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 (564) - 96% of the 564 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (29,270) - 98% of the 29,270 user reviews for this game are positive.
Release Date:
25 Feb, 2016
Developer:
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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?

“No, the price now is the final price.”

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 (274)

10 August

Friday Facts #255 - Construction tools

Hello,
we had a small Factorio 0.17 LAN party this weekend. The purpose was to try and test some of the new features and play the game properly as I haven't had time for that for quite a while. I used this opportunity to think about all the smaller or bigger decisions, features or change of plans in the context of playing the game for many hours.

Copy paste
One of the most praised new features we had available was the copy paste (and cut paste) functionality. As you know already, everything is more complicated than expected... but this feature was the exception from the rule, as it took only something like 1-2 hours to make the copy paste fully functional, as it was just about connecting all the tools we already have (generic selection tools, blueprints, deconstruction planner, easy to add key shortcuts etc.).

This is how it works: You press Ctrl+C, and you activate the copy-paste selection tool, which is similar to selecting a blueprint: Once you have made your selection, you can build immediately:

https://eu2.factorio.com/assets/img/blog/fff-255-copy-paste.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-copy-paste.webm

When you press Q, the paste just goes away, but pressing Ctrl+V re-activates it any time in the future.

The cut paste is similar. Ctrl+X also allows you to select an area, but as a bonus, it also marks it for deconstruction. This is especially useful, when you need to just move some setup from one place to another.

https://eu2.factorio.com/assets/img/blog/fff-255-cut-paste.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-cut-paste.webm

Our plan is to have a special UI button for the copy, cut and paste tools on the main screen. The paste tool button can be used (apart the obvious use of clicking it to activate it), to edit the clipboard the same way blueprints can be altered, and maybe even access the history of the clipboard.

Upgrade planner
Upgrade planner has existed as a mod for some time already, and it is one of the most popular mods with over 250,000 downloads (It is made by Klonan by the way).

Since the feature is so useful, we decided that it is important enough to integrate it into Factorio natively. This gives us some advantages over the mod implementation:
  • The main advantage is that it uses fast-replace functionality with construction robots, so upgrading chests keep the inventory, upgrading belts doesn't require all the items to be picked up etc.
  • The tool can be stored in the blueprint library.
  • The tool will also support upgrading tiles.
  • The (arguable) advantage is, that it can no longer upgrade instantly from the player inventory, so it is more balanced and consistent with the other construction tools.
We also tested it in our playthrough and it was definitely a big quality of life improvement.

https://eu2.factorio.com/assets/img/blog/fff-255-upgrade-planner-1.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-upgrade-planner-1.webm

https://eu2.factorio.com/assets/img/blog/fff-255-upgrade-planner-2.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-upgrade-planner-2.webm

One of the features we would like to add before 0.17 is to allow the upgrade planner to work also inside a blueprint, so you can upgrade the whole blueprint by it, or just select part of it to be changed.

Undo
You might have experienced the situation as well. You build/deconstruct something and it ends up not being the thing you really wanted for some reason, so you instinctively press Ctrl+Z to undo it. When this happened to me I was always like "ha ha, I'm pressing Ctrl+Z, but I'm playing Factorio". We realized, that it might actually not be such a stupid idea to actually make it work in the game, at least partially.

The undo functionality is fully dependent on the construction robots being available, as doing anything else then construction orders would feel like cheating. Our prototype of the feature supports just 2 actions, building and removing, but it is already enough to make it useful at times.

When you build a blueprint of something, pressing Ctrl+Z cancels all the ghost entities, and if some of them were constructed already, they are marked for deconstruction.

https://eu2.factorio.com/assets/img/blog/fff-255-blueprint-undo.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-blueprint-undo.webm

The same works for manual placement:

https://eu2.factorio.com/assets/img/blog/fff-255-manual-build-undo.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-manual-build-undo.webm

When you deconstruct something, pressing Ctrl+Z cancels the deconstruction, and for entities that have been removed already, it places a ghosts so they will be rebuilt again:

https://eu2.factorio.com/assets/img/blog/fff-255-undo-deconstruction.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-undo-deconstruction.webm

The same works for manual mining:

https://eu2.factorio.com/assets/img/blog/fff-255-manual-mine-undo.mp4
https://eu2.factorio.com/assets/img/blog/fff-255-manual-mine-undo.webm

Research queue conclusion
The LAN party also gave us insight, that the research queue is still valuable in some cases, especially in multiplayer, where I can add the research I need after the current one without cancelling the research of someone else. After some discussions, internal voting and more discussions, we decided to go this way:

Research queue is in the game, but it is disabled by default. It can be turned on with an advanced option checkbox, and this option is also turned on automatically once a player finishes the game for the first time. This way, we still ensure that the new players have the experience as wanted, but veterans that play it again and again, and players who are researching infinite technologies, have it available.

