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 (437) - 96% of the 437 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (30,697) - 98% of the 30,697 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?

“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 (288)

November 16

Friday Facts #269 - Roadmap update & Transport belt perspective

Roadmap update
A lot of people have been asking recently, when can they expect a new release and when is the game going to be finished. The original plan was to finish everything, and release the final version of Factorio ideally before the end of 2018. This was the plan at the beginning of the year. We worked in our usual way of "it is done when it is done" for quite some time, but then it started taking a little bit too long, and we weren't even sure what is a realistic timeframe to finish it in.

To help this issue, we tried to become a little more organized in the past few weeks. We went through our list of all the development tasks, and tried to finalize it. We removed all the things that we decided to cut, and added all the missing things that we need to do before the game is finished. Then we tried to make some kind of time estimate for each task, to get a general idea of when everything will be finished. We started to be more conscious of who is working on what, and how much time each task is taking, to know how accurate the estimates are. The result was, that if it all goes well, we could be done in 6-9 months. This is probably not something you wanted to hear.

After a few rounds of discussions, we decided split the releases of 0.17 and 0.18 in the following way:

0.17 plan
It will contain all the things we have done up to this point, mainly:
  • New render backend, which helps performance and solves a lot of issues (FFF-251)
  • The graphical updates: walls, gates, turrets, belts, biters, spawners, electric poles (FFF-268, FFF-228, FFF-253)
  • The GUI reskin (FFF-243)
  • New map editor (FFF-252)
  • Resource generation overhaul (FFF-258)
  • Robot construction tools (FFF-255)
  • Rich text (FFF-237, FFF-267)
  • And more...

It will also include some things we know we can finish soon enough, mainly:
  • Redoing some of the most important GUIs (Action bar, character screen, main game GUI, train GUI, play GUI, tooltips)
  • Fluid optimisations
  • And several smaller things, which depends on how it goes
We will release this during January 2019, we will announce it more precisely in advance.

0.18 plan
It will become the final 1.0 version once it is stable. It will contain mainly:
  • New tutorial
  • New campaign
  • Final mini tutorials
  • Revision of rest of the GUI
  • All remaining high res graphics graphics and final polish
We obviously don't know exactly when is it going to be ready, but we hope it to be sooner than 9 months from now.

Transport belt perspective
Over time we have reworked many graphics, sometimes 'just' bringing them to high resolution, sometimes changing their design, and sometimes even changing their perspective.Our 'camera angle' is 45 degrees, which in 'real projection' would result in rectangular tiles, but in Factorio this is contradicted by our tiles being square. This contradiction makes for a whole lot of challenges which we are addressing more and more over time. You might remember the old rails, concrete with grid, or trains which did not stretch.

Now we have found the solution for the last 'perspectively' incorrect entity - transport belts.

The basic idea is to give the belts some kind of a wall/structure to bring them off the ground, and create the illusion that they fit into the world correctly. The transport belts have two main limitations - the belt lanes of items are not to be changed, and the belt sprites already occupy a big portion of the tile so there is very little space to show anything extra.

It would be a shame to abandon the idea with the conclusion of "it’s impossible", when we do physically impossible things all the time, so we thought of exactly where we can go over the tile edge to get more space.

Because of how our sprite sorting works, going past the bottom edge of the tile should be safe, which gives the desired effect for horizontal belts and curves. Verticals need to be happy with just a few pixels for the structure, but on the right side we can add a shadow to show their height.

This is the smallest unit you can build in the game and demonstrate the concept. You can now see how belts reverse in the endings and see the reversed belt running underneath.

We have spent many hours with Albert trying to find the final shape. How big should the holes be to show the belt movement underneath, versus how massive should the holding structure be to demonstrate the shape. In the limited space every pixel matters, and the design you see is the one we arrived at after many iterations of experiments and tests.

Previously it didn’t matter how the endings worked, because they 'just disappeared' into the ground. Since it is now possible to see the full loop, the endings are now much more constraining for the artist, because they need to have an exact integer amount of belt pieces in order to fit into the animation.
A Normal belt tile has 4 pieces.For the ending, 3 pieces would be too long, and with only 1 piece you can’t bend the belt, so 2 pieces is the only feasible option. That means the ending is still much longer than before, which invites a bunch of glitches and problems too, but most of them had easy solutions, or our sprite sorting 'just handled it'.

This seems to work more or less until you see and realize that belt sprites are being flipped by the engine, which causes the shadows to break entirely, while the horizontal and curve lighting isn’t having a great time either. In the following picture you can see that each sprite has 1 correct, and 1 wrong use, but it’s the same sprite so you can’t fix the issue just by changing the sprite without breaking the other use.

Therefore we are finally getting rid of all flipping logic for belt sprites! Originally the flipping logic was there to save as much VRAM as possible because belts used to be a significant portion of all VRAM. Nowadays they are not, and it makes little sense to save memory at all costs on one of the most visible entities in the game.

I already found the flipping super weird when I was working on the high resolution belts (FFF-154), mainly the fact that 3 of the defined curves would almost make a circle, but the fourth would be mirrored for 'reasons'. Now each 'rotation' has its own unique sprites, which allows us (and mods) to be a lot more creative with custom belt sprites, and it is much easier to work with.

More problems were caused by exceeding the bottom and right edges of the tile. From some pieces drawing incorrectly over other pieces, through the shadows showing where they shouldn’t, to belt endings and underground belts breaking badly in multiple cases.

We were speaking about redesigning the underground belt structures with Albert multiple times already, and this was an ideal opportunity, but a redesign alone couldn’t fix everything...

The underground belt structures are always drawn above belts and icons - that means if they go below the tile border, they draw over belts in the front tile which should not happen. You can see neither of the previous problems are present in the following screenshot:

Mods can now define <tt>back_patch</tt> and <tt>front_patch</tt> layers to underground belt structures. The front patch prevents the structure from overlapping with the belts in front of it. The back patch prevents the structure from overlapping with the items inside the structure.

The new underground belt structure now fits better to the rounded shape of the endings and covers everything it needs to cover, but in some cases it also reveals more than before!...

As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt.

It’s been a lot of work of iterating, fixing glitches, and solving problems, but you can see that the correct perspective makes the whole picture feel much more natural than before. We believe this will have a very positive impact on your experience in 0.17.

As always, let us know what you think on our forum.
82 comments Read more

November 9

Friday Facts #268 - The modern Biter

The modern biter
Besides vegetable and plant stuff, biters are the main population on the surface of the Factorio planet. They are the locals, and somehow, from a twisted perspective, they can even be considered the bad guys. Not anymore. The magic of high resolution gives us the chance to move deeper into their conceptualisation and we've added a new ingredient to their formulation: cute...-ish.

For the last couple of weeks Ernestas and I have been working on the new version of the biters. Together we worked on developing the concept and ideas behind them, and Ernestas was doing the rest: modeling, texturing, shading, rigging, skinning, animating, rendering, post-processing, and being patient with me and my constant comments and changes.

Cute is how we like them, we want you to feel sorry about planning massive biter massacres. In fact we want you to feel pity towards them, especially when you are killing them and destroying their habitat at industrial scale. But also we want you to be disgusted by them, because they are alien to you, and they need to look the part, so it is quite a complicated equation.

Basically after the experience in-game with the classic version, we've learned what aspects of the biters are working well, and how to improve the parts which aren't. So we've decided to elongate their legs and accent their eyes in order to provide this more insectoid feeling. Also their new design is optimized for their attacks, they have 2 stronger front legs for providing destruction, 4 back legs to be able to run and stand during the attack, and stronger articulated mandibles to chew on your factories.

In these animations we can fully see the potential of disgust, the way they move now is more insect-like, similar to a cockroach (many people are disgusted by cockroaches), and also we've balanced the animation loop with their speed in the game, so they shouldn't slide around.

Keep in mind that this is still a work-in-progress and we have some more tweaks to do and extra animations to make, like their attack and death. We are also working on their sound design, and apart from that we might have some other surprises to make killing them extra gratifying to watch.

Community Spotlight
Redmew is a Multiplayer community that has been working on some really interesting scenarios. One which particularly caught our eye was the Diggy map.

In this scenario the player starts underground, with only a pickaxe, some walls, and a market to buy items. The walls hold up the ceiling of the map, and if you are not supporting the base as you dig-out more factory area, there is a risk of a cave-in.


Redmew also hosts other custom multiplayer servers, such as a PvP biter battle scenario, and servers with custom maps. If you are interested in knowing more, you can check out their Discord and Github. You can find the game servers by searching for "Redmew" in the matching server.

As always, let us know what you think on our forum.
56 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 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
    • 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
    • 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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