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 (848 reviews) - 97% of the 848 user reviews in the last 30 days are positive.
Overwhelmingly Positive (16,523 reviews) - 98% of the 16,523 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 (110)

February 24

Friday Facts #179 - New resource graphics & concrete

While all us minions and assembling humans are furiously working on 0.15, today I would like to present to you what I have been working on lately - new graphics for resources, of course including high res and the new uranium ore. In the second part of the article I will get to an old/new topic about concrete.

New resources - the idea
For 0.15, we needed uranium ore, and eventually needed all the other resources in high resolution, so we took the opportunity to rework all of them now (not oil).

Most importantly, we introduce a new way of tiling - instead of a square, a resource tile is a puzzle-shaped thing. This helps to remove the top-down square nature of the old sprites, and make the ore patches much more organic.

New resources - the process

Since the aim is to create multiple tilesets which work similarly, I tried to save a lot of time by making one master scene (I started with copper ore), from which it would be easy to derive the rest of the ores.

Of course the most basic way to do this would be to just recolour them in photoshop and call it a day (which would be pretty lame if you ask me), but if we are already redoing it, we might as well create a robust system which can actually change the 3D objects in a semi-automatic way.

Once again, I embraced the power of python and made a script which randomizes the selected objects. More specifically, it tweaks some displacement values, changes the mesh itself, and randomly rotates+scales it in the Z axis. The material itself has some further randomization inside for even more variety.

Making the first one took a while, most of the time I spent finetuning the amount of volumes in the density levels, and making sure they tile nicely together. After that work on the remaining ores was very fast.

Still working on the uranium though, it’s very different (we want it to be very different) so it takes a lot of figuring out how it should actually look like.

Please note that realism isn’t the aim of this, the main focus is to have something that intuitively looks like what it should, for example copper ore looks closer to copper plate than to real copper ore.

With this we are also currently tweaking the map generation, so that the ore patches look nicer. They will have the same amount of resources on average so it won’t really affect gameplay.


Quite some time ago we presented a new concrete tileset, way back before 0.13 was released. Although it’s much nicer than what we had previously, it introduced a new problem with the hazard concrete (concrete with stripes). You can see the problem on the left of the following picture.

Recently Posila spent just a few hours implementing a new lua value - transition_merges_with_tile = "concrete" - which just uses a continuous border between the two tile types instead of causing the ugly behaviour. It’s still not a perfect solution because the edge doesn’t know whether it should be hazard or normal concrete, so it just searches for its neighbours in a north-east-south-west cycle - so sometimes you can get a different tile than you might expect. We believe it’s much nicer than what we had so far, and in most cases it pretty much works.

One day we will have to rework the concrete to high-res anyway, so hopefully we will be able to figure out a better system by then. For now, you can look forward to it in 0.15.

As always, we can’t wait to read your reactions and feedback on our forums.

104 comments Read more

February 17

Friday Facts #178 - Minimal mode and Mini-tutorials

Hello, the office has had a very lively atmosphere this week. With some very productive team discussions taking place, we reach another Friday with an optimistic outlook of the weeks to come.

Minimal mode
There has for some time been an irritating problem which can arise in the game, specifically in the way we handle mods. With the mod portal's introduction, it became easier and more intuitive to download and install mods directly in the game. This has been really useful for a lot of players, simplifying the old system of manually dropping the mod into the correct file location.

However while installation was simple, getting rid of a malfunctioning mod was not addressed in any way. I am sure anyone who has spent some time downloading some more obscure mods has had this error thrown to them before:

Obviously the error is on behalf of the mod, and the course of action is to remove or disable the mod. I've had a lot of feedback over the course of 0.13 and 0.14, and to many users, this appears as simply a game crash. To put it in another way, a new player installs a mod, and it breaks their game. This shines especially poorly on us, as developers proud of supporting our modding community and its content, this looks like our support might not be good as we claim.

So the solution is what we call 'Minimal mode', essentially just a lightweight pre-load of the game, so that if there is an error on loading, we have some way to help. With this system in place, when you load a faulty mod, you will be greeted by something like this:

As you can see it will directly give the player the option to disable the mod, and allow them to load the game properly so they can delete it in the mod window. We hope this will all around reduce any frustrations which can occur with some mods, as well as reducing the number of emails we receive asking for help on the topic.

Mini-tutorials & Campaign
We mentioned a while ago about a plan for what we call 'Mini-tutorials'. The basic idea is these will be short context aware scenarios that the player will be prompted to try, which will teach the player some topic in a short period of time. For instance, when a player crafts his first rail pieces, he will be prompted to try the rail planner tutorial.

We have a short list of priority tutorials planned for 0.15, which is as follows:
  • Trains
    • Rail building & manual locomotive control
    • Automated trains, train stops & schedules
    • Ghost rail planning
    • Basic signals & simple stations
    • Advanced signals, chain signals & intersections
  • Oil
    • Pumpjacks, pipe building & fluid tanker usage
    • Basic oil processing & dealing with output products
    • Advanced oil processing & cracking
These are what we consider the major 'hiccups' in the game flow, and we hope be giving a short non-intrusive tutorial on how these systems work, it can help smooth out the sometimes intimidating complexity of the game. Further subjects we are considering include the following:
  • Construction robots & Blueprints
  • Logistic robots
  • Nuclear power
  • Circuit network
  • Advanced belt usage
  • Interface & Interactions
We are interested to hear all community input on this, are there any topics or specific areas of the game you think would benefit from a short tutorial? Let us know.

Related to these new mini-tutorials, is the status of the demo/tutorial campaign. When it was written (many years ago), it was designed specifically to act as both a playable campaign, as well as teaching the player the basics of the game. It works to serve its purpose by all means, but fails to teach the more advanced topics clearly enough while remaining fun to play.

The current plan is to streamline the current demo campaign, into more specifically a tutorial campaign, and then work on a new campaign with a greater focus on gameplay. Within the gameplay campaign we will have the mini-tutorials to explain the more advanced concepts, without worrying about specifically teaching the player in the mission.

Community spotlight
Reddit user NiftyManiac has taken Factorio's concept of automation and ran away with it by developing what he calls 'GreyGoo Mk I':


GreyGoo Mk I is a self-expanding factory built out of square cells. Its singular goal is to occupy as much space as possible, and it does this by autonomously traveling the landscape and seeking out ore to fuel its endless thirst for expansion. On one level, it's a way to automatically build mining outposts with no human intervention; on another level, it's the first step to a fully self-replicating factory.
You can read more about how it works here, and as always, let us know what you think on our forum.

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 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
    • 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
    • OS: Linux (tarball installation)
    • Processor: Dual core 1.5Ghz
    • Memory: 2 GB RAM
    • Graphics: 512MB Video Memory
    • Storage: 512 MB available space
    • OS: Linux (tarball installation)
    • Processor: Quad core 2.5Ghz
    • Memory: 4 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 512 MB available space
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Overwhelmingly Positive (848 reviews)
Overwhelmingly Positive (16,523 reviews)
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