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 (928 reviews) - 96% of the 928 user reviews in the last 30 days are positive.
Overwhelmingly Positive (16,756 reviews) - 98% of the 16,756 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 (135)

May 19

Friday Facts #191 - Gui improvements

Since all of us are fixing bugs, there is not much to report. So I will take this opportunity to rant about game design, gameplay design and UI. Please note that these are my (Twinsen) personal opinions and do not necessarily reflect Factorio's direction. Nonetheless it should make for an interesting Friday Facts.

Game design is hard!
I was always hired to work as a programmer on games (including Factorio), but part of my job was very often to thoroughly design the gameplay elements that I am about to code. I started designing games in 2012, playing around with Unity. Since then I have been the main gameplay designer for 4 small games. During that time I read many articles, some developer blogs, watched random videos, took a course in gamification and played lots and lots of games. I play about 20 mainstream games per year, on different platforms, most of them I finish. One notable mention is World of Warcraft which I played since 2007 (and still actively play at the moment) for a total of almost 7500 hours, during which I was one of the top 0.2% PvE players for a short time. I did some theory crafting, combat analysis and most importantly I tried to understand why its endgame gameplay is able to keep the players engaged for months. Of course there is all the work I did and things I learned so far from Factorio.

This does not make me some big-shot game designer, but there is one conclusion I would always reach: Game design is hard!. The way I see it, programming is easy. If something does not work out, you almost always know what's going wrong and what you need to do to fix it. With game design on the other hand, you can end up spending weeks (or years) implementing your 'amazing' ideas for a game, only to find out that your final game isn't fun or engaging for the general public.

Factorio must be the best game no matter what!
Sometimes when making game design decisions for Factorio, especially when it comes to interaction, we come to a change that can make the game slightly better, but that will not be seen well by the current active players who have played for many hours, since it changes something they got used to. Usually my approach is that Factorio must be the best game no matter what. So if a changes messes up people's bases, or nerfs their favorite weapon, or changes the GUI interactions that players used for 3 years, I'm most of the time the bad guy who says "I don't care about the current players, Factorio has to be a good game from the perspective of new players, who will later become your active players anyway". The game is early access after all.

New toolbar proposal
Hang in there. After this lengthy introduction I'm slowly getting to the point.

We always wanted to make many improvements to both out UI and our UX. But no one was really doing it so we kept postponing it. We hired Norbert as an UX designer, but that didn't work out, and he is unfortunately no longer working with us. So now I am looking on how we can improve the game's UI/UX. To get the discussion started in our team, I made a 63 slide presentation about what we can improve and how. Part of it was about Quickbar, Inventory and Character GUIs, and this is what I will be showing you today.

The basic idea is to change the quickbar from a separate inventory to simply a shortcut bar to the player's main inventory. It will mostly work as the current quickbar, except item slots can only be filters. Some people on the forum are already proposing and discussing this change.

The problem I have with the current quickbar is that most of the time filters are the items I want, while everything else is just random junk put there by the game. If you arrange the quickbar without using filters (consider a new player that does not know about filters yet), it will always get messed up over time.

By making them only shortcuts, all this confusion is removed. Shortcuts are created by placing an item in the slot or by clicking an empty slot and selecting what you want there. Clicking the shortcut or pressing the shortcut key will take a full stack of that item into your cursor. For items such as equipment and weapons, clicking the shortcut will equip the item. For usable items, clicking the shortcut will use the item.

As a bonus, this goes well with another idea: building ghost buildings without having the required item. When you click a shortcut for something you don't have any items of, you grab a ghost of that item in your cursor. Placing the ghost item places a ghost of the building. It's a common situation where you build something and you run out of inserters. So instead of crafting more or running to the other side of the base to get more, you can place ghosts, continuing to focus on designing what you are building instead of being distracted.
Another use case is making future plans by placing items you are not crafting or you haven't researched yet. Simply make a shortcut for any item you want and you can now easily build ghosts of that building.

Advantages I see:
  • No one is taking away your inventory space. Main inventory will be increased to compensate for the slots lost in the shortcut bar
  • Relevant item counts
  • No more random items appearing in the quickbar as you craft them
  • No more items moving to different slots when they get depleted and re-crafted
  • No more using the quickbar to carry things around
  • No more “will this be crafted to inventory or to the quickbar?”
  • Guides the player to make proper shortcuts.(This is a very important point)
  • Player is in full control of the quickbar instead of the game trying to be “smart”
  • Managing 1 inventory is simpler than managing 2 inventories
Disadvantages I see:
  • The granularity of 2 inventories is lost. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible
  • People don't like change
Character interface
The player inventory could also use some improvements.By default, the new player inventory is a sparse inventory you can arrange as you like. Sort and auto-sort buttons will keep the items sorted. Additionally, filters can be used to make specific items go somewhere and to make sure you always have space for them.

