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:
Very Positive (552) - 94% of the 552 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (37,844) - 98% of the 37,844 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 (342)

April 24

Version 0.17.33 released

  • Added out of fuel alert icon to flamethrower turrets.
  • UI scale won't be synchronised over Steam Cloud anymore. more
  • Syncing startup settings with a server will automatically join the server on game restart. more
  • Fixed yet another consistency bug related to ghost connections. more
  • Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. more
  • Fixed a crash resulting from overlapping underground pipes. more
  • Fixed power grid overlay not showing correctly on map when changing surfaces. more
  • Fixed another instance of furnaces with fluid outputs not working correctly. more
  • Fixed multiplayer paused notification not being cleared when the client is dropped. more
  • Fixed accumulators showing discharge animation and empty icon at the same time. more
  • Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames.
  • Fixed player inventory income flying text would sometimes show incorrect total item count. more
  • Fixed switched technology levels in the console message when changing research. more
  • Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. more
  • Changed render layer of belts marked for deconstruction so they don't clip with other belts. more
  • Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. more
  • Fixed that generators would produce infinite pollution in some cases. (https://forums.factorio.com/69450) more
  • Fixed that generator tooltips did not show pollution. more
  • Fixed that LuaGameScript::tick_paused read was not of type boolean. more
  • Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. more
  • Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. more
  • Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. more
  • Fixed that exporting blueprint strings wouldn't include pending icon changes. more
  • Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. more
  • Fixed that cloning single entities with wire connections to themselves didn't work correctly. more
  • Fixed a desync related to rail item names. more
  • Map generator GUI now remembers the last preset used.
  • Fixed an older bug with pull-placement of power poles. more
  • Fixed copying files to temp folder would preserve read only permissions, which could cause errors. more
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April 19

Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

Read this post on our website.

New Campaign
Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next.

These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the perminance and unidirectional progression of Factorio. The perminance problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player.

This task has been made all the more Interesting as the tech tree is also constantly getting tweaks and revisions over that time as well.

I look forward to providing more insights but for now I will leave you with one example (read: spoiler):

Just to note, we won't be changing the freeplay tech tree, which will still have all the choice and diverging paths as it does now.

Factorio massive multiplayer stress testing
A few days ago I was contacted by Caledorn from the KatherineOfSky community. They were doing some tests to see if they can host a massive multiplayer event. I joined forces with him and started looking into the new and old problems we can fix in Factorio so we can host a large number of players. The last test was on Sunday. We had around 80-140 players playing without too many issues. But it was still a small test compared to our previous record of 400 players back in 2016.

Among some small tweaks, I added the ability to set a maximum number of map upload slots for the server. This should help tremendously for events such as these, where the map can get quite large, and there would often be a large flood of players joining, usually after a disconnect or server restart. This would cause a massive flood of map request packets coming to the server and very slow map uploads caused by uploading to way too many players. Now, when many players will try to join at the same time, they will pe placed in a queue and the game will wait for an upload slot to open up.

Another small annoyance in these events (or even small multiplayer games) is the constant annoying blinking of the "Server not responding"/"Player is being dropped from the game". I made some tweaks that should show this message less often. We also found a memory leak in input action handling, which Rseding has fixed.

There are still some technical problems to investigate and fix, so tomorrow (Saturday 20th April) at around 8pm CEST we will be making another stress test. If you want to help out, join the server and play normally when the game starts. Details will be posted in the KatherineOfSky discord. If we need more players, a Steam announcement (event) notification will be sent out, so keep an eye out for that also. The server will probably become unstable or might require some restarts as we test, debug, and backtrace things, so please bear with us.

High-res Icons part II
Last week I opened the subject of the high resolution icons FFF-290, more focused on the unisize method: re-scaling a single 64px bitmap to any size through trilinear interpolation.
The results were very fine, and compared to the old version it was obviously a success.

This week we are focused on the mipmap method. Posila very quickly implemented the code for it, and even though I was willing to reject the technique due its extra work and complications, after testing it I changed my mind.
Here a comparison with all the methods:

On the first glance the difference between unisize and mipmap is almost not noticeable, but when we surpass the boundary of zoom level 1.000, the mipmap starts to react a bit better.
I was worried about the amount of work implied about the creation of the 4 levels for each icon, but after preparing a few of them, I saw that it wasn’t that much. Not to mention that having control over 4 different sizes is a big relief, especially the 16px and 8px versions.

The best part of the plan is that we can combine both methods, so we can make mipmaps only for the icons that require special attention, it is just about the Lua definition of the item.

Now, just for the joy of it, I’d like to show a sneak peak of what HR icons means for the GUI.

GUI at 100% scale

GUI at 200% scale

I hope this new contrast and definition results in a better experience for the player.

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 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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