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Satisfactory News

Satisfactory 1.0 out now!

Hi Pioneers!

Our Early Access journey has come to an end, and what a journey it’s been, after more than 5 years of adding features, fixing bugs, and improving the game with your feedback, we are happy to finally release the 1.0 version of Satisfactory!

We are sending 1.0 off with MANY new features and changes, so grab some snacks and get ready to go through the patch notes while you are downloading the update :)

As always, if you encounter some issues with this new release, please let us know over at our QA Site https://questions.satisfactorygame.com/ We always appreciate your feedback, and we’ll try to address any new issues ASAP.

Thank you so much to all of you for your support so far, it has been invaluable for us
TIER 9


The final Phase of Project Assembly, Phase 5 is now available, meaning players can finally complete Project Assembly and Save the Day (and finish the game).

Phase 5 grants access to Tier 9, featuring 5 new end game Milestones with new buildings, resources, production lines, and crazy sci-fi features that push FICSIT technology to the limit.

If you would like to see the new additions in motion, please check out our teaser video on them:

[previewyoutube]https://youtu.be/KBgxQh5jEq4 [/previewyoutube]

There are new buildings, production lines and features to play around with, these include:


[h2]CONVERTER[/h2]

This building utilizes Strange Alien Matter, aka S.A.M., to enable matter conversion and transmutation. It can be used to convert one raw resource into another, for example Limestone into Iron and Copper into Caterium, allowing players to put resource nodes to good use that might have been neglected otherwise.

It is also used for various processes essential for the development of other Tier 9 technology, such as the production of the synthetic metal Ficsite and the generation of Excited Photonic Matter.

[h2]QUANTUM ENCODER[/h2]

The most high-tech production building in the game. The Quantum Encoder is used to produce the most complex parts, down to the quantum level, such as Superposition Oscillators and Neural-Quantum Processors.

The Quantum Encoder requires Excited Photonic Matter to operate and produces Dark Matter Residue as a byproduct.

[h2]CONVEYOR BELTS/LIFTS MK.6[/h2]

This is the final and fastest conveyor belt in the game, it can transport up to 1200 items per minute (up from 780 from Mk.5).

This should be particularly exciting for those who want to utilize their Pure Node Overclocked Mk.3 Miners to their full capacity without being bottlenecked by Mk.5 Belts, or if you just like seeing items be transported as fast as possible.

[h2]BLUEPRINT DESIGNER MK.2 & MK.3[/h2]

You wanted bigger Blueprint Designers... so here they are. Since Update 7 the Blueprint Designer has been available in Tier 4, with a size of 4x4 foundations (or 32x32x32 meters).

With Satisfactory 1.0, you will also be able to unlock the Blueprint Designer Mk.2 (5x5 or 40m3) in Tier 6 and the Blueprint Designer Mk.3 (6x6 or 48m3) in Tier 9.

The size increases greatly expand the use cases and options available with Blueprints.

[h2]FICSONIUM[/h2]

Ficsonium is a new nuclear resource unlocked in Tier 9 that can be used to power Nuclear Power Plants.

It uses Plutonium Waste for its production, and unlike Uranium and Plutonium it does not generate its own waste.

This means you will finally be able to get rid of all your nuclear waste, at the cost of setting up this highly demanding and extremely radioactive production line.

[h2]PORTALS[/h2]

Portals can be used by pioneers to allow near-instant travel between factories, but space-time travel does come with a cost, namely in the form of Singularity Cells and massive amounts of power.

MAM


This time bringing a long-awaited use to the Mercer Spheres, Somersloops and SAM! With the new Alien Technology research in the MAM, you can unlock new goodies such as:

[h2]DIMENSIONAL DEPOT[/h2]

A favorite feature of ours, the Dimensional Depot allows you to use alien technology to upload resources to another dimension, which allows resources to be used at any time while building and crafting!

Both Mercer Spheres and S.A.M. are required to unlock and build the Dimensional Depot, as well as upgrade its storage and upload speed capacities in the MAM.

[h2]ALIEN POWER AUGMENTER[/h2]

This building uses Somersloops to amplify the power produced on a power grid. The more total power that is being produced on the grid, the more power will be generated by the Power Augmenter.

