

Satisfactory
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Satisfactory
Satisfactory combines first-person factory building with exploration and combat on an open alien planet. Gather resources, design multi-story facilities, and automate production using conveyor belts, vehicles, and pipes. Steam players rate it 97%% positive across 236,407 reviews. Released September 10, 2024. The interface is available in Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese-Brazil, Russian, and Ukrainian.
Credits
Lowest recorded in 36 months
$14.992024-03-28 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-16
02Before you buy
Solo or together
The Steam PC version offers single-player, co-op, and multiplayer. Build factories alone or with friends.
Language
English has full audio; other supported languages have subtitles. The game lists 13 interface languages on Steam.
03Frequently asked questions
What do you do in Satisfactory?
Explore an open alien planet, gather resources, and build factories from a first-person perspective.
Can I play solo or cooperatively?
Yes. The Steam PC version includes single-player and co-op with friends.
How do transport and automation work?
Trucks and trains can be automated, while pipes transport liquids.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I'll start mining this iron ore and then I'll go to bed. Hmmm, I should start making copper wire, but then I'm definitely going to bed. I better make sure they get stored, but then I'm definitely going to bed... promise. I better add more power, but then I'm definitely, absolutely, going to bed! Promise x 10. I just have to add some splitters, but then I'm DEFINITELY, ABSOLUTELY, going to bed... promise... times infinity... +1!!! ★★★★★★★★★★Show moreShow less
Satisfactory is not a bad game. But i sure as hell can not recommend it. The high ratings puzzle me. The game is tedious, frustrating and feels like it intentionally slows you down a lot of the time. I'm a big factory building fan, so it's not a problem with the genre. There is a difference between spending 50 hours in Factorio, designing a modular nuclear reactor you can re-use over and over, or spending 50 hours in Satisfactory just placing down stuff manually. For a game about automation, Satisfactory consists of mostly all manual effort. Factory Building: A lot of convenient objects and features are missing. No signs to label things. No GUI overlay to help identify which constructor produces what. No junctions for hypertubes. Sorting is not available early-game. No Logic. A lot of little, important things like that. You cant even limit how many items go into a container. Gotta fill the other slots with sticks and stones if you want some additional stacks, but then forget about connecting that container to a belt in the future. I'm not a fan of clipping objects. "Belt too steep" or "Belt has an invalid shape" are common things to read. So why is it okay for belts to literally clip through each other? This is not an exploit either, simply the default behavior. It causes real problems as well. Sometimes you place things that appear perfectly connected, just to later notice they are not working because the belt goes from A to B while your merger just sits at the perfect location, but attached to the ground instead, with the belt clipping right through it. And monorail track placement gives me nightmares. Manual Effort: There are basically no convenience features. Nothing you can do to speed up building stuff. Blueprints would be really helpful. But at the very least give us something to speed up building. Need a 100x100 concrete platform? That's 10.000 individual object placements and there is nothing you can do about that. Remember this is a factory building game. This is not an exaggerated example. Let me just name one more example for how problematic this is. A single MK5 belt can transport 780 items per minute. Say we wanted to turn that into iron rods, which happens at a rate of 15 per minute per constructor. That is 780/15 = 52 constructors. Together with about the same amount of splitters, and mergers, a couple douzen power poles or so, and of course the belts to connect it all. Each of which is to be placed manually. But that's not all. The recipe for each individual constructor has to be set individually, inside the GUI of the corresponding constructor. Not just that; every single power line connecting any power poles or consumers, has to be placed manually as well. Every. Single. Powerline. Let that sink in please. Animations / Delays: Animations are mostly well done, but pretty long. Usually this is not a problem, except when it is. Loading or unloading a train? That's 25 seconds each. Drones are even worse. But that's fine as those are meant for long distances anyways. What's not fine is that these animations actively lock up the stations. While loading a train, a station does not accept items. While unloading a train, a station does not output items. This seriously messes with calculations. The only proper way to guarantee a constant output is using a container as buffer, which effectively halves the output ports, thus doubles train length and with that the amount of stations required. Did i mention how huge these are? The 100x100 platform example was not an exaggeration, but an understatement. Map: There is only one map, with four spawns. To be fair the map is quite large and definitely beautiful. This still heavily reduces replay value tho. The ressource distribution, unless randomized, is also questionable. We only had normal and impure ressources around our spawn, leading us to believe pure