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Satisfactory

Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Play alone or with friends, explore an alien planet, create multi-story factories, and enter conveyor belt heaven!

Verdict

Verdict coming soon: the jury is still reading

Buy, Wait, and Skip land in the next pass. Nothing on this card can be bought.

Player sentiment

Player sentiment is from Steam (PC) reviews.

All time

97.3%

280,217 reviews

12 months

96.7%

31,024 reviews

90 days

96.6%

5,620 reviews

30 days

96.2%

1,345 reviews

Stable-0.2 pts versus the previous 90 days

Review history

050100

Bars are review volume. The line is the positive percentage. Periods under 10 reviews are faded.

What players are saying

Positive

  • this game is so good i bought it again (ive played it since update 3, but on epic cause the game was only on epic, so +1900h playtime) yes this game is that good 2000h fun for ~24€ (0.02cent per min) yes we calc that, after this game u will calc EVERYTHING in parts per min now have fun, stay efficent, ficsit is waiting :)
    119h 17m played at review · 5 Sept 2026
  • I went into Satisfactory expecting to get bored of it pretty quickly. Factory games aren't normally something I play, and I'd never played one before. Instead, I was surprised by how ridiculously addictive it became. The basic loop of building production lines, figuring out where something is going wrong, improving efficiency, and then inevitably tearing apart my spaghetti and re-kajiggering everything kept me constantly engaged. Hours just disappear because there's always another problem to think through or another part of the factory I want to improve. It's also a surprisingly chill game. It can get complicated as hell, but most of the time I wasn't stressed, I was just thinking. There's something extremely satisfying about coming up with an idea, building it out, and eventually watching the whole mess actually work. I'm definitely not playing optimally, but figuring things out for myself was a huge part of the fun. I also thought the world looked gorgeous from the beginning. This is honestly one of those games that's much more fun to play than it probably looks to watch because so much of the enjoyment comes from having your own brain occupied by whatever ridiculous system you're trying to build. There are some annoyances. Certain systems felt less intuitive than others, particularly pipes, and the ladder mechanics are weirdly wonky. I had enough trouble reliably getting onto ladders that they could actually get me hurt or killed, which feels pretty silly for something games figured out a long time ago. I've also had plenty of moments where some part of my factory wasn't behaving how I expected and figuring out why became frustrating. The early juggling of power and fuel had me constantly dealing with blown fuses and running around trying to keep everything operating. None of that came close to outweighing how much I enjoyed the core factory mechanics, though. This definitely isn't going to be for everybody. If the idea of spending a huge amount of time making resources so you can make other resources, staring at production rates, rebuilding things, and trying to squeeze more efficiency out of an increasingly absurd factory sounds boring, it very well might be. I thought I'd find it boring too. Instead, I've enjoyed it immensely. It's super engaging, extremely addictive, and just a really fun game to sit down with and lose hours to.
    135h 18m played at review · 20 Sept 2026
  • 700 hours later, I wish I could complain about something in this game, but unfortunately, Ficsit would penalize me for not being efficient enough. Anyway, you should buy this game. Do this for humanity. And for the puppies and kittens.
    772h 48m played at review · 13 Sept 2026
  • after 460 hrs. i beat the game in 296 hrs. on my main save. its 4:18am and i haven't drinkin water in 10 hrs. 100,000MW of power. only belts and drones. it is finished. but it has just begin. i plan on 100% the game on the save and then starting a new one where i will use everything and take my time building and planning. I did quit after my first 75hrs. for alittle bit. it was hard. then i just pushed threw it. im part of the 6% that finished Phase 5 and that's crazy. I'm going to bed now.... just buy the game....
    459h 3m played at review · 15 Sept 2026

Negative

  • Developed by people who think that tedious repetitive and frustrating manual work should be a part of automation game. Exploration serves no purpose except discovering new recipes (could as well be a part of research). Enemies serve no purpose except being annoying, There is no real challenge compared to other factory/automation game. The only time you have to think for a bit is while you calculate good production ratio initially. Your patience is the only thing which is challenged here. No, the extremely limited blueprint system does not solve this problem. Trains are just glorified belts without any possibility of fine tuning. Do not treat it as an automation game. it's more of a building game with a factory theme. With building interface and controls making you loose your last brain cells.
    639h 16m played at review · 17 Sept 2026
  • Too many bugs. I would LOVE to give this game a good review, but I just can't because of all the issues. Hell, my server keeps crashing as of recent when my friend plays, so guess there goes our fun!
    221h 31m played at review · 13 Sept 2026
  • if u have goals in life wish them goodbye this game is so good and fun dont play it
    24h 17m played at review · 11 Sept 2026
  • I wanted to love Satisfactory. Sincerely. I like building systems. I like optimization. I like figuring out how things interact. I love games that reward exploration, experimentation, and understanding. On paper, Satisfactory was the game for me. Instead, I have rarely played a game that does such a poor job of teaching the player its own basic language. My problem is not that Satisfactory is complicated. Complicated can be fun. My problem is that it repeatedly hides simple, foundational rules behind trial-and-error, vague feedback, and unintuitive interaction design, then seems to expect the player to treat discovering those rules as gameplay. That is not meaningful experimentation. Outer Wilds is built around exploration and discovery. The Witness teaches its rules by letting you observe, hypothesize, test, and understand. In those games, not knowing something is part of the experience. Your confusion creates curiosity. Satisfactory gives you a deterministic engineering system where A + B = C, then somehow fails to explain what A and B actually do. Early examples from my playthrough: The Equipment Workshop was hidden in a menu category I would never intuitively associate with it. Portable Miners are crafted as equipment, manually equipped, and deployed by hand, while Miner Mk.1s are buildings with conveyor outputs. The game barely establishes the distinction. Power was especially awful. I naturally assumed that once a machine was connected to a powered network, I could continue the connection through it. Nope. Early machines are electrical endpoints. Power Poles are the distribution nodes. That is a completely reasonable rule — once somebody tells you the rule. The game instead rewarded me with “No empty Power Line connections” and left me to reverse-engineer what that meant. Production lines and power networks are two completely separate topologies. Again: simple concept. Explain it once and I understand it forever. Instead I spent far too long figuring out something that should have taken one tutorial sentence. Then I discovered conveyor belts have fixed direction and two sections built toward each other cannot simply connect. The arrows apparently communicate this, but the game never taught me that those arrows represent a hard connection rule. So another completely reasonable action fails until you learn yet another tiny undocumented convention. Then there are Constructors, Smelters, recipes, manual buffers, inputs, outputs, and automation chains. None of this is intellectually difficult. That is precisely why it is so irritating. I kept hitting walls, asking “what obvious thing am I missing?”, learning the rule, and immediately understanding it. Over and over. That tells me the problem is not complexity in the game. The problem is communication. The early game should teach players how to play the game. Instead I got a tiny tutorial and frustration for hours. Satisfactory seems content to hand you fifty puzzle pieces with minimal explanation of how they interact and call the resulting confusion “experimentation.” And that actively damaged my desire to explore. Once I finally got one production line working, I did not think, “Awesome, let’s go find another iron deposit and expand!” I thought, “This finally works. I am not touching it.” That is catastrophic design for a game built around expansion. The game conditioned me to associate experimentation with the possibility of another obscure interaction rule or another piece of UI nonsense. Expansion started feeling like a ♥♥♥♥♥♥♥♥ tax instead of a reward. That is the exact opposite of what a sandbox should accomplish. I also find the early narrative motivation incredibly weak. Games do not need huge cinematic stories, but they need something that makes me care about progression. The Entropy Centre, Outer Wