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 (2,844) - 99% of the 2,844 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (23,421) - 98% of the 23,421 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 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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December 8

Friday Facts #220 - The best Friday Facts ever

Christmas is coming early for Factorio fans. We have a lot of exciting things to show you and announce this week, so hold on tight.
The artillery train
Some of you might remember we said there is an artillery train planned, well we now have a playable version of it, so we can show it to you today. The artillery train (or more correctly, the artillery wagon) is an end-game wagon you can add to a train. It fires artillery shells over large distances, either automatically at nearby bases, or at manually designated targets.

In automatic mode, when the train isn't moving, the artillery wagon will automatically scan for enemy buildings (biter nests and worms) and shoot at them. Manually designating targets is very simple, you click on the ground (or on the map or zoomed map) using a special targeting item. For each click, an artillery wagon in range will fire once at the target.

Firing at the biters from far away isn't all consequence free, as they will come running to your train, so you will have to make sure there are some defences nearby, or are prepared for a quick getaway.

Currently it has a range of 7 chunks (224 tiles) when firing automatically, and a range of 17.5 chunks (560 tiles) when firing manually. The main reason for this range difference is to incentivize players to use manual mode, since it is quite a fun way to use the artillery wagons, and it gives the satisfaction of blowing up biter nests remotely.

Albert is working hard to finish the graphics, but here's a untextured work in progress preview.

Projectiles are slow and are shown on the map. They explore every chunk they travel across.

Since they explore the area before exploding, you can zoom in and watch the impact.

New terrain/Transitions
As we proclaimed in FFF #199 we wanted to move grass-to-water transitions, from the grass tile to the water tile to make it impossible to build on tiles that visually have water on them. Moving the transition created some new problems. First we had to change rules for building offshore pumps, as they would be placed too far into land. Walking or driving around water felt very wrong suddenly, as player character would get stuck on corners that looked like they should be walkable. So we had to adjust player and vehicle collisions to account for that.

We also wanted to allow transitions from any terrain type and water. With some adjustments to our new alpha-masking capabilities we were able to create few sets of transition sprites, most of which are shared by multiple tile types. The new problem now is that the transitions are screaming for animated water now. Oh, well...

Official Factorio t-shirts
Its been a long time in the works, and we've been asked about it countless time, but the Factorio T-shirts are finally happening, and will be available next week.

It has been tough to find a printer who can meet our requirements. After many different companies, tests and iterations (such as the batch for the party), we have an order booked for 2,000 T-shirts scheduled to arrive on Monday.

Once we check them and make sure everything is alright, we will open up to orders through our new Eshop on our website. The T-shirts are grey unisex, available in sizes XS to XXL, with the Factorio logo printed on the front. It was especially important to us that the silkscreen was of a high quality, and we are happy to say these are better than your typical print shop. The price is $20 USD per shirt plus shipping. There are some limitations on the countries we will be shipping to.

If everything goes according to the plan, we will send the first shipment on the 13th of December, and subsequent packages every Wednesday after. Packing the orders is all going to be handled by us, and since we are expecting a large initial demand, we hope that you will be understanding if we don't mange to get them to you before Christmas.

For now we will be limiting orders to a maximum of 3 per person, so we can make sure they end up in the hands of fans, and won't all be scooped up by some scalper/reseller. We also reserve the right to cancel any suspicious/large orders to further this goal, and will be looking through the recipients to make sure nobody is taking more than their fair share.

We have the full terms of service on the store, so please check it out before you make any order. We won't really appreciate if we see anybody reselling the shirts, as we aren't really making any profit from this venture, we are just trying to do a good service to our fans. In any case, once we have a good gauge on the demand, we will be able to produce some more batches early next year, so we can keep the supply flowing.

Factorio 0.16 experimental
We had some discussions some weeks ago about when we should release 0.16. Because of the approaching winter holidays, we realized we have two choices, either to release before the winter holidays or some time in January.

We decided that Factorio fans would really like to play during the holidays, so we plan to release 0.16.0 next week.
This date is quite tight, but this week's internal playtesting went well, with only a few bugs and desyncs. It does not include everything we wanted but a smaller and quicker release is probably better.

Please bear in mind that this is an opt-in experimental release of an early access game, there will be bugs, especially since the release is a bit premature. We will have just 1-2 weeks of bugfixing before most of us will go on holiday, so it might not be perfect, but we will make it as playable as possible. Plus some of us (like Rseding91) will be fixing bugs during the holidays.

The next few weeks will be a bit crazy for us, working overtime to fix bugs and pack t-shirts, so let us know how excited you are about the news at the forums.

Level designer needed
As an unrelated footnote to this weeks FFF, we are looking for an experienced level designer to help us develop the mini-tutorial and campaign levels. For more information, see the job description on our website.
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December 1

Friday Facts #219 - Cliffs

Cliffs - introduction and gameplay
Several months ago TOGoS (Dan) half-jokingly mentioned that what Factorio really needed was mountains and cliffs. This was also suggested many many many times.Albert immediately got very excited and they started having some discussions about how to make it happen.

Fast forward a few months, and Ernestas had made some cliff graphics that looked really nice when layered onto pretty much any type of terrain. Fast forward a few more months and add a few months of programming and polishing, and cliffs are almost done, so we will be showing them to you today.

