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Satisfactory
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| Satisfactory | |
|---|---|
| Developer | Coffee Stain Studios |
| Publisher | Coffee Stain Publishing |
| Engine | Unreal Engine 4 (2019 - 2023), Unreal Engine 5 (2023 - Onward)[1][a] |
| Platforms | |
| Release |
|
| Genres | Factory simulation, sandbox |
| Modes | Single-player, multiplayer |
Satisfactory is a 2024 factory simulation game by Coffee Stain Studios for Windows. The player (a "pioneer") is dropped onto an alien planet with a handful of tools and must use the planet's natural resources to construct increasingly complex factories. The initial goal is to construct a space elevator, through which the Pioneer begins supplying the megacorp the player works for (FICSIT Inc.) with increasingly numerous and complex components for their unknown, but stated to be prudent, purposes. These exports unlock access to new technology that in turn unlocks a new tier of manufacturing and refinement machines to support the production of the next phase of parts to be delivered to FICSIT.
Satisfactory was made available for early access on 19 March 2019. By January 2024, the game had sold 5.5 million copies.[2] The full version of the game was released on 10 September 2024 for PC,[3] and was released on PlayStation 5 and Xbox Series X/S on 4 November 2025.[4]
Gameplay
[edit]Satisfactory is played from the first-person perspective and features cooperative multiplayer. The player takes the role of a FICSIT[b] Pioneer who is sent to the resource-rich planet MASSAGE-2(AB)b to collect and refine resources. They must build out an automated factory and supporting infrastructure. The ultimate goal is the mass-manufacture of unknown components, which are sent to FICSIT using a space elevator.[6] The player spawns on a pre-designed map in one of four locations, and must explore on foot to find resources and lift the fog of war on their map. FICSIT guides the player through a series of tiers, each completed by collecting resources and crafting a specified number of components. Each tier unlocks new equipment, blueprints, and technologies, allowing the player to expand and upgrade their factory. As players advance through tiers, automation becomes necessary to produce the large quantities of complex items that FICSIT requires. Conveyor belts, pipelines, trucks, trains, and drones are unlocked at various stages and are used to transport resources and components. The player must also build and upgrade a power grid to run their factory.[7]
Plot
[edit]The player character, an unnamed female[8] FICSIT employee known as a Pioneer, is dropped onto the surface of MASSAGE-2(AB)b from orbit via a drop pod controlled by FICSIT's AI, ADA. The pod's orientation is interrupted by a cryptic message. Despite a malfunction with all the pod's parachutes, the Pioneer manages to land safely, one of only a few Pioneers in the region to have successfully done so. The Pioneer finds herself without memories, claimed by ADA to be due to retrograde amnesia. Following an onboarding program to refresh the Pioneer's knowledge, she is able to build the HUB, her home base. The Pioneer then constructs a space elevator to commence what ADA refers to as "Project Assembly". ADA reveals that it is actually part of a larger plan known as the Save the Day Program, intended to save Earth. While she does not explain why Earth is in danger, she later implies it is due to corporations' short-sighted destruction of the environment for profits, causing the planet to start becoming uninhabitable.
Finding mysterious alien artifacts known as Mercer Spheres and Somersloops advances a secondary plot line involving a nameless alien intelligence that attempts to speak to the Pioneer via telepathy. While ADA at first believes the abnormal brainwaves when collecting the artifacts to be a sign of brain damage, she eventually realizes it is an attempt to communicate, and uses the Pioneer as an organic conduit to speak to the alien. She gradually deciphers the alien's cryptic speech, and the alien assists ADA and the Pioneer in developing a pocket dimension storage system known as the Dimensional Depot, which can transfer the data of materials to and from the alien's dimension using a dimensional rift it calls a "window". While the alien suggests making it a "door", ADA comments that it would be dangerous or deadly to the Pioneer. If enough artifacts are found, ADA gains enough knowledge to communicate directly with the alien without the use of the Pioneer, and the alien cuts off communication with the player.