Blueprint library conclusion
As copy-paste solved most of the annoyances with blueprints, the second most annoying thing was, that when I wanted to manually pick a blueprint from a blueprint book to build something, pressing Q didn't put it back in place in the book, but instead, it moved it to my inventory. It was also annoying, that I can't re-assign the blueprint contents of a blueprint in a blueprint book directly. These two things are already solved by the previous plans (FFF-250), but there are other tweaks we realized are needed.
  • When the blueprint library has a grid and works similarly to the inventory, the movement from blueprint library to inventory makes a copy instead of moving it. We think making the blueprint library more persistent is a big priority.
  • Blueprint library slots are still big and have the space underneath them for the name as it is now. We realized, that the main downside of showing as an inventory is removing the possibility to see the names, which is a main way to identify blueprints for some players.
  • The blueprint library window is opened as a side panel, and can exist next to normal active windows. Blueprints can also be built directly from it.
  • The shared blueprints feature is still useful, so we decided that it will stay. It will be a tab in the blueprint library, but it will only be visible in games with multiple players. This is important mainly for new players, so they are not overwhelmed by a lot of stuff at the beginning. The shared blueprints won't contain every players own library, only blueprints they explicitly choose to share.
  • The last change is about what happens when a player creates a new blueprint and it only exists in the cursor. When he presses Q, where should the blueprint go?. In the current game, it just goes into the inventory, however in the FFF-250 write-up, it is removed. Neither of these options were ideal for us, as it feels like a hidden behavior. This will be changed, so when the player presses Q, it will invoke a small selection popup next to the mouse, so the player can explicitly select what to do:
    • Put it in the blueprint library - clicking it just opens the blueprint library, so it can be put there, if it is already opened, it just flashes.
    • Put it in the inventory - clicking it just opens the character screen with inventory, so it can be put there, if it is already opened, it just flashes.
    • Destroy
    I believe, that this helps the player understand what is going on. This popup can be either used to quickly access the storage for the blueprint, or the popup can be completely avoided if the blueprint is manually put into some storage. Since we have the copy paste now, the need to make a one-time temporary blueprint should be non-existent , so it shouldn't add any extra annoyance in this use-case.
As always, let us know what you think on our forum.
32 comments Read more

3 August

Friday Facts #254 - No research queue for you

Hello, we are really appreciating that the new offices have proper air conditioning...

The research queue
The research queue was one of the planned and implemented features for 0.17. The player could queue up to 5 technologies so the research would flow better. The weird thing about this feature is, that it sounds much better on paper than in reality.



I was playing with the research queue for the first time when I was testing the new tutorial/campaign and I noticed a weird thing about it. As I just queued all the 5 possible technologies in the first mission, I had no idea what and when was unlocked, so I was not taking advantage of these things for quite some time. Vaclav played a lot of normal (freeplay) games with the queue, and he also supported me that the feature in reality doesn't make the experience better. After that, we started to reconsider the feature. The breakdown is this:

Cons:
  • The newly unlocked recipes might be overlooked (It is solvable by some kind of pop-up, but it is far from perfect).
  • It removes the joy of looking at the result of the research and of picking a new thing that will be the next one to do.
  • It adds to the feeling of just going through a to-do list without having much to say about it.
  • The queue has to be changed a lot as the priorities change.
Pros:
  • It feels appropriate in some situations, like finishing all remaining green science that I don't care about as I'm not producing blue yet etc.
  • It feels okay to queue the repeating upgrade research at times, but as the cost grows quite fast usually, it becomes less and less of a problem.
So the overall decision was to remove this feature, on the condition that I have to say that I kovarex, personally, killed it. I am the one to blame :)

Mod portal features 2
We have another round of Mod Portal updates for you.

There is now a new Trending section where you can browse fresh mods that have have seen a surge in downloads recently. The exact algorithm? Secret sauce, of course.



While browsing and searching for mods, you can now filter by game version, with the latest stable version naturally being the default selection.



The mod portal gives each mod its own little discussion section. However, rather than being a convenient place for mod authors to communicate with their fans, this could also be a source of annoyance, as some mods have other avenues (forum threads, GitHub...) and the mod portal had to be checked separately. This has now been alleviated with the new notification system. Mod authors are automatically subscribed to their mods' discussions, and posters can subscribe to the threads they create or reply to. Email notifications are off by default, but there's nothing easier than enabling them.



To further make the discussions more usable, mod authors and collaborators now have more moderation tools at their hands: they can lock and trash threads, as well as change their titles and category.



I will be shifting my focus from the mod portal for now, but feel free to post feedback and feature requests in the mod portal section on the forums.

As always, the pitchforks and flaming torches can be found over on our forum.
57 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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.
    Recommended:
    • OS: Windows 10, 8, 7 (64 Bit)
    • Processor: Quad core 3Ghz+
    • Memory: 8 GB RAM
    • Graphics: 2GB Video memory
    • Storage: 1 GB available space
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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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