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 (590) - 95% of the 590 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (37,736) - 98% of the 37,736 user reviews for this game are positive.
Release Date:
Feb 25, 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 (340)

April 18

Version 0.17.32 released

Changes
  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
Bugfixes
  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more
  • Filled in a missing fluid mixing check for miner. more
  • Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. more
  • Fixed upload slot queue blocking players from joining even if not all slots were filled.
  • Fixed a desync from rotation of an assembler with fluid energy source. more
  • Fixed a connection consistency problems of wire/circuit connections ghosts and undo. more
  • Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. more
  • Fixed text boxes would not respect keyboard layout for shortcuts like copy or paste. more
  • Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. more
  • Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. more
  • Fixed it wasn't possible to bind mouse buttons 6 to 9. more
  • It is no more possible to teleport an entity into fluid mixing. more
  • Fixed a crash when defining a programmable speaker with no instruments. more
  • Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. more
  • Fixed that negative health regeneration wouldn't work when the entity had full health. more
  • Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. more
Modding
  • For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less.
Scripting
  • Added LuaEntityPrototype::lab_inputs read.
  • Added LuaEntityPrototype::researching_speed read.
  • Added LuaGameScript::pollution_statistics read.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
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April 12

Friday Facts #290 - Rail building changes & High-res icons

Read this post on our website

Rail building changes
The problem with rail building is that it has too many states. It depends whether you start building the rail with shift, to use the ghost mode or not, and then it also matters whether you still hold shift, to ignore trees or not. Moving from manual building to ghost rail building means cancelling the whole rail building and starting it again with the correct modifier.

The problems were reaching the surface from time to time, and Twinsen even drew a nice little state diagram of the rail building system.



It kind of peaked with this bug report. After some time, it became clear that we should simplify it.

This is a nice example, where we can talk about change we just released (0.17.29) in a FFF.

From now on, instead of 3 modes (building manually, ghost building, ghost building + tree/rock removal), we have only 2 modes, where the ghost building without obstacle deconstruction is not available anymore. So it doesn't matter anymore how you start the building, it just matters whether you are holding shift or not at the moment, which makes it consistent with the normal entity building and the ghost icon.



Once the topic is opened, it is hard to leave it so easily, so we agreed that the rail building could be streamlined even more. The current model is, that you have to build one straight piece of rail first, and then you can use the rail builder on the edge of that rail. It is annoying generally, and especially for the new players, because he might miss the way how it is being used, as the straight rails are built exactly the same way as other entities. The reason we did it this way was mainly, because when we first introduced the (new at that time) rail builder, we weren't confident enough that it could replace even the basic straight rail building. But since the rail building is stable enough, we might go one more step forward.

The plan is that the rail won't be used to build straight rails normally the way you can now. The rail item would be always used to build by the rail planner only. Instead of having to snap to an existing rail, you could just start building anywhere on the ground. Instead of showing the rail preview when holding the item, you would see the arrow as when starting the rail building, and you could rotate it with the R key. It would make sense, to make the arrow color/size different for starting a rail planner on the ground versus snapping to an existing rail, but other than that, it would be the same.

High-res icons
Until now with the old GUI non-scalable system, we hadn't had much of a problem with the icons. We use one single version of 32px to display in the GUI slots, and the zooming system of the game takes care of the re-scaling for the rendering in the world.

This is not a perfect solution because we use the same set of icons in the GUI and in the world. That means that the zooming level of the game can re-scale them up to 25% so we lose pretty much all control of the bitmaps, and the readability of them is affected. Now with the high resolution possibilities of the new GUI system, we need to double the size of the bitmap, therefore the original icons must be 64px in order to have a correct visualization at 200% GUI scale. We are still using them in the world, so the engine can rescale them up to 9.55%. The amount of out of control pixels is now much more serious.

Unisize vs Mipmap
We are exploring some possibilities and we want to keep it simple. For now we are testing the limits of our old technique: one single bitmap for all the uses.

https://cdn.factorio.com/assets/img/blog/fff-290-zooming.webm

Delight yourself with this test icon placed on the belt. 64x64px size, every square is 8px. With it you can see how extreme the resizing can become:
From maximum zoom level 3.053 = 76.325% icon size.
To minimum zoom level 0.382 = 9.55% icon size.

To solve the problem for making it work in all the situations we design the icons in a very synthetic way. We simplify the shape to its purest meaning like the case of the assembling machines, where 1 gear + the color indicates level 1, 2 gears means level 2, etc.



This solution works but we have a lot of icons (~355), and many of them are very complex in their shape and/or meaning. In some cases this complexity is essential at the time of designing the icon -especially the entities- so we need to find the proper synthesis for each icon as we did with the assembling machines. They work fine at any zoom level, even at 128px. But with other entities, like the big electric pole, it's more complicated to keep this level of minimalism due to the fact that the shape itself is already complicated in its essence. If we make it less complex, we wouldn't be able to recognize it anymore.



A possible solution would be using a very minimalistic flat icon, but this wouldn’t be integrated as an object in the world. We don’t like that.
The other solution is using mipmaps. So we use different versions of the same icon optimized for different zoom levels. We would notice the change of version at certain zoom levels, and for solving it we must complicate the situation. This complication would be not just for the code to create some crazy crossfading effect, but also for the designers to keep the several versions of the icon close enough as to not feel the change.

I would try to be pragmatic and I bet for the unisize solution based in a proper synthesis, but it’s not going to be easy for sure, like the entire history of Factorio development.

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

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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