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.
Recent Reviews:
Overwhelmingly Positive (902) - 96% of the 902 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (26,750) - 98% of the 26,750 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 (243)

April 13

Friday Facts #238 - The GUI update (Part II)

The GUI update (Part II) - Technology tree
Today we will speak a bit about the work in progress of the Technology tree, and the main GUI style/philosophy evolution.

The visual style is evolving and becoming more mature. The aim is to be as functional as possible, and also be pleasant to interact with, always having in mind the limitations of making it work in our engine. This is why we bet for a neutral and sober look that helps to focus on the relevant elements, without the distraction of possible decorative elements. This is not easy to decide, because the tradition of video-games is very rich in decorative GUI elements, and I'm sure that many of you would prefer having screws and rust in the corners of the metal panels and cables hanging everywhere in the GUI. Me too. Sometimes. I believe that once the GUI is completely functional, there will be some minimal decoration and this kind of fantasy, but this will be another chapter if it ever happens.

We are paying a lot of attention to the readability in general, according to the AAA standards of the WCAG. So the contrast with the panels and the font is increased quite a lot compared to previous mock-ups by simply using a contrast checker. Also the font size is increased by 2pt so it is more comfortable to read. Anyway, the user will have control of the font size in the options menu.

Bear in mind that the next mock-ups are a work in progress, and we still developing our standards, so some colours and solutions can vary through further iterations.

Getting to the point - Research queue
This picture shows the actuality of the state of the technology tree:

As you can see in the top left frame we added a new functionality. In this panel you can organize the order of your researches and see the progress in real time.
The player will be able to cancel a queued technology just by hovering the card and pressing the cancel button. This progress is attached to the card, and will also be visible in the tree itself.
See the screen below. The fluid wagon has been researched and you can see this in the tree and in the queue.
By using the principle that, when the GUI tells you about some element, it always tries to use this very element, not a representation of it in another frame of the screen.

Featured Technology
The index of technologies remains as it is, but the position of the Featured technology frame is now attached to the tech tree, next to the technology itself. The link between the type of technology and info or interactions related to it, are physically tied. We are trying as much as possible to interact with the elements in situ, trying not to open unnecessary frames or pop ups of any kind and lose our visual focus.

The same happens with the research/queue button. It is placed on top of the featured technology and wraps it with a color indicating it's state, and providing the possible interaction. When the technology is researched, or unavailable, the button appears pressed and the color changes.
The color code of the cards remains as before, we have just added a new orange state. Yellow for available, orange for queued, red unavailable, and green researched.As said above, tonalities may change in future, but this is pretty much it.

The opposition
As this is a dev blog post, it might be nice to show you some internal part of the process. The thing is, that my domain is mainly programming and gameplay, and Alberts domain is graphics. GUI is often something in between, so the two views on the subject tend to be hard to agree on occasionally. In situations like this, and I can tell you that there were a lot of these over the years, we are able to argue for quite some time.

The proposal comes to me and the inevitable discussion about how is the GUI actually going to be implemented. I really love the overall change of the looks, it suddenly looks so much better and professional. But obviously, different people have different priorities, and are used to different things in UI.
I personally had problem understanding, that the Queue button is actually a button on a first glance. I'm used to the standard (not only in Factorio), that a confirmation button is in the right bottom corner of every window. I am also used to the fact that text button just looks the same everywhere, so I can recognize that it is a button instantly.

As a reference I would like to show the blueprint confirm.

It was never designed by Albert, and will be touched by the UI changes in 0.17, but it might be a good lesson about standards for us anyway. It is the confirm like window, that doesn't have the confirmation button as a text button in the right bottom corner. It has a sprite button in the top right corner instead. We have it in the game for quite some time, so we should be used to it, but I still feel like I'm lost for split of second when this window appears and I would actually prefer if it was standardized.

I understand that there is very good reason to have the proposal done this way, both graphically and logically, and I'm aware that Alberts understands the importance of standardisation more than me. We might just have different views on what is the more important principle when these come into conflict. It might be interesting to see what has the reader to say.

As you can see, the GUI re-design tries to be very respectful to the current one, making changes only when is very clear to us that is for the best of Factorio, and not for the sake of changes. I'd like to talk about more subjects, like multi-resolution, HR tile-set, modularity, animations, other mechanics and some more GUI philosophy, but it's late and there are more Fridays.

I'm very curious to see what you think about it in the forums.
101 comments Read more

April 6

Friday Facts #237 - Rich & interactive text

since 0.16 is stable we can assign more of our effort into the work on 0.17. One of those features planned for that release is the Rich & interactive text.

Having more text formatting options was one of the things we wanted for quite some time, and it is finally starting to become reality in the 0.17 branch.The initial motivation was to have more possibilities in the tutorial related texts, but it proved to be useful having it available globally in the game.

The current format for any text markup we use is [<type>=<value>], but it might change somehow before 0.17 hits the public. This feature is being developed by wheybags, and it is progressing forward quite steadily.

Basic text formating - font and color
The obvious option is to allow changing text color:

and to allow to change font:

Images - icons
Since we already have a system to specify icons by the SpritePath, we can use it as well:

The cool thing about this, is that all these concepts work on basically all places where text is used, so you can use it in the station name for example:

or even save names (although, I needed to add a possibility to use "." instead of "/" in sprite path resolution to make it possible):

or blueprint names:


Element references
The next planned step will be to make it possible to allow this not only to be used as icons, but as references to the actual items, so the syntax would be something like:[item=straight-rail] or [recipe=advanced-oil-processing]. When used in the chat, it should allow the reader to hover over the icon and get a tooltip of the corresponding game element. When used with technology, it could allow the user to open the mentioned technology by clicking the reference icon.

More advanced usages
This brings us to the more advanced possibilities, like linking a map position as a clickable icon in the text (something like [gps=<position>]), referencing your armor, so other's can just hover it in the text and see it. Specifying target to specific train you want to mention and mainly, being able to reference blueprints this way, something like [blueprint=<blueprint string>] can you to show some specific setup in a chat, and others could be able to get the blueprint by just clicking on the icon if they want to.

I would be quite curious to see what other type of usages of this can you come up with, let us know on the forums.
62 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 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 High Sierra, Sierra, OSX El Capitan, Yosemite, Mavericks
    • 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 High Sierra, Sierra, OSX El Capitan, Yosemite, Mavericks
    • 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
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