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 (555) - 96% of the 555 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (29,283) - 98% of the 29,283 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 (275)

August 17

Friday Facts #256 - The little things 3

A bunch of us will be travelling to Gamescom next week as visitors, if you see anybody wearing a Factorio t-shirt, it might very well be one of us. We don't have a booth or exhibit this year, as we don't want to take any focus away from the development of the game.

Catalyst fixes
When we first released 0.15, we allowed Kovarex enrichment to use productivity modules. It very quickly became clear this doesn't work, as when the extra products were produced, it would output an additional 41 U-235, even though 40 of them were used as ingredients. An additional problem is that the 40 U-235 used as ingredients was shown as consumed in the production stats, and 41 as produced, even though really only 1 U-235 is produced. We added a fix for the production stats, but had more pressing concerns so we moved on.

However one of our source access members, Nexela, saw the potential, and decided to develop the concept more fully. With his work and some final integration tweaks from kovarex, we now have a proper catalyst system for the recipes in the game. What this means is that productivity will only apply on the count of produced items which are not also ingredients, with the enrichment process example, the bonus production will only give 1 U-235, not 41. This also means that Coal Liquefaction has been somewhat nerfed, so we might take a look at rebalancing it.

For modders: Catalyst ingredients are automatically calculated when the recipes are loaded, or can be manually assigned by putting `catalyst_amount = ...` in the ingredient and/or product definition.

Items not spilling on belts
We've all had the situation, where you are swapping out your armor and you accidentally spill your inventory all over the place. It is often not so hard to clean up, you can just use a filtered deconstruction planner to select the items on the ground. However if the items drop onto belts, the clean-up can be significantly more troublesome, as the items are swept away into the heart of the factory.


It's not the biggest and most pressing issue in the world, but the result of this one misclick can result in a large amount of unfair annoyance. So just as a small tweak to the spill logic, in 0.17 if you do end up spilling your beans, they won't land on your spaghetti:


Tile ghost tweak
We have all had the notion, that once we have a good and powerful network of Roboports and Construction robots set up, we would very much like to start paving the whole world with concrete. This is generally a slow process, but since it is automated, who cares about that.

However there was an issue, when you placed down a blueprint for something actually important, the bots would be too busy processing the tile orders to notice. This is due to the way we internally structure the construction orders, essentially we just put all the ghosts in a big list, and work through it to check if we can build the ghost. The problem is that for performance reasons, we only process a small number of these orders each tick, and with a list that is quite large, it can take quite some time to process the new blueprint you just placed down.

In 0.17, we have split this list into two, one for tile ghosts, and one for entity ghosts. This doesn't solve all the cases where blueprints will have quite some delay before building, but it solves the most typical case we see. We did a similar improvement a while back with the personal Roboports, where they independently check for nearby ghosts, outside of the global (per force) construction queue.

Belt Immunity Equipment
In the later game there is often an annoyance when trying to work around your overgrown belt jungle. It especially just leads to misclicks and a lot of hassle for something that doesn't really add much value to the gameplay at that stage. So the simple solution, in 0.17, there is a piece of armor equipment you can equip, that will make your character immune to belts.

As always, lets us know what you think on our forum.
13 comments Read more

August 10

Friday Facts #255 - Construction tools

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:


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.


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.



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.

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.


The same works for manual placement:


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:


The same works for manual mining:


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.
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 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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