You can also boost this further with Alien Power Matrices created with the Quantum Encoder.

[h2]ALIEN PRODUCTION AMPLIFIER[/h2]

As an alternative to the Power Augmenter, Somersloops can also be used to boost production by inserting them into a production building.

This greatly boosts the resource output of that building without requiring any additional resource supply, but instead significantly increasing the power consumption.

HUB


The HUB has now gotten a finalized version. In here you will be able to find a much cozier place to relax after some factory building (and also do your business).

It also contains a brand-new locker you can interact with to finally access some highly requested features:

[h2]PIONEER COSMETICS[/h2]

You can now change the appearance of your pioneer to your liking. These changes all work in Multiplayer/Dedicated Servers so you can give your own personal touch to your multiplayer sessions.

[h2]HELMET & BUILDGUN SKINS AND TRINKETS[/h2]

Several helmet options are now available to customize your pioneer’s appearance, along with different skins for the Build Gun and even various Build Gun trinket choices.

[h2]CHARACTER COLORING[/h2]

Your pioneer’s colors can now be fully customized, allowing your suit to look exactly the way you want it.

These changes apply to equipment as well!

FACTORY COSMETICS


Of course, we didn’t forget about the looks of the factories themselves, so now you have a new set of buildings and new customizer options to really make your factory shine. They can all be found in the AWESOME SHOP.

[h2]AWESOME SHOP[/h2]

Steel Framed Windows

This pack in the AWESOME Shop now includes 3 new types of windows in addition to the existing ones:
  • Honeycomb Frame Window
  • Triple Frame Window
  • Angled Frame Window


Construction Fences

This new pack in the AWESOME Shop includes:
  • Tarp Construction Fence
  • Construction Fence


Metal Barriers

This new pack in the AWESOME Shop includes:
  • Low Barrier
  • High Barrier


Paint Finishes

These are purchased individually
  • Unpainted
  • Copper
  • Chrome
  • Carbon Steel
  • Caterium


[h2]BALANCING[/h2]

Milestones changes
  • The Jetpack Milestone can now be unlocked at the start of Tier 5, no longer requiring Oil resources.
  • Trains can now be unlocked without needing Heavy Modular Frames or Computers.
  • Train Signals now have their own Milestone.
  • Fuel Generator now has its own Milestone and no longer requires Heavy Modular Frames or Computers to unlock.
  • Some Milestone costs between Tier 3 and 8 have been slightly adjusted to improve progression flow.
  • Control System Development has been added to Tier 7, featuring the Blender, Radio Control Unit and Supercomputer.


Phase 4 costs
  • The cost for unlocking Phase 4 has been reduced, hopefully allowing pioneers to reach Phase 5 before the heat death of the universe.


Recipe changes
  • Computers no longer require screws and the cost of the remaining three components has been reduced, simplifying initial Computer production.
  • All alternative Computer recipes, and all recipes using computers, were adjusted to reflect the base recipe changes.
  • The Encased Industrial Beam now uses fewer Steel Beams but more Concrete.
  • The Heavy Modular Frame recipe got its number shuffled a bit to make for a cleaner production line.
  • The Magnetic Field Generator no longer requires Batteries and is now produced in the Assembler instead of the Manufacturer.


New parts and recipes
  • Strange Alien Matter, Reanimated SAM, and SAM Fluctuators are now available via MAM Alien Technology research and Tier 9.
  • Tier 9 introduces 10 new production parts, including Diamonds, Super-position Oscillators, and Ficsonium.
  • Three new Project Parts are also available in Tier 9 to help complete Project Assembly.
  • Rocket Fuel and Ionized Fuel are new fuel types available in the MAM.
  • Synthetic Power Shards allow the creation and automation of Power Shard, without the need for grinding innocent lifeforms into crystals. This recipe can be unlocked in the MAM after reaching Tier 9.