ressources were quite rare - which would make sense. We then later found huge clusters of pure ressource nodes close to each other. Using boosters on those, they are basically easily enough to fill all your needs - and we are talking about quite a large factory already. A lot of the problems i have with this game feel like they are intended to slow the player down. Which may be related to just having one single finite map. My biggest complaint about the map however, or rather minimap, is how you do not see any of what you build on it. I mean, cmon? There is a huge satisfaction in seeing your factory grow on a global scale, covering large parts of the map. But there is also practical use to this, for planning where train tracks may end, or seeing in a distance where you would connect things together and so on. None of that is possible. Map Traversal: Expect to run a lot. Our starting base A and our later main base B was separated by a good 10 minutes of walking, on a flat and mostly straight path we build for that purpose over the ocean. We later connected most of the important locations using hypertubes. Using entrances as boosters (likely not intened but fun), you can reach ridiculous speeds and cover the same distance in 20-30 seconds. So what about some place C in the middle? There are no official hypertube junctions. Cmon, who implements a tube network without thinking about junctions? I managed to work something out, but considering how bad high speeds already work in multiplayer, proper junctions shouldnt be an afterthought. Vehicles: Vehicles suffer from several problems. They are slow, considering the distances. For automation this is fine, for personal travel it's not. Some of them handle extremely unwell. I managed to 180° nose-flip the 6-wheel 10-ton-looking Truck on a flat road with low speeds by hitting a pebble. Trains were one of my biggest disappointment. With 120 kmh they are the fastest ground based vehicles. For personal travel to feel enjoyable you may as well double that tho. But that's not why they are disappointing to use. Steering is - or rather how you cant do that. Yeah, you read right. In order to change directions you have to brake the train to a full stop, get out of it, manually pull a lever which spawns on junctions to switch "default directions", get back into the train and accelerate again. The animations for accelerating and braking are nice, but it takes soo much time to do so. And as such it is insanely impractical to use trains for anything except a pre-setup path from A to B. The autopilot does not care about the levers, so they basically only exist to annoy and discorage players. Who in their right mind thought this was a good idea? Equipment: Let's ignore hand-slots as those are mostly for combat. There is one single body slot. In this slot you can either equip your "running shoes", jetpack, gas mask or hazmat suit. Did i mention how slow travelling feels? Wouldnt it be nice to have faster movement speed while also being able to slightly float upwards? Or not suffocate in the poison gas covering half the map? Or not die of radiation poisoning when you run past uranium? Every time you encounter one of these situations you have to switch out your current equipment. Which also means you have to carry them all around. Let us combine them. Or give us at least 2 body slots. It's not like these items are OP either. The jetpack only covers a couple vertical meters and needs fuel. The gas mask requires filters, and so on. Other: Performance is not the best, could be worse tho. Autosaves, once your factory grew enough, just completely freeze the game for a second or two every five minutes. Game crashed a hand full of times in our playthrough. Multiplayer has certain problems, but considering everything else works decent. TL;DR: Why are you here. Read one of the short one-liners telling you how great the game is. Or read the above.Show moreShow less
SPOILER-FREE, HONEST REVIEW FROM 600+ HOURS EXPERIENCE ON EPIC Often-Asked Questions Is there multiplayer? Yes, up to 4 players, drop-in-drop-out, peer-to-peer. Dedicated Servers for Experimental Version Currently. Can I crossplay multiplayer with Epic versions of the game? Yes. And you can link your Steam and Epic friends lists together if you'd like. How does this game differ from Factorio? Both games have enemies and combat, but you don't need to defend your base in Satisfactory. Think of Satisfactory's challenge more like clearing out biters from strategic resource deposits. Ore deposits in Satisfactory don't run out like they do in Factorio. The challenge is finding new Iron Deposits so you can make X Motors/minute. Did I miss something? Oh right, the game has an entire extra THIRD DIMENSION. What more could you possibly want? But the third dimension greatly differentiates the logistics challenges between Factorio and Satisfactory. Are there player "levels"? Can I fall behind my multiplayer friends? No! When you join a multiplayer game you have access to the technologies unlocked as part of that save. If you join a different game, you'll have access to THAT game's technologies/progress. Is Early Access buggy? Bugs are few and far between in the Early Access branch, and the developers have been quick to fix any game-breaking or frustrating bugs as the result of a new update. Is there a story mode? Not yet, but the developers have hinted at story elements being added to the game in the future. There IS a tutorial that walks you through concepts in the game, and then progression and exploration is left up to you! Is there procedural map generation? No, but that's a