing an unrelated different bug) I fixed the problem by adding an "else" and 1 line of code that runs when building cargo wagons.

As always, if you have any thoughts or feedback, let us know on our forum.

94 comments Read more
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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 the Scenario pack, available as free DLC. 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 10, 8, 7, Vista, XP. (64 Bit)
    • Processor: Dual core 1.5Ghz
    • Memory: 2 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 512 MB available space
    Recommended:
    • OS: Windows 10, 8, 7 (64 Bit)
    • Processor: Quad core 2.5Ghz
    • Memory: 4 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 512 MB available space
    Minimum:
    • OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, Lion
    • Processor: Dual core 1.5Ghz
    • Memory: 2 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 512 MB available space
    Recommended:
    • OS: macOS Sierra, OSX El Capitan, Yosemite, Mavericks, Mountain Lion, Lion
    • Processor: Quad core 2.5Ghz
    • Memory: 4 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 512 MB available space
    Minimum:
    • OS: Linux (tarball installation)
    • Processor: Dual core 1.5Ghz
    • Memory: 2 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 512 MB available space
    Recommended:
    • OS: Linux (tarball installation)
    • Processor: Quad core 2.5Ghz
    • Memory: 4 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 512 MB available space
Customer reviews Learn More
Recent:
Overwhelmingly Positive (645 reviews)
Overall:
Overwhelmingly Positive (16,421 reviews)
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