Cliffs, together with the other map changes TOGoS did, should make the map look much more diverse and interesting compared to 0.15. Hopefully it will make exploration more fun, since you will be finding more diverse and unique areas in the world.

Since cliffs block your path, they can affect gameplay significantly. To not make this annoying, cliffs are never too long and often have gaps. We tried to balance the length so they will be long enough to create interesting combat situations, or with some modifications serve as a natural wall against the biters, but so long that they block your path when you want to get somewhere. Cliffs will also not appear in the starting area, to give you plenty of space for your initial base.

Finally, in Factorio nothing should stand in the way of automation, so if you don't like cliffs, you can always blow them up using a new mid-game item called "Cliff explosives".

Cliffs - graphics
Map generation is hard mainly because it is procedurally generated. That means that the computer is mixing all the pieces to create the terrain on the fly. This leads the artists to a very difficult situation,because it is very hard to guess in which conditions the tilesets will be used.

Factorio terrain 0.1
We started the generation of terrain in Factorio with very basic rules, mainly mixing clusters of 32px tiles. But obviously that wasn't enough.

Factorio terrain 0.3
With better looking tiles, transitions from one terrain to another, and variations of tiles, terrain looks much better. But this technique was a pain for the artist to generate an interesting and detailed tileset. The 32px grid was killing any attempt to have a natural looking terrain.

Factorio terrain 0.12
New technique: Instead of having only variations of 32px tiles, we produce a tileset with different sizes (x32, x64, x128, x256) in order to break this squary sense of grid, and even being able to render more detail in bigger sized tiles. So terrain looks much more natural. The visible tile-grid is almost gone, and we start spreading a new concept for us: the doodads. These are little sprites of plants and rocks randomly spread throughout the map in order to provide more variability and an organic feeling.

Factorio terrain 0.15
Things are getting better, the doodads were optimised and we're able to place much more of them, creating more interesting patterns and mixtures. It is also worth it to mention that the introduction of the high resolution graphics does a lot to help the look of the terrain.

Factorio terrain 0.16
After all those iterations, the next terrain generation integrates a couple of new concepts: the decals which are "just" doodads but ground-related. Decals are meant to generate terrain accidents and details without being oppressed by the rules of "tileability" and size. Basically decals are patches on top of a tileset that are very rich in detail. In combination with the doodads, the absence of the tile-grid and the high-res, we start to have a natural looking terrain. I have to add that the good and fast work of Ernestas, our environment artist, made possible the evolution of this new state of terrain. Now with our new techniques, the creation of a new tileset is very smooth.

Even with all the improvements, terrain still looks too flat, so another addition to 0.16 are the cliffs. Finally we can break the flatness of the Factorio surface, without having to change the mechanics of the game.

This new feature can add a bit to the fun of designing a factory by taking advantage of the topology of the map.

Or can lead combat to more interesting situations.

There are more additions to the terrain, and we will dedicate more time to this subject in future posts.

Cliffs - Programming
After seeing a graphical mock-up, I was tasked to figure out how they would be integrated into the game.

We had some thoughts about making them tiles, or even a new kind of terrain layer, but in the end decided the simplest way forward was jut to make cliffs entities. The "cliff" entity prototype type has some smart logic in it about how all the different cliff orientations work, and that if a cliff gets destroyed, its neighbours need to be fixed up. There are also some special cases about how they interact with projectiles, but for the most part, cliffs just act as walls.

The other aspect to cliffs is how to generate them on the map. Since we already have an elevation function, we can just place cliffs wherever we have a steep slope, right? Well, it is not quite that simple. Because of the way the cliff entities were designed, we can't just place them anywhere, we need to make sure they get placed many segments in a row. The rows of cliffs also need to be spaced apart (in cases where there's enough of an elevation change to have multiple rows of cliffs), or they don't look good.

The first approach I took was to look at the change in elevation on each side of each 4x4 tile (the size of one cliff segment) cell. If an edge crossed a certain elevation and was steep enough, then we'd say that edge crossed a cliff, and select an appropriate cliff segment to put in the cell based on which edges crossed the cliff elevation upwards or downwards.

A couple of problems became apparent:
  • Slopes of north-south and east-west cell edges that cross a cliff line aren't necessarily correlated. The result being that cliffs running nearly north-to-south, for example, would often have gaps at points where they crossed a grid line to the east or west.
  • There was nothing in this algorithm preventing 'impossible' cells, such as one where every edge has a cliff crossing, and we don't have a cliff graphic to represent that situation.
In the end I removed the slope calculation. We still check that edges cross a threshold elevation, but instead of using slope as the second factor for cliff placement, there's an additional noise layer called 'cliffiness' which applies equally to the north-south and east-west edges. That fact that this noise layer is completely independent of elevation has the added benefit that it's easier to tweak, e.g. to ensure that there are gaps in cliff faces every so often.

To prevent impossible situations, the cliff generator now builds up map of cliffs for an entire chunk at a time, and then, cell by cell, removes edges marked as cliff-crossing until no cell has more than 2 'cliff-crossing' (this concept becoming more and more removed from the original elevation function) edges. Of course edges shared with neighbouring chunks are off-limits to the edge removal algorithm, since they have to match whatever cliffs are generated (independently) for that chunk.

As always, let us know what you think 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
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