New alternative recipes
  • New alternative recipes are available for various Tier 9 parts.
  • Several underperforming alternative recipes have been adjusted for better viability.
  • Several new alternative recipes are available for underrepresented parts.
  • Various alternative recipes were added and rebalanced for raw resource refinements.
  • The Uranium Fuel Unit now requires Rotors instead of Beacons, which have been removed.
  • The alternative Portable Miner recipe, Automated Miner, has been overhauled to only required Steel Pipes and Iron Plates.


Drones
  • Can now use almost all fuel types, instead of only batteries.
  • The speed of the Drones is different per fuel type, with better fuel providing higher speed.


Biomass Burner
  • Biomass Burners now have a Conveyer Belt input port.


Fuel Generators
  • Fuel Generators now produce 250 MW instead of the previous 150 MW.


MAM changes
  • Programmable Splitters and Geothermal Generators no longer require Supercomputers to be unlocked or built.
  • The Gas Mask is now available in the MAM – Mycelia, instead of Tier 5.


Hard Drive rerolling and saving
  • Each Hard Drive now only gives two Alternative Recipe options instead of three.
  • Each Hard Drive can be ‘rerolled’ once, to show two different Alternative Recipe options.
  • After scanning, the Hard Drive selection is saved in a separate tab in the MAM, so you no longer must make a choice right away and can even scan more Hard Drive while you think it over.



QUALITY OF LIFE


Straight conveyor belts
  • You can know build 90º turn conveyor belts in a straight shape, instead of the usual curved. Just change the build mode when building conveyor belts, available from the start, no unlocking required :)


Straight railways
  • You can now hold CTRL when building Railways to make perfectly straight lines with them as well, instead of the usual curves.


Free placing signals
  • You can now place signals freely at any point of the railway, instead of only at set spots.


Blueprint dismantling
  • While dismantling, you can also now change the build mode to completely dismantle all parts of a blueprint, instead of only a single element from it at a time.




BUILD SYSTEM


Clearance
  • We’ve updated the clearance of all buildings so they should have old issues resolved and be easier to place next to each other now.
  • Guidelines
  • There are now two types of guidelines when holding CTRL.
  • Solid color
  • You will see these when aligning a building from the sides.
  • Gradient
  • You will see this when snapping buildables from an input or output.


NARRATIVE

There is now narrative and lore in the game. We implemented this in a way which won’t be intrusive for existing players since Satisfactory is still a factory building game at its core, but there should still be a lot of interesting lore to dive into for those who were looking for more details about FICSIT, A.D.A., Project Assembly and more!

If you would like to hear even more details regarding the narrative, please check out this video:

[previewyoutube][/previewyoutube]

WORLD


We have done an extensive polish pass of all the areas and assets in the world, which is now fully completed and been given a lot of care an attention from all angles.

This includes major polish for water, waterfalls, lakes, rivers and oceans getting a major overhaul.
The world vista has been reworked and updated.
All rewards, creatures, hazards and obstacles have been polished for every area.
Previously unfinished areas like Jungle Spires, Southern Forest, Bamboo Fields, etc are now finalized.
Every area in the world has been given ambience, sound and atmosphere polish and improvements.

And lastly, Resource Nodes have received visual polish as well as significant changes to some placements. Various Nodes have been moved, changed, removed, and added to improve the overall experience and resource distribution across the world.

This might require you to rebuild portions of your factory if you use the nodes which were removed or had their type or purity changed.

If you would like to know a lot more of the specifics you can check out this video our CMs made about the changes:

[previewyoutube][/previewyoutube]

There are also some detailed map diagrams with the changes that you can find in the description of the video.

PROGRESSION


If you’re continuing a save from a long time, certain narrative elements might not trigger as they would in a new playthrough, you might also have to re-do certain things like Milestone unlocks given that messages have now switched around or fix-up your factories given the World and Balancing changes that have come with 1.0.

You can continue your playthrough in its entirety in any old save (Even saves from our very first release in 2019 should be supported!) but you will miss out in some of these aspects.

If you want to experience all the story elements properly, we recommend starting a new game from the beginning to get the full experience in its entirety.

ACHIEVEMENTS

Achievements are finally here as part of our 1.0 release, so you can enjoy doing some achievement hunting to try to complete them all.

Please note that achievements are not retroactive and are only tracked from now on, so certain actions might have to be repeated to unlock some achievements, this could be yet another reason to make playing the game from the start worth it.

