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 (4,533) - 99% of the 4,533 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (35,155) - 98% of the 35,155 user reviews for this game are positive.
Release Date:
Feb 25, 2016
Developer:
Publisher:

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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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December 14

Friday Facts #273 - Cutscene controller & Localisation plan

Hello, we recieved a lovely holiday gift from Steam this week:


The note reads: Happy Holidays! From the Steam Team

The chocolates are delicious and do not seem to be lasting long...

Cutscene Controller
One of the things planned for the 1.0 release is a proper campaign and a tutorial-like “New Player Experience”. Both of these try to guide the player, and for that we sometimes need to divert the player's attention to a particular place in the virtual world.

In other words, we need cutscenes. Basic cutscenes are relatively simple things:We need to take the control away from the player, move the camera around to show the things we need to show, and maybe display some messages on screen. Cutscenes are meant to be triggered and controlled by scenarios, so there needs to be a generic way for scripts to describe a cutscene.

Inside the engine, player inputs pass through a layer called, unimaginatively,"controller". The 0.16 version of the game knows three controllers:
  • Character controller, where player inputs control the engineer entity in the centre of the screen.
  • God controller which is not tied to an in-world entity but rather allows the camera to fly around the world freely and interact with anything.
  • Ghost controller which does not allow the player to control the game at all.

The controller layer is the ideal place to take control away from the player in a cutscene. It is also a convenient place to move the camera automatically. Even better, Lua scripts can already change the current controller for any given player. Adding a new controller type to facilitate cutscenes was the obvious choice here.

The new cutscene controller is created with a list of map positions to pan the camera to, along with how long each pan should take, and how long the camera should stay in that position. The controller figures out on its own how to move the camera between the specified points – for that, it uses Cubic Hermite splines to make the camera movement nice and smooth. Once the controller reaches the last specified camera positions, it smoothly pans back to the starting position and restores the previous controller, giving control back to the player.

Here is a short video of the cutscene controller in action:

https://cdn.factorio.com/img/blog/fff-273-cutscene.mp4

Since this is all accessible from Lua, modders and scenario creators will be able to make a use of this new functionality in 0.17 from day one.

Rail clock
While working on the campaign, I ended up needing to do some work on cutscenes too. Inspired by a Youtube video I ran across by the venerable "arrow in my gluteus maximus", I decided that a great test case for cutscenes would be a static camera for a rail clock in the office, which could display the actual time.



Because of some technical issues, this needs to run as a multiplayer game, and it actually ended up exposing a few bugs in the cutscene implementation that only manifested in a multiplayer game, so that was a nice side effect.

Here's a video of it in action:

https://cdn.factorio.com/img/blog/fff-273-rail-clock.mp4

If you're a reasonably technical user, and would like to run one yourself, you can check out my rail clock repo. Unfortunately, as it does use various 0.17 features, you can't actually run this today, but once 0.17 is released publicly, it should work just fine.

You will also need to use either Linux or macOS. Windows might work, but there is a python component involved which has never been tested on Windows.

Localisation plan for 1.0
For a long time we have been using Crowdin for all the non-English translations of the game. Over the course of the early access period this has served us really well, the majority of the contributions were of a high quality, and since we automated the fetching and packaging of the translations, it was a mostly hands-off system.

As we approach 1.0 next year, we want to make sure that all parts of the game are as polished as they can be, so we are planning to have a 3rd party proofread and finalize the game localisation. While most of the current translations are really great, some of the languages we support have less than 50% of the strings translated and approved, so contracting another company to help fill out the rest is a reasonable course of action for us.

However we need to know where we should prioritize our efforts, so that the languages we target and focus on are the most significant ones and will help as many players as possible enjoy the game. To gather some preliminary data, we have created a simple Google form with some questions for our community. If you could help us by spending a few minutes filling it out, we will be able to make a more accurate decision on which languages are most important.

You can find the survey here.

Furthermore, if you have any other suggestions or feedback on the localisation of Factorio, any companies which you would recommend, etc. please let us know. As always, the place to share these helpful thoughts is our forum.
17 comments Read more

December 7

Friday Facts #272 - Mod GUI

Hello,
a large part of the team is attending GDS, if you are in Prague and interested in Games, you are welcome to come as well.

New Manage/Install/Update mods GUI
As we were going through the main menu, improving the looks and sometimes the interaction of most of the GUIs, it was obvious the mod management needed some attention. Most of the interaction was quite unintuitive and limited, making most players prefer using the web version and managing the files manually.

Mods will be managed, installed and updated from the same GUI, the 3 operations being shown as 3 tabs. The interaction, arrangement and intuitiveness of the GUI should be vastly improved. It still won't have all the features of the online mod portal (such as discussions) but provides a very quick hassle-free way of installing and updating mods without having to deal with files.







Note these are just mockups, the in-game integration will be starting soon, and it should be done for 0.17.

The most notable changes are:
  • Only mods compatible with your game version are shown.
  • The list of visible mods can be additionally filtered by their category.
  • Mods will have a picture when browsing the mods list.
  • When updating mods, you can clearly see version numbers, browse the changelog, and choose what updates, if any, you want to skip.
As usual I wrote an internal document to be used as a reference. It's quite boring and contains the same information, just more verbose. If you really want, you can see it here.

Invariants are required
In a version of Factorio long ago we had this recurring problem with items and inventories. When an item was added or removed from some inventory it's meant to generate an event about what changed. These events are used for a multitude of different things and allow for many code simplifications and optimizations such as "turn off the inserter until a new item shows up in the chest it's taking from". It used to work like this:
  • Code to remove/add some item in some inventory
  • Some logic with those items
  • Send the event about what changed in the inventory
However as with most things - things changed. Someone would add in new logic or just forget and not send the changed event. After all - programmers are human and we make mistakes. The issue kept recurring and was incredibly hard to test for because you can't write a test for some logic which doesn't exist yet: you can't test something is correct until you've written it and if you forgot to sent the changed event you can forget to write a test that checks you didn't forget it.

The only solution I could think of to the "human problem" is to remove the human part of the problem. If we no longer needed to remember to write the code to send the event and it "just happened automatically" any time we changed items around then the problem would just go away. That invariant - that changing any item sends an event - solved the problem. However, it also taught me something: if some invariant is ever allowed to vary (aside from the obvious "an invariant that varies isn't an invariant") it's completely useless.

Invariants are amazing tools. We can write tests to enforce an invariant. Programmers don't need to think about handling things outside of the invariant because they can always say: "it should work as the invariant describes so I just don't need to handle the other cases". If the invariant is ever broken it's clearly a bug and has a clear solution.

As always, let us know what you think on our forum.
25 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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