When the Pioneer has finished all the Project Assembly tiers, the nature of Project Assembly is revealed to be a starship being constructed via the elevator's orbital platform. The Pioneer assists in launching the ship, and it deploys its warp drive system to exit the star system. ADA leaves along with it, though she creates an exact duplicate of herself to remain on the planet, and gives the Pioneer a promotion, implying their continued work for FICSIT.
Development and release
[edit]Satisfactory was first announced at E3 2018.[9] Coffee Stain Studios tested the game through closed alpha test in mid-2018, before releasing it into open early access release in March 2019, initially with a year-long period of exclusivity on the Epic Games Store.[10][11] The game was originally built using Unreal Engine 4 as the studio had past experience with it for their previous titles of Sanctum and Goat Simulator.[12] By November 2023, Coffee Stain migrated the game to Unreal Engine 5, which provided improved performance and a more stable foundation for future updates, as well as a new lighting system, vehicle and sound overhauls, and additional granular keybind options.[13] The game's world is not procedurally generated, and is instead a number of hand-crafted biomes covering an estimated 30 square kilometres (12 mi2) area. The map is far larger than the open worlds that Coffee Stain has created in previous games.[5][14]
Full release
[edit]Satisfactory was officially released out of early access on 10 September 2024 for PC via Steam and Epic Games Store. Updated content in this release included modifications of the locations of resource nodes and the cost of recipes, game optimization and server improvements for multiplayer play.[15]
Reception
[edit]Critical response
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 91/100[16] |
| Publication | Score |
|---|---|
| Hardcore Gamer | 4.5/5[17] |
| IGN | 9/10[20] |
| PC Gamer (US) | 90/100[18] |
| Shacknews | 9/10[19] |
Satisfactory received "universal acclaim" from critics, according to review aggregator Metacritic.[16]
Rock Paper Shotgun compared the building element of Satisfactory to Wube Software's Factorio.[21]
Sales
[edit]Within three months of its early-access release, over 500,000 copies had been sold.[22] By July 2020, more than 1.3 million copies had been sold,[23] while reaching 5.5 million sales by January 2024.[2] Based on data collected by Simon Carless in mid-2021, Satisfactory had made at least US$11.5 million in revenue, surpassing the amount that Epic Games had assured as a minimum payout to Coffee Stain.[24]
Awards
[edit]Satisfactory was named the PC Game of the Year at the 2024 Golden Joystick Awards.[25]
| Date | Award | Category | Result | Ref. |
|---|---|---|---|---|
| November 21, 2024 | Golden Joystick Awards | PC Game of the Year | Won | [25] |
| December 31, 2024 | The Steam Awards | Better With Friends | Nominated | [26][27] |
| Most Innovative Gameplay | Nominated | |||
| February 13, 2025 | D.I.C.E. Awards | Strategy/Simulation Game of the Year | Nominated | [28][29] |
| November 20, 2025 | Golden Joystick Awards | Still Playing Award - PC and Console | Nominated | [30] |
Notes
[edit]- ^ Used Unreal Engine 4 prior to the release of Update 8 on 14 November 2023
- ^ FICSIT Inc. is a phonetic play on "Fix It Inc".[5]
References
[edit]- ^ Papadopoulos, John (14 March 2023). "Satisfactory will be now using Unreal Engine 5.1, key features detailed". DSOGaming.
- ^ a b Wales, Matt (2 February 2024). "Satisfactory hits 5.5m sales after five years of early access, 1.0 due "this year"". Eurogamer. Retrieved 2 February 2024.
- ^ Romano, Sal (5 July 2024). "Satisfactory launches September 10". Gematsu. Retrieved 5 July 2024.
- ^ "PC mega-hit Satisfactory is coming to Xbox Series X|S this year". TrueAchievements. 22 August 2025. Retrieved 3 September 2025.