good thing. The continent is 30 square KILOMETERS and every inch was hand-crafted by humans. It takes 18 MINUTES to walk from one corner to the next. Only the most dedicated players will experience the entire planet in a single playthrough, or you could play the game 20 different times for 20 different challenges. And from the moment you land on the planet, you're given an open-world to explore: there are hidden caves, easter eggs (made by the same devs as Goat Simulator, so you know it's gonna be good), optional jumping puzzles, unique resources to collect, alien creatures both friendly and aggressive, and more. Are there mods for the game? Yes, there's an growing third-party modding community (I use mods every day to record YouTube tutorial videos). As I write this review, it's not clear if Satisfactory on Steam will use the Steam Workshop, or some other method. Are there resources to help me if I get stuck or need help? TONS! There's an official wiki run by the game's developers( https://satisfactory.gamepedia.com ) - careful, there are a lot of spoilers there, I run a YouTube channel with clear, no-BS tips and tricks to help improve your factories( https://www.youtube.com/maxthecatfish ), and there's an active streaming community on Twitch as well ( https://www.twitch.tv/maxthecatfish ). I Enjoyed X, is Satisfactory for me? Minecraft w/ Factory Mods - ABSOLUTELY Factorio - Yes Oxygen Not Included - Probably Rimworld/Terraria - Maybe Long-form Review Some background: I've played Factorio, Oxygen Not Included, Rimworld, Terraria, Minecraft, all extensively. I love think-y games like these and others, and Satisfactory provides so much more. Satisfactory fairly compared to Factorio - both are factory building games that reward players for designing well-tuned factories. Place a miner over some iron, smelt it into iron bars, craft those iron bars into iron rods, turn those rods into screws, combine those screws with some iron plates and you've crafted your first Widget. Now craft hundreds more and combine your widgets into a MEGA WIDGET. So on and so-forth. If that sounds boring to you - picking yourself up by your bootstraps and literally building up civilization from scratch - then you might want to stop reading here. That said, many of you have likely played Factorio, or adjacent games like Oxygen Not Included and are wondering if it's worth letting go of a few more of your [Insert Local Currency Here] for a similar game. But what sets Satisfactory apart from Factorio is that it brilliantly combines the thoughtful puzzling of a factory builder, with the sheer joy and excitement of an open-world exploration game. In Satisfactory you might spend equal time tuning and designing your factory as you will exploring the continent hunting for unique resources, upgrade modules, and staring at awe at the planet's 20 hand-crafted biomes. The game gives you the tools be creative with your designs, too! Want to build a factory that looks like a sprawling megacity? Do it! Want to create a regal Grand Central Station for base? Go for it! Want to litter the countryside with phallic effigies?...technically possible! But the beautiful thing is that you don't HAVE to do any of these! Or, you can do them all – whenever you want. The game as it stands is entirely open-ended and relatively stress-free, from the moment you gain control of your character you can do whatever you’d like, go wherever you’d like, and that freedom is…exhilarating! If you simply want a factory building experience without the explorative aspects of the game, you can have that. If you want a sandbox to build in then – in all honesty - Minecraft might be more your style - but you can ALSO accomplish that in Satisfactory with the right mindset. The game provides both mental and dexterity challenges but you can bypass each of these in creative ways using the tools at your disposal in ways that feel authentic to the gameplay experience! But the game does have a tendency to feel lonely. You’re the sole human inhabitant of this far-off planet. And other than snuggling with your pack of “Lizard Doggos” or the voice of A.D.A. – the player’s snarky AI assistant - in your helmet, you’re on your own. Unless…you bring some friends! Satisfactory offers drop-in-drop-out peer-to-peer multiplayer across both Steam and Epic versions of the game and the developers have mentioned that Dedicated Servers will be added to the game sometime…soon™. Until then, up to four pioneers can build together, fight monsters together, plan factories together, rebuild factories together, yell at each other for rebuilding that part of the factory without consulting the others, delete a pivotal conveyor belt out of spite for being berated by your friends, then go off and form a NEW factory, with NEW and BETTER friends who know that conveyor belts should be build at 90 degree angles and how DARE you even CONSIDER using the default recipe for crafting screws when the steel screw recipe is obviously superior in both throughput and resource requ- On second thought, maybe the single-player experience is best for you. I kid, of course – it’s a nice change of pace to experience the full breadth of the game with your friends. And for the most part the multiplayer experience in Satisfactory is smooth. The game IS still in early access and there are a number of known bugs and issues, but all-in-all the game has been relatively bug-free and that’s an accomplishment worth praising these days. The game's team is incredibly communicative , and the community has responded in-kind with community-driven resources like satisfactory-calculator.com and the ficsit.app unofficial modding community. If you enjoy think-y challenges and building structures in a massive open-world, you'll enjoy Satisfactory. If you want an FPS-forward adventure game, look elsewhere. But if you'd like some factory building mixed in with planet exploration mixed in with a bit of combat, you should absolutely consider buying Satisfactory.Show moreShow less
