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 (648) - 97% of the 648 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (20,215) - 98% of the 20,215 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 (181)

October 17

Factorio 0.15.37 released

  • Fixed false positives in detection of crashes caused by incompatible version of RivaTuner Statistics Server.

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

October 13

Friday Facts #212 - The GUI update (Part 1)

A long time ago, in FFF-191 I wrote about improving the GUI. Well, things are finally starting to move, so this week I'll bring you an update on that. We even have a GUI team:
  • Twinsen(me): UX and programming
  • Albert: UI, graphical design, layouts, mockups, UX
  • Rseding91: main programming and GUI internals
The plan is to go through the entire game's GUI (including main menu, all entity GUIs and all game windows) and improve it both visually and interaction wise. This is quite a huge undertaking because:
  • Factorio's interactions are quite complex
  • If you count all the entity windows and panels, we have about 120 windows to go through in the game.
  • Mods can change many aspects of the game so we have to account for that to make sure windows still look good and are still easy to use: e.g. having 15+ recipe categories, having assembling machines with 20+ module slots, having recipes with 20+ ingredients, having players with 200+ inventory slots, etc.
  • Many players are already used to interacting with the game in a specific way, so any major changes are hard to make.
  • Our GUI back-end (heavily modified AGUI) is not exactly well written, programmer-friendly, or feature-rich.
  • Many of the features and polishing we want to add were not done previously due to their programming complexity.
At the moment we are still early in the project, just defining the style and the concepts. During the next months, I'll try to make a series of FFF talking about the improvements we are making (starting with this one) so you can see how the project progresses, and offer feedback along the way.

Everything I mentioned in FFF-191 will be there, but we have even more cool improvements coming to the toolbar that we are working on, so today I'll talk about something else: the new train/locomotive GUI.

  • Everything you see are mockups made by Albert and are not from the game, but we will try to make it look almost identical in game.
  • The style (colors and look) is not final. This is the 3rd iteration and Albert is still experimenting with making everything look nice.
  • The purpose of these mockups are mostly to define the layout and interaction.

This is how the new Locomotive GUI will look. As you notice, apart from the style changes, they way the stations and conditions are shown is very different, but I'd say much more intuitive, informative, and easy to use.

Let's go through a short use case. You click add station and the list of stations appears. You can add a station by clicking on the station in the list or by clicking it in the small map. The map can be zoomed and moved around so you can easily find your station. Also, as you hover over stations in the list, the map will show their location.

The stations marked differently are unreachable from the train's current position. This way you can more easily recognize and possibly ignore stations outside of the current network.

Once you click a station, it is added to the schedule, along with a default condition. You can continue adding more stations, or add/edit the conditions for the new station.

Finally a schedule can look something like this. The path of the train will be shown. We will try to paint the path the train is taking at the moment, it will change as the train takes different paths.

The fuel can be accessed from the separate tab and the color of the locomotive can be changed using the color picker.
The buttons in top of the map, from left to right are as follows:
  • Turn station names on or off.
  • Change the angle of the station names.
  • Switch to map view.
  • Switch to camera view.
  • Center view on the train.
The small 'info' button you see on the right side will be a help button we will use throughout the game to help explain how different GUI work and when their elements mean. We will write more about this in some of the next parts of the FFF GUI update series.

We also want to add a neat tool for advanced players. Control-clicking on any point on the locomotive's map (or any station) will add a 'Temporary stop' to it's schedule. The train will try to go as close as it can to that point, wait a few seconds and finally automatically remove the 'Temporary stop' from it's schedule. This is very useful for quick transportation. It also allows you to quickly 'hijack' an existing train and use it to get somewhere, since the 'Temporary stop' will be deleted and the train's normal schedule will be resumed.

Another quality of life improvement will be a game option to automatically add some fuel from the player inventory when building vehicles (car, tank or locomotive), making rail transportation as simple as placing a locomotive on a rail, entering it and control-clicking where you want to go.

We hope you like the proposed changes. No doubt things will change as we implement and playtest these changes, but we thought it would be interesting to show you an early preview.

Finally the million dollar question is when will this be in game? Because it's quite a bit of work we already pushed the GUI update to 0.17. On the bright side, this mean 0.16 will come a bit sooner.

Let us know what you think by commenting in our usual topic at the forums.
97 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 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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