- ^ a b Watts, Rachel (8 March 2019). "Goat Sim's creators are swapping chaos for order with Satisfactory's industrial empires". PCGamesN. Retrieved 14 September 2024.
- ^ Evans-Thirlwell, Edwin (10 September 2024). "Planet-smelting sim Satisfactory is now satisfactory enough to leave early access". Rock Paper Shotgun. Retrieved 14 September 2024.
- ^ Fenlon, Wes (16 March 2021). "Satisfactory may get a final tech tier in a future update to wrap up its endgame". PC Gamer. Retrieved 14 September 2024.
- ^ Coffee Stain Studios (15 August 2018). Developer Highlight - Concept Art. Retrieved 29 October 2025 – via YouTube.
- ^ O'Connor, Alice (12 June 2018). "Satisfactory looks a lot like first-person Factorio". Rock Paper Shotgun. Retrieved 14 September 2024.
- ^ Meer, Alec (12 March 2019). "Mega-building game Satisfactory is shaping up to be far, far more than satisfactory". Rock Paper Shotgun. Retrieved 14 September 2024.
- ^ Purchase, Robert (9 March 2019). "Goat Simulator dev's promising new game Satisfactory hits early access very soon". Eurogamer. Retrieved 14 September 2024.
- ^ "Making it in Unreal: the smooth science behind Satisfactory". PCGamesN. 9 September 2019. Retrieved 14 September 2024.
- ^ Nightengale, Ed (14 November 2023). "Satisfactory upgrades to Unreal Engine 5". Eurogamer. Retrieved 14 September 2024.
- ^ Purchase, Robert (6 March 2019). "Satisfactory looks like a cross between Factorio and No Man's Sky". Eurogamer. Retrieved 14 September 2024.
- ^ Ebanez, Kristina; Benson, Madison (5 July 2024). "Satisfactory 1.0: Release window, new narratives, and more". Destructoid. Retrieved 29 October 2025.
- ^ a b "Satisfactory". Metacritic. Retrieved 11 September 2024.
- ^ Cunningham, James (10 September 2024). "Review: Satisfactory". Hardcore Gamer. Retrieved 11 September 2024.
- ^ Bolding, Jonathan (10 September 2024). "Satisfactory review". PC Gamer. Retrieved 11 September 2024.
- ^ Denzer, TJ (10 September 2024). "Satisfactory review: It's right there in the name, pal". Shacknews. Retrieved 11 September 2024.
- ^ Northup, Travis (10 September 2024). "Satisfactory 1.0 review". IGN. Retrieved 11 September 2024.
- ^ "Satisfactory looks a lot like first-person Factorio". Rock Paper Shotgun. 12 June 2018. Retrieved 12 May 2021.
- ^ Bailey, Dustin (7 June 2019). "Epic exclusive Satisfactory has sold 500,000 copies in under three months". PCGamesN. Retrieved 7 June 2019.
- ^ MacGregor, Jody (5 July 2020). "Here's how many copies Satisfactory has sold on Steam and Epic". PC Gamer. Retrieved 5 July 2020.
- ^ Chalk, Andy (5 August 2021). "Only one of Epic's 'first wave' of exclusives made money, and it wasn't Metro". PC Gamer. Retrieved 5 August 2021.
- ^ a b Jones, Ali. "Here are all the Golden Joystick Awards 2024 winners". GamesRadar. Retrieved 25 November 2024.
- ^ Watts, Steve (17 December 2024). "The Steam Awards 2024 Nominees Announced". GameSpot. Retrieved 17 December 2024.
- ^ Eastland, Amy (31 December 2024). "Steam Award Winners 2024 Announced; Black Myth Wukong is Game of the Year". Wccftech. Retrieved 31 December 2024.
- ^ Welsh, Oli (10 January 2025). "Indiana Jones and the Great Circle is a GOTY front-runner at the DICE Awards". Polygon. Retrieved 11 January 2025.