So, I have been waiting for this to come out on Steam since it was originally announced on Steam. Then it was pulled from Steam and sold as an exclusive on Epic. That irritated me, but that's fine. I'll just wait to buy it on Steam because that's the platform I like to have all of my stuff through. So, release day rolls around for Steam and I'm all excited... to find that Epic Online Services are required as soon as you click the acknowledgement that the game is in Early Access and they may collect some data. No explanation of what data exactly is going to be collected, but rather just a blanket "we suuuuurely couldn't identify you" wink wink nudge nudge statement. Crap like this is what really makes a publisher seem too shady to trust. If you're taking hardware specs and hours played, cool. Tell me. If you're taking my IP address and other info... yeah... no. TLDR: Can't trust people that don't tell you what they're doing, and this is an Epic case. --== 06.09.20 - After doing some research and reading some of the comments, I think I had a knee-jerk reaction. I've seen a lot of games that have done the same. I'll be repurchasing and giving it another shot. Thank you all that gave constructive feedback. That's what I was really hoping for.Show moreShow less
70 years old and this is my first game. Still building hand eye coordination, but WASD is a new concept for me.Show moreShow less
Satisfactory is not a bad game. I'll go right out and say it first as many would probably be surprised by the down vote on the review. In truth, it plays well. looks pretty and does exactly what it intends to do. Thing is though, Satisfactory, like any production chain game requires a certain mindset to enjoy and that's on the player side to contribute. Fact is, I'm not such a player who can enjoy setting up efficient factories to produce parts to produce more complex parts... for no better reason than you can. I require that these things have PURPOSE. Like terraforming the planet. Building a colony. Defending against alien attacks. Being a glorified line worker is, at least to me, NOT FUN. So yeah steam stop bugging me about if I'd recommend this to my friends, cause yeah I can't. This sort of game frankly annoys the piss out of me. Had I not tried to see what people hyped the hell out of this title I'd have returned it at the two hour mark. So in conclusion. Satisfactory is NOT a bad game. I'm just not its target audience. /edit for autumn saleShow moreShow less
Finally, I can uninstall Epic Games Launcher.Show moreShow less
Okay initial knee jerk frustration review due to piles of stress is gone. 1. Yes you do have to link your Steam ID and connect with multiplayer through Epic Online Services. 2. You are required to do this from the title screen once you click past the screen acknowledging that this game is early access. This is required of you even if you are not planning on playing multi-player at all but serves as essentially a way to verify you actually own a copy of the game as well. 3. It should be noted that this is not requiring you to create an Epic Games Account. EOS and EGA are separate things, but one way of linking your Steam ID is also through linking it to an already existing EGA if you already have one. 4. None of which is mentioned anywhere on the store as a requirement but is assumed as something you must do given this game first released on the Epic Games Store. That's a terrible assumption to make and should have been clarified so as to avoid all the negative fallout that has resulted from people stumbling into this fact without warning. This is clarification of what is going on, you need to tie your Steam ID to Epic Online Services by sending your Steam ID over through their servers. You are not required to make an Epic Games Account(even I in my initial knee-jerk did not conflate the two as the same).Show moreShow less
Short version: This game rules. Long version: This game rules. If you don't buy it you should consider eating a fart from a butt instead because it's more your style.Show moreShow less
THE SHORT OF IT I'm going to echo almost every other negative review - the building mechanics are unsatisfactory and in the mid-late game, become a massive problem. No ability to copy/paste or mass-build or create blueprints means that you need to lay down every building, conveyor belt, and piece of foundation by hand. At the beginning of the game this is a manageable ask, but it quickly spirals out of control as you gain access to higher tier items with higher resource requirements. Each smelting setup is exactly identical, with minor adjustments based on amount of input. Rebuilding the same balancer to smelter to balancer to constructor layout for the nth time is not fun. Most egregiously, there is no way to set buildings en masse. You must individually set each building, sometimes numbering in groups of 30+, with the same settings. Around 75 hours into this game now, disillusioned over the sheer amount of time it will take to build just the foundation of a new factory to build critical mid/late-game components, I have lost interest in placing down yet another grid of foundation piece by piece and then manually plonking down each and every building. Additionally, I