Satisfactory
A first-person factory-automation game where you place miners, belts, and machines to build an ever-growing production line on an alien planet. The pressure is engineering, not survival, and there is no boss ladder.
Tiers and Space Elevator phases
| Phase | Delivers | Unlocks | Note |
|---|---|---|---|
| 1 Platform | 50 Smart Plating | Tiers 3 and 4 | Smart Plating is Reinforced Iron Plate plus Rotor. Your first real goal. |
| 2 Framework | 500 Smart Plating, 500 Versatile Framework, 100 Automated Wiring | Tiers 5 and 6 | Needs a steel line going. Build steady supply, not a one-time stockpile. |
| 3 Systems | 2,500 Versatile Framework, 500 Modular Engine, 100 Adaptive Control Unit | Tiers 7 and 8 | Manufacturer parts arrive. Oil, plastics, and computers feed this phase. |
| 4 Propulsion | 4,000 Assembly Director System, 4,000 Magnetic Field Generator, 1,000 Nuclear Pasta, 1,000 Thermal Propulsion Rocket | Tier 9 and the Employee of the Planet Cup | The late aluminum, nuclear, and particle-accelerator chains all converge here. |
| 5 Project Assembly | 1,000 Nuclear Pasta, 1,000 Biochemical Sculptor, 256 AI Expansion Server, 200 Ballistic Warp Drive | Launches Project Assembly, the ending | No tech unlock. The Ballistic Warp Drive is the longest chain in the game. |
Live 1.0 (released September 2024). The 1.2 update (June 2026) added weather, Game Modes, rebuilt vehicle paths, and Fluid Trucks, and shipped on PC, PS5, and Xbox Series S/X at once.
Top tips
- Automate early. Once a recipe is unlocked, let machines build it. Hand-crafting parts you could automate is the most common time sink.
- Learn the manifold pattern: one belt feeding a row of identical machines through splitters. It self-balances and is far easier to expand than a balancer.
- Watch your power. The whole connected grid trips if demand exceeds supply. Keep headroom and build Power Storage as a buffer.
- Build on foundations from the start. Snapping machines and belts to a grid keeps everything aligned and easy to extend.
- Get the MAM running in Tier 1 and scan for Crash Sites once Radio Signal Scanning is researched, but do not over-invest in Hard Drives on a first run.
- Do not stockpile Space Elevator parts. Later phases re-consume earlier parts, so steady supply lines beat huge one-time piles.
- Feed excess parts to the AWESOME Sink for Coupons and to keep lines from backing up.
- Plan around the two-axis gate: you cannot reach Tier 3 until you build the Space Elevator and deliver Phase 1, so build toward Smart Plating deliberately.
- Save Power Shards for the machines that matter, such as miners on pure nodes, rather than spreading them thin.
- Pick a beginner-friendly start. Rocky Desert is balanced and close to water; Grass Fields is flat but has impure nodes.
Guides
setups
- Factory Ratios quick
The starter production ratios on one page: ingots, wire, plates, screws, and reinforced iron plates, plus how to count machines and when to manifold.
- Alternate Recipes Worth Chasing quick
How the Hard Drive alternate-recipe system works, what the trade-offs are, and why a first run does not depend on it.
progression
- Tiers and Space Elevator Phases quick
The whole two-axis spine on one page: ten Milestone tiers, five Space Elevator phases, and exactly how each one gates the next.
- Getting Started quick
The first hours: pick a start, finish onboarding, automate the iron chain, get the MAM going, and build toward Smart Plating for Phase 1.
map
- Biomes and Resource Nodes deep
One hand-crafted island, 21 biomes, fixed nodes with three purities. Where the starting areas sit, where the late resources hide, and how the map shapes your factory's footprint.
systems
- Logistics: Belts, Splitters, and Manifolds deep
How solid items move: belt tiers, splitters, mergers, and lifts, and the manifold-versus-balancer decision that shapes every production line.
- Power deep
The hard constraint that runs your whole factory: how the grid trips, the generators by stage, water needs, overclocking, and the 1.2 daisy-chaining change.
- Trains, Drones, and Vehicles deep
Moving materials across the map: trains for bulk, drones for modest long-haul cargo, and the 1.2 rebuilt vehicle path system for everything in between.
- Fluids and Pipes deep
How liquids and gases move: pipelines and pumps, headlift, packaging fluids onto belts, and the 1.2 Fluid Trucks that move liquids without pipes.
- MAM, Exploration, and Hard Drives deep
The parallel research track: what the MAM unlocks, the collectibles that feed it, and how 118 Hard Drives turn exploration into alternate recipes.