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 (410) - 96% of the 410 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (30,591) - 98% of the 30,591 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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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.
52 comments Read more

November 2

Friday Facts #267 - Experiments, Explosives & Extended tags

Entity info experiments
The Entity info is the information about the currently selected entity that appears on the right side of the screen:

We had 2 problems with its current state:
  • As it is on the side of the screen, and the entity you are inspecting is generally in the center, it feels cumbersome to move your eyes from the entity to the info and back all the time.
  • As it is always appearing, it adds unnecessary clutter to the screen. It is always blinking there, while 99% of the time it is not really needed.

So we experimented with entity info as a tooltip next to the cursor when hovering the entity:

So we tested 3 different ways to activate it:
  • It always appears at the cursor, which has the disadvantage of always being in your way in the middle of the screen.
  • It always appears, but it has some delay.
  • It only appears when a hotkey is pressed (we tested it with Shift), which has the disadvantage that you have to actually do something to see it.

We assigned each of the options to be tested by someone, with the hope to figure out which (if any) of them is better than the current one. Vaclav tested option 1, Twinsen tested option 2 and I tested option 3.

Unfortunately the result was that in the end everyone preferred his option the most, and we had no conclusion at all. Then we realized that the flaw of the test was that each of us picked the kind of option we already knew we would probably like.

After some discussions, we decided on the following:
  • The current version of entity info will be the default.
  • We add an option to set a custom delay for it, that is different than the normal tooltip delay (or never).
  • We add an option to activate it with a key.
  • We add an option to have it next to cursor or on the side.

Two years ago, I was under the impression, that we need to eradicate all the weird options, to make the game just work for everyone. Over time and after all experience and feedback we have gathered, I started to realize that different people have different expectations, and their brains are wired differently. Some option might be useless for 99% or players, but for the 1% of players, it might be the most annoying thing to be able to customize it.

Cliff explosives with construction bots
The initial task, "Add support for robots to blow up cliffs", was easy. 1 cliff gets marked for deconstruction and 1 robot is sent to blow it up. The tricky part comes when you want to account for the fact that 1 cliff explosive can blow up more than a single cliff. When a robot is sent to blow up a cliff, the system has to do a little extra work:
  • Figure out which cliffs within the radius of the cliff explosive are also marked for deconstruction that aren't already going to be blown up by another robot.
  • Re-center the 'drop' position for the explosives on the gravity-center of the found cliffs.
  • Figure out which cliffs are within that new area and record that 1 more robot is on its way to blow them all up.

This extra work isn't for free, however the game isn't likely to have a large number of robots actively bringing explosives to blow up a cliff, since as soon as a robot is dispatched it quickly finishes the job and the cliff is permanently gone. Using this system the game can track if a given cliff is going to be blown up, even if it isn't yet marked for deconstruction. This way you don't get weird overlaps in robots flying out to cliffs that will be blown up shortly by another robot.


After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series. It's an interesting thought for another time...

Rich & Interactive Text 2
As we mentioned in FFF-237, we are going to be adding some fancy text effects to the game in 0.17. In that blog post we mentioned the possibility of having some interactive text elements, such as clickable icons in chat messages, blueprints, etc.

Well, we have an update on that, as we have now implemented several of these features. These tags are created in a somewhat general way, if you have the console/chat open and shift-click something, it will insert a chat tag.

Blueprint tags
Hovering a blueprint tag will show the full blueprint info, and clicking it will create a copy of the blueprint in your cursor.


Map pings
Shift-Clicking the map with the console open will create a map ping. Clicking a Map ping will open the map at the specified position.


Recipe tags
Hovering a recipe tag will show the full recipe info.


Armor tags
Hovering an armor tag will show you the armor and equipment layout for that specific armor.


As you can see above, each special tag has some [description] text associated with it, which lets you know you can interact with it. It will still be possible to insert plain icons that won't have any interactions.

For now, 'interactable' tags will only work in chat, but they might end up being allowed in mod GUIs too.

As always, let us know what you think on our forum.
23 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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