OPTIMIZATIONS


[previewyoutube][/previewyoutube]

[h2]SAVE SYSTEM OPTIMIZATION[/h2]

Saving and Autosaving should now take considerably less time than ever before. This should make it so the autosaving happening is a lot less disruptive and will be especially noticeable in big factories!

[h2]LIGHT WEIGHT INSTANCES - ACTORS[/h2]

We’ve optimized the way we handle how foundations and walls are handled so you should now be able to build foundations without having to sacrifice as much performance/loading times for it later on, your existing saves will also benefit from these changes which in some of the mega factories we’ve seen should be a very significant improvement.

[h2]CONVEYOR ITEM REPLICATION, SCALABILITY & RENDERING REWORK [/h2]

There should now be some significant improvements in the look of items traveling on conveyor belts in Multiplayer, as well as some significant improvements in performance for big saves with a lot of conveyor belts.

[h2]TRAIN REPLICATION REWORK[/h2]

Trains should now be a lot better to drive around when playing in Multiplayer, as well as watching them be self-driven there should be a significant decrease of rubber-banding overall thanks to all the improvements.

ONLINE INTEGRATION


There are many new settings that you can apply to a session. Now you can play singleplayer with all the multiplayer capabilities disabled. You can now play exclusively using Steam to connect, or exclusively use Epic Online Services, as well as choose to have Crossplay between both platforms.

Account linking has also changed allowing more flexibility, as it can now be managed entirely from Epic’s website by logging into a linked account.

DEDICATED SERVERS


[previewyoutube][/previewyoutube]

They have been fully reworked and are now complete, they should also work better than ever. We’ve resolved a lot of lingering issues with dedicated servers, and we plan to focus on addressing more issues that you might find from now on.

The servers are now faster to download with a smaller size, and easier to install as they only use port 7777 UDP/TCP. We now correctly bind to IPv4 and IPv6 simultaneously, so you no longer need to use the multihome command line. You can now run it as windowed or as just console. Additionally, there is now TLS support for added security.

We’ve also improved the in-game UI/UX to tweak all the session settings or advanced game settings. Additional to the now-adjustable server settings, you can now also download a save from a server to continue playing locally if you’re the server admin.

We have added support for an HTTP API, so it is now possible to create applications to communicate with the dedicated server for those who are interested in developing tools for it :)

BUG FIXES


This time around, we have fixed such an overwhelmingly massive number of bugs since the last update, at the time of writing we have 3,312 bug tickets marked as fixed and 92,052 submits having been made in our build management system since the last public update (v0.8.3.3).

To make the patch notes more enjoyable for everyone, instead of being 50+ pages of bug fixes which would drown the info about the other goodies, we’ve decided to keep the patch notes more focused on new content and major changes.

This also gives us the opportunity to start fresh with knowing what you all care about for us to fix and for you to let us know if we forgot anything important (or broke it again, whoops).

You can give us all your bug related feedback in our QA Site, we read it every day: https://questions.satisfactorygame.com/

Anything you post here will help us fix those issues in future patches!

Satisfactory 1.0 introduces alien tech and its best building tool yet

With the imminent arrival of Satisfactory 1.0 just days away, Coffee Stain Studios community manager Snutt Treptow teases some of the biggest additions coming to the factory-building sandbox game. Among them is a new way to access resources from anywhere on the map, a huge potential boost to your power reserves, and perhaps the most deeply satisfying quality-of-life feature yet.


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Satisfactory's top-tier quantum tech will let you transmute metals like an alchemist




Not too long ago Coffee Stain Studios posted a nice, quiet video flying over the "Quantum" machines that'll make up the final tier of technology in their first-person factory-building survival crafting game Satisfactory. Now, a second 20-minute video has explained almost everything about what that tech will do in-game...
Read more.

Only 2 weeks left until 1.0 Releases!

Summer may soon be over, but for some of us, that end couldn’t come any faster.

In just over 2 weeks, what has been an 8-year long development process and 5-year journey through Early Access will end, and Satisfactory 1.0 will finally launch on September 10th. While this date does not mark the definitive end for the game’s development, it is certainly a colossal milestone for our team as much as for our community, and one worth celebrating fondly. Today, we want to dive into a few more details about what exactly it is we’ll be celebrating, so without further ado: helmets on, Pioneers (as if you have a choice).

[h2]PHASE 5 AND TIER 9[/h2]



If you skipped physics back in school, now is the time to catch up. The main attraction of 1.0 will be the endgame, and we’re thrilled to finally be able to share that it comes in the form of a brand new fifth phase and ninth tier with a heavy focus on Quantum Technology! While many parts from earlier tiers will be relevant in progressing through phase 5, a bunch of new items are being added on top, almost all of them as complex to craft as their names are hard to articulate. With all these new toys available to you, your goal will be to give the Space Elevator one last run for its money and finish Project Assembly once and for all.

While we won’t share the juiciest details with you just yet, phase 5 is aimed to feel like a natural progression path continuing from phase 4, in terms of gameplay and advancements in technology. We’re also intending for it to add to the narrative beats coming in 1.0 (more on that very soon…), through many of the phase’s ongoing visuals and the logic behind how some of the machines operate. And as the icing on an ever more power consuming cake, we’ve also addressed some recurring feedback regarding a few things in the game. Perhaps the Mk.3 Miner was never the issue?

Finally, it is worth noting that with phase 5 introduced to the game, the no-longer-final phase 4 will have its requirements for completion relaxed. The previous requirements were placeholder and intentionally tuned to absurd numbers to deter people from completing it during Early Access, and that worked about as well as you’d expect considering the players we’re dealing with. The new requirements will be as follows: 500 Assembly Director Systems, 500 Magnetic Field Generators, 250 Thermal Propulsion Rockets and 100 Nuclear Pasta. FICSIT is expecting pristine performance, Pioneer.

[previewyoutube][/previewyoutube]

[h2]NARRATIVE[/h2]

In fact, more on that right now! The narrative of Satisfactory has been cooking in the oven for a long time. After receiving the initial wave of feedback from our first playtests, it was clear that players wanted a purpose as to why they were building all their factories and committing industrial takeover. Over the course of Early Access, however, we’ve chosen to not include a work-in-progress story in the game at all, to not show our hand early and reveal spoiler-y elements of the world before they are fully complete. Keeping the story under wraps has also allowed us to rethink how we approach it whenever it grew too big or ambitious, and to reiterate on it whenever we felt like a different style of storytelling in Satisfactory made sense.

So, let’s talk about what does make sense: the goal of the implementation of Satisfactory’s narrative is for it to be non-disruptive to the core gameplay loop, while leaving the world people have already gotten familiar with unchanged. Satisfactory is first and foremost a factory building game, and this narrative must fit that vision. Thus, there will not be any campaign mode to access from the main menu, nor a marked “main scenario” route to follow on your map etc., like players may expect from many other titles. There also won’t be any cutscenes that outright stop player movement or agency. There will be an ending to the game to work towards, but it won’t halt your building momentum or stop you from further progressing your factories in your session or save file - all gameplay elements will remain undisturbed.

Being this secretive about Satisfactory’s story for so many years has, naturally, also led to things changing about the narrative itself since its original conception. In fact, almost every detail we’ve teased about story specifics on various Socials has been changed. The broad strokes remain the same - Planet Massage-2(A-B) is still the same world you’ve come to know, and you’re still a Pioneer working for FICSIT. FICSIT itself has changed a lot, however, and characters such as Caterina Parks and Steve are no longer part of the game. Really, the only familiar aspect of FICSIT remaining is ADA, Vocaloid and all, because we’re not interested in finding out how fast our office will be torn to shreds (rightfully) by you all if ADA is ever removed.

Finally, Mercer Spheres and Somersloops, which we’ve labeled as story-related work-in-progress items in the past, will still have some connection to the narrative but their main purpose has been changed to also be related to factory building.

If you plan on experiencing the story together with others in multiplayer, it’s important to know that expository advancements that happen by completing milestones, phases or research are session wide. However, there are triggers in the world that also provide nearby Pioneers with exposition, and these will only be experienced by players in close enough proximity to these triggers when they are… well, triggered. If you’re not in the vicinity of these points when someone else approaches them, you will not experience that piece of narrative until you trigger that same element yourself, so go get exploring! 