- ^ "28th Annual DICE Awards Results". interactive.org. Academy of Interactive Arts & Sciences. Retrieved 14 February 2025.
- ^ Bevan, Rhiannon (20 November 2025). "All Of The Winners At The Golden Joystick Awards 2025". TheGamer. Retrieved 22 November 2025.
External links
[edit]Satisfactory
View on GrokipediaGameplay
Factory Construction and Automation
Factory construction in Satisfactory revolves around a modular building system that allows players to create expansive automated production chains using the Build Gun to place structures. Foundations and walls snap together to form stable bases and enclosures, providing grid-based alignment for precise layouts that support machines and infrastructure. Production buildings such as smelters, assemblers, and manufacturers are positioned to connect via input and output ports, enabling seamless resource flow without manual intervention. Conveyor belts link these elements, transporting items from extractors like miners to processing machines and onward to storage or assembly lines, forming the backbone of automation.[10][11][12] Progression through resource tiers, from Tier 1 to Tier 9, unlocks advanced recipes and buildings essential for scaling factories. Early tiers introduce basic assemblers for crafting items like copper sheets and rotors, while mid-tiers add manufacturers for complex components such as motors and computers. Higher tiers enable specialized equipment like blenders for batteries and converters for diamonds, each requiring specific resource milestones to access. These unlocks encourage iterative factory redesigns, replacing inefficient setups with optimized alternate recipes discovered through research.[13] Logistics systems facilitate efficient transport across factories, with conveyor belts handling solid items at varying throughputs from 60 items per minute (Mk.1) to 1,200 items per minute (Mk.6). Pipelines manage fluids like water or crude oil, supporting Mk.1 (300 m³/min) and Mk.2 (600 m³/min) capacities, often requiring pumps to overcome elevation changes. Trains provide long-distance bulk transport using electric locomotives and freight cars, automating deliveries between distant stations via scheduled timetables. Hypertubes offer rapid personal transit for players, allowing quick navigation through factory complexes at speeds up to 45 km/h.[12][14][15][16] Power generation is critical to sustaining operations, with various sources connecting to a unified grid via poles and lines. Coal generators produce 75 MW each by burning coal, while fuel generators offer flexible output using liquid fuels. Nuclear reactors deliver high-capacity power through uranium fuel rods, and geothermal generators harness geysers for up to 600 MW each on pure nodes, with fluctuating output averaging 400 MW without fuel costs. Consumption scales with machine activity; for instance, a basic assembler (Mk.1) requires 15 MW at 100% clock speed, increasing exponentially with overclocking to enhance production rates. The power equation balances as total consumption must not exceed generation plus storage to avoid grid trips.[17][18][19] Optimization techniques refine factory efficiency, such as using AWESOME Sinks to convert excess items into points for purchasing upgrades like power storage. The Molecular Analysis Machine (MAM) enables research by analyzing gathered samples, unlocking alternate recipes and tools that streamline production, such as improved splitters for better resource distribution. These elements promote balanced designs, minimizing waste and maximizing output in automated chains.[20][21]Exploration and Resource Gathering
Exploration in Satisfactory is primarily conducted from a first-person perspective, enabling players to traverse the alien planet's diverse terrain on foot or via specialized equipment and vehicles. Basic movement involves walking or running across varied landscapes, including forests, deserts, and mountains, while the Jetpack—unlocked in Tier 3—allows for limited vertical and horizontal flight fueled by Packaged Liquid Biofuel or Packaged Water, facilitating access to elevated or remote areas.[22] Later, the Hover Pack, available in Tier 7, provides sustained low-altitude hovering by drawing power from nearby Power Poles or Railways, making it ideal for precise navigation near established infrastructure without fuel consumption.