am massively disappointed to find that the trains in this game have no signals. THE LONG OF IT Factory and automation type games all have one thing in common - ratios and scale. Logistic networks scale up over the game's playtime and with it the players access to and ability to transport and use resources. The meat of an automation game is designing the factory that makes use of these increasing numbers of resources. While the player starts off picking up resources and crafting them by hand, they soon gain access to the ability to automate all the processes they once did manually, allowing the player to focus on larger scale problems. This is the purpose of automation, to alleviate the human of work. The issue with satisfactory is that it is missing the final piece of the players progression. The player never gets to automate away the problem of placing down 40 smelters and their accompanying power poles, wires, conveyors, and splitters/mergers. The player must also connect every piece with conveyor belts or pipes, and manually set every single machine to tell it what item it should smelt/combine/fabricate. While at some point in the game it is good to have the player in the weeds of the construction of their factory, it is eventually nothing more than a distraction from the macro-level organization of an at-scale factory that produces and consumes resources and components without any waste or excess. This final point of progression is, in my opinion, a non-negotiable when it comes to factory style games. I reached tier 6 of the 8 tiers of upgrades the player gets, still had no access to any sort of copy/paste or easier building abilities, and caved in to look through the wiki to see if such an ability would be available in tiers 7 or 8. With a resounding "no" as my answer, and several forum posts rebuffing the idea and suggesting the developer was actively against it, I decided I'd put down the game until somebody comes to their senses and provides a solution to the endless chore of placing down foundation and tiles of identical buildings. As an example, my power system is comprised of 12 identical rows of generators, every single row had to be manually connected and built piece by piece. Due to this, instead of having one row that I could test and debug until it ran at 100% efficiency, with a defined input/output and then copy that 12 times, I had to build each row and test them individually. Several of the rows had issues due to misplacement or minor variance from other rows, a natural consequence of placing each row manually. This took an unreasonable amount of time to set up. But it might have actually been worth it, at the end of the day, to sit back and look over the fruits of my labor, my power system now automated, had it not been soured by the fact that I would have to do it all over again, with an almost identical setup built by hand, when the factory starts to exceed my power production. I suppose that at least one criticism of adding this feature is valid - its addition to the game would slash the playtime massively. Which, in my opinion, speaks more to the lack of content than it does to the impact of a crucial feature. Though my negative review hinges almost entirely on this one issue, there are other contextual factors that push it over the edge from "this is annoying" to "I wouldn't recommend you play this game". They can be summed up as follows: - It's a huge pain to set up any kind of factory, since you are on the ground, and your factory sprawls across a large 2D plane. Without a top-down view you cannot easily place buildings and conveyor belts. There are some remedies to this issue, like getting a higher vantage point to simulate a top-down view. But ultimately that just limits your ability to precisely place smaller components, and large buildings that block your viewpoint or compact designs become intractable to build from high up. It then becomes an agonizing game of climbing up and down a tower to slowly build the factory. - Exploration is meaningless. You have a device that can, with enough research, scan for every important resource or collectible on the map. No need to explore, simply scan for what you're looking for and head in that direction. Even then, for all the various biomes and sections of the map, there is a vanishingly small cast of uninteresting enemies to face, in yet another installment of "games where the combat is the worst part" and "games where the only dangerous enemy is gravity". The map provides no intrigue or desire for exploration, it's mostly just empty space with the same 5 enemies and optional resources haphazardly scattered throughout. It's no surprise that players have turned to an exploit for fast traveling across the world, because wow is it dull to travel through. With the abundance of building material, you can Fortnite your way over or around any obstacle. For a game with a map that has been made by hand and with purpose, among a sea of games that procedurally generate their map, I sure do prefer to not interact with it at all. - No signals for the trains. This is petty but still, very disappointing. The monorail trains are glorified conveyor belts. I don't want to harp on these issues too much, however, as the game is early access and I knew when buying it that it would be unfinished. But I would not recommend you play this game until it implements more features for building. Save yourself the hours of plonking down identical rows of buildings and wait until the game is more mature and has proper solutions for this problem.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.