[previewyoutube][/previewyoutube]

[h2]ACHIEVEMENTS[/h2]

Long requested, long awaited, long time coming, achievements will finally be a thing in Satisfactory as of 1.0! The list includes a healthy mix of achievements related to progression or milestones, with a nice chunk of exploratory ones and even a couple of memes thrown in as well. Make FICSIT raise their eyebrows - it may just be worth your time. 

A common question we’ve received is if achievements will retroactively unlock on your current saves. The short answer is that they will unfortunately not. The long answer is that since 1.0 adds or changes something in almost every progression stage in the game, it’d quite frankly be very clunky and weird to attempt to spot where players have met the criteria for certain achievements, and if those criteria can be considered equal between Early Access and 1.0. On top of everything else that 1.0 alters in the game from its earliest stage, achievements could be yet another reason to make a replay of the game worth it!

[h2]ALT. RECIPES AND HARD DRIVES[/h2]

We’ve changed how the acquisition of alt. recipes works in 1.0. Before 1.0, the system was disruptive to gameplay by how the MAM was essentially blocked while you had recipes pending to choose from. It was also quite unintuitive for newer players who might not know what alt. recipes they should’ve been going after and annoying for veteran players with its random factors.

In 1.0, there will be a separate tab in the MAM for hard drive research, where all drives you’ve acquired are listed. You can click between them as you’ve finished researching them, and thus freely hop between drives to inspect available alt. recipes without one drive blocking the next. On a certain drive, you’ll now have two recipes available instead of three, however you’ll be able to reroll the recipes shown to you once per drive, if neither of the initial recipes is a lucrative option. Rerolling a hard drive does render the first two recipes shown unavailable on that drive, however, so think carefully before hitting that button (at least I think it’s a button, it could be a lever)!

Furthermore, all recipes shown when researching or rerolling a hard drive will be recipes relevant to your current progression - you will only be able to see recipes that you can utilize. The reward pool will thus increase as you work further through tiers and phases. The number of hard drives in the world will also still be bigger than the amount of alt. recipes in the game, so it will be possible to unlock every alt. recipe there is! Have fun hunting!

[previewyoutube][/previewyoutube]

[h2]AND MORE YET TO COME…[/h2]

Do believe this simple Coffee Stainer when they say there’s still more to come. In fact, some beans won’t be spilled at all until the game is well in your own hands, but some processes just work best that way.

A question was recently asked within the office - “if you could go back to the start of development and relive it all, what would you do differently?” Putting aside the one guy who would’ve escaped everything to move to the mountains with only a fishing pole in hand, the most compelling answer was “well, nothing, really.” While the development of Satisfactory has been fun, challenging and at times turbulent, it has more than anything been an incredible learning process. We’ve been immensely proud of the game since its earliest stages, and we’ve trudged on with the deepest appreciation at how you all have received it. The rewards of this journey lie both in our personal growth and the fantastic people that have cared for our game along the way.

The trust in our process since the beginning allowed the game’s core to form. The application of lessons learned have shaped its shell going forward. And throwing the ball to you all’s court, and having it thrown back with added feedback, passion, critique, jokes and memes has allowed this game to come truly alive. Thus, I personally don’t think it’s an overstatement to say that revisiting the development process is not worth it in any scenario, first and foremost because of the risk of losing the genuinely fantastic Community that has flourished in and around Satisfactory thanks to the exchanges we’ve had with y’all with every iteration, misstep, goof and success we’ve experienced together.

So again, truly, thank you all. If there’s one thing you should take away from this spiel, here you go: 1.0 is our accomplishment.

Satisfactory dev confirms its final technology tier is coming in 1.0

Landing between the simple yet satisfying sandbox of Minecraft and the intricate simulation of Factorio, Satisfactory is the aptly named 'just right' meal of the automation building game world. Set to finally launch out of early access in September after five years, developer Coffee Stain Studios now confirms that we'll be seeing a whole new technology tier in Satisfactory 1.0.


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