Now let's talk about the character screen. I never understood why all my weapons and ammo need to be shown on my screen all the time, when 95% of my time is spent building factories. I also never liked how the logistics section has to be there in the center of my screen whenever I need to craft something or grab something from my inventory. So what I propose is a character screen with tabs:

Opening the character screen(using E) will open it with the last tab. To open the character screen in a specific tab, the F1, F2, F3 keys can be used. The equipment inventory from the bottom right will be removed and replaced with just a view of the currently equipped weapon and ammo.

All of these changes come together to solve one of my biggest annoyances with the character screen: inventory transferring. Shift-clicking an item in my inventory transfers it where? To the logistic trash slots? To the quickbar? To the equipment slots? I never know and with the exception of ammo it never seems to go where I want. But with the tabs and the new shortcut bar now it's clear: items go to logistic trash slots if the logistic tab is open, to your character slots if the character tab is open, or to the entity's inventory if an entity is open.

Looking at the big picture, a tiny bit of functionality is lost, but I believe there is a big gain in making the interaction more intuitive. I fear many current players, especially those who won't read this Friday Facts might see this as a bad change, a change for the sake of change. Because I am taking away something they understand and know all the quirks of, to replace it with something that's simplified and new.

This is one of the reasons why improving the UI/UX is so hard. We made it 'okay' so we can maybe improve it later, but now when everyone (including us devs) have used it for so many years, it's hard to see what's wrong with it, because we eventually got used to all the unintuitive things.

As mentioned above, I don't mind being the bad guy, so taking away the hatred of active players who don't like change, do the above changes make Factorio a better game? Let us know what you think.
I'm also curious what you guys think about bout our UI/UX and general game interaction. Should it be improved? Is it good enough? Do you get lost in the menus? Did you have problems when first playing the game?Comment in our usual topic at the forums.

185 comments Read more

May 18

Factorio 0.15.12 released

  • Zooming with the mousewheel in the map and zoom-to-world is less aggresive.
  • Fast entity transfer by dragging (ctrl + clicking and dragging) will remember if you're trying to insert or extract items.
  • Changed the deconstruction planner "trees only" filter to "trees/rocks only".
  • Lab speed info in the description contains the researched speed bonus as well.
  • Sprite quality defaults to High when at least 2.7 GB VRAM is detected (instead of 1.7 GB).
  • Video memory usage defaults to All when at least 1.5 GB VRAM is detected (instead of 0.8 GB).

  • The statistics window (electric/production/kills) will automatically move to avoid being partially offscreen. more
  • Fixed that keypad /*-+, enter and delete were not usable in the text boxes if assigned in the controls.
  • Fixed that power poles could be built at any distance by exploiting click-and-drag. more
  • Fixed marking underground belt output for deconstruction wouldn't block input from pushing more items into the underground part. more
  • Fixed "Read Stopped Train" checkbox not showing the correct value. more
  • Fixed entities with a burner energy source would show the incorrect power consumption. more
  • Fixed that production achievements could not be obtained. more
  • Fixed that some achievements (raining bullets, logistic network embargo, maybe more) were not properly marked as gained. more
  • Show the productivity bonus on mining drills even when they have no other effects on them. more
  • Fixed some GUI shortcuts not working when colliding with other shortcuts. more
  • Fixed that electric network visualisation on chart showed electric poles from other surfaces. more
  • Fixed that non-ASCII input wasn't possible on Linux. more
  • Fixed error when loading a save containing a folder which contained only subfolders but no files. more
  • Fixed swinging axe as attack might spawn mining particles of a nearby tree or resournce patch. more
  • Fixed that signals built by robots on places that didn't match the suggested direction didn't connect. This caused that some otherwise correct blueprints required manual intervention to fix the signals. more
  • Fixed handling of X11 focus events. more
  • Fixed trains wouldn't leave disabled stations when the next station in the schedule was the same station. more
  • Fixed train stops wouldn't import as string correctly. more
  • Fixed requester chests would render numbers larger than 2,147,483,647 as negative values. more
  • Fixed logging in with email in updater set your username to your email. more

  • Fixed that electric boiler didn't work. more
  • Fixed int mod setting error display message didn't show the upper limit correctly. more

  • Fixed cloning blueprint books wouldn't copy the label/active index. more
  • Fixed that inoperable entities couldn't be rotated even when rotatable was true. more
  • Changed LuaItemStack::trees_only to trees_and_rocks_only.
  • Added LuaEntity::loader_type write.
  • Added LuaFlowStatistics::on_flow().
  • Fixed lua documentation for DeciderCombinatorParameters and CircuitCondition. more
  • Fixed passing invalid arguments to LuaGame::take_screenshot would cause desync. more

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

34 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: 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 2.5Ghz
    • 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 1.5Ghz
    • 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 2.5Ghz
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
    • OS: Linux (tarball installation)
    • Processor: Dual core 1.5Ghz
    • 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 2.5Ghz
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
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