[23] Ground vehicles enhance long-distance travel; the Tractor, introduced in Tier 3, serves as an early utility option for towing, while Trucks (Tier 5) offer customizable routes for resource hauling across rough terrain. Trains, unlocked in Tier 5, enable high-capacity transport along player-built rail networks, significantly speeding up exploration of expansive regions.[24] Water-based exploration relies on swimming or the jetpack, as no dedicated boat vehicle exists. Resource gathering centers on locating and extracting raw materials from fixed nodes scattered across the world, which are classified by purity levels that affect yield efficiency. Impure nodes provide 0.5 times the base extraction rate, normal nodes yield 1.0 times, and pure nodes deliver 2.0 times, encouraging players to seek higher-purity deposits for optimal output.[25] Manual mining with a pickaxe yields 1 item from impure nodes, 2 from normal, and 3 from pure, but automated extraction uses Portable Miners (early game) or Miner Mk.1 (Tier 1), which operate at a base rate of 60 resources per minute on normal nodes—for instance, a normal Iron Ore node produces 60 Iron Ore per minute with a Mk.1 Miner, while a pure node doubles that to 120.[26] Higher-tier miners (Mk.2 and Mk.3) increase rates further, up to 250 and 600 per minute respectively on normal nodes, but require overclocking or purity advantages for maximum efficiency. Nodes deplete over time in 1.0, necessitating relocation, and their locations are finite, with examples including 48 normal and 46 pure Iron Ore nodes worldwide.[25] A key mechanic for discovering advanced technologies is the Object Scanner, a handheld tool unlocked through Tier 2 MAM research that detects specific objects using audio and visual cues that intensify with proximity.[27] Players equip the scanner and cycle through targets via right-click or a radial menu, receiving audio and visual cues—such as beeping and a detection bar—that intensify when oriented toward the object, guiding them to hard drives at Crash Sites for unlocking alternate recipes and new items. Crash Sites are revealed after researching Radio Signal Scanning in the MAM, but the scanner ceases detecting a site once its hard drive is collected. Upgrades expand scannable targets, including artifacts and slugs, integrating exploration with progression.[28] The World Map, unlocked upon completing the Tier 1 AWESOME Sink milestone, reveals areas explored on foot or via Radar Towers (Tier 5), which scan 2 km radius sectors when powered and manned.[29] Coordinates display in the upper-right corner as X and Y values, ranging from -3246, -3750 (northwest) to 4253, 3750 (southeast), spanning a 47.1 km² hand-crafted world without procedural generation. Customizable waypoints are set using Beacons (Tier 1 craftable item), which place editable markers on the map—renamable and removable via the map interface—for pinpointing resource nodes or build sites; these function similarly to stamps for sharing locations in multiplayer. Tiered unlocks progressively expand accessible map sections through milestones, tying exploration to factory advancement.[30] Environmental hazards challenge exploration efficiency, particularly in denser biomes. Spore Flowers, large alien flora found in grassy and forested areas, release expanding clouds of Poison Gas upon approach, dealing continuous damage to the player's health until the player dons a Gas Mask (Tier 3) with a filter or exits the area; these can be permanently destroyed by detonating a Nobelisk nearby, halting gas production without affecting surrounding terrain.[31] Similarly, Poison Pillars in volcanic regions emit constant toxic clouds, removable since Update 8 via explosives like Nobelisk, though they require protective gear for safe traversal. Power Slugs—glowing collectibles hidden on cliffs, trees, and structures—boost power generation when gathered but often demand risky climbs or flights to reach, with 389 Yellow variants alone scattered across the map. Weather effects include a 60-minute day-night cycle (45 minutes day, 15 minutes night) that alters visibility, occasional rain that visually wets surfaces without mechanical impact, and fog in lowlands that can obscure distant landmarks during scouting.[3][32]Combat and Creatures
In Satisfactory, combat involves first-person engagements with hostile alien creatures encountered during exploration, primarily to clear access to resource nodes and nests. Players wield a selection of crafted weapons to defend against these threats, with the Rebar Gun serving as an early-game ranged option that fires iron rebars for moderate damage at short to mid-range, requiring manual reloading after each shot.[33] The Rifle provides higher fire rate and accuracy for sustained combat, using magazines of hitscan ammunition that deal consistent damage per round, making it suitable for targeting agile or distant foes.[34] Melee options, such as the Xeno-Zapper (an electrical staff) and Xeno-Basher (a heavy club), offer close-quarters alternatives with quick strikes but higher risk due to enemy proximity, ideal for conserving ammo against weaker threats.[35] Ammunition for ranged weapons must be crafted at an Equipment Workshop using basic resources like iron and copper, emphasizing the integration of combat preparation with the game's automation systems; upgrades to ammo types, such as homing or explosive variants unlocked via the Alien Matrix Analyzer (MAM), enhance damage output and utility without altering the base weapons. Hostile creatures vary by biome and exploration tier, escalating in threat as players venture deeper into caves, craters, and forested areas. Spitters, common in arid and forested zones, are ranged attackers that spit acidic projectiles causing damage over time, with variants like Alpha Spitters exhibiting increased health (up to 80 HP) and aggression; they aggro upon line-of-sight detection within approximately 20 meters.[36] Stingers inhabit caves and swamps, including Baby Stingers (low health, melee charges), Alpha Stingers (jumping attacks), and Elite Gas Stingers (poison cloud emission), all of which pursue pioneers aggressively but ignore those in vehicles except for teleporting back to spawn points if separated beyond 80 meters, resetting their health.[37] Flying threats include Flying Crabs spawned from agitated Hatchers in rocky outcrops, which swarm in numbers with rapid aerial stings until the parent Hatcher (20-45 HP) is destroyed; these nests often guard hard drives or rare nodes. Hogs provide melee-focused encounters, with Fluffy-tailed Hogs charging in open fields and advanced types like Nuclear Hogs releasing radioactive area-of-effect bursts in late-game biomes, tying threat progression to tier advancement where early zones feature 10-20 HP foes and deeper areas introduce 100+ HP elites with environmental hazards. Aggro mechanics operate on a default hostility mode where creatures activate upon proximity or visibility, though customizable settings allow passive or retaliatory behaviors; no formal weak points are defined, but targeting heads or undersides can expedite kills through hit detection.[35] Combat zones cluster around resource-rich craters and nests, where multiple spawns encourage strategic positioning, such as using terrain for cover or vehicles for evasion. Defensive strategies rely on personal mobility and preparation rather than static structures, as creatures target only the pioneer and ignore buildings. The jetpack enables aerial dodging of ground-based attacks like Spitter projectiles or Hog charges, while walls and foundations can be erected to funnel enemies into kill zones or block nest access temporarily.[35] Alien remains harvested from defeated creatures, such as Hog Remains or Spitter Glands, provide biomass resources for fuel, linking combat outcomes to progression without dedicated containment facilities.[38] Player health totals 100 HP, with no permadeath—death respawns the pioneer at a HUB terminal with partial health restoration—and natural regeneration occurs at 1.25 HP per second after 5 seconds idle, up to 30 HP before slowing; medkits like the Medicinal Inhaler (full heal) or foraged berries offer immediate recovery during intense fights.[39] In multiplayer, coordinated team engagements against swarms in high-threat zones enhance survival, though core mechanics remain individual-focused.| Creature Type | Behavior | Typical Habitat | Threat Level |
|---|---|---|---|
| Spitter | Ranged acid spit; line-of-sight aggro | Forests, deserts | Mid (20-80 HP) |
| Stinger | Melee charge or poison; vehicle evasion | Caves, swamps | Low to High (10-100 HP) |
| Flying Crab | Aerial swarm from Hatcher; rapid stings | Rocky nests, cliffs | Mid (1 HP each, parent 20-45 HP) |
| Hog | Melee rush or AoE; persistent pursuit | Open fields, nuclear zones | Low to High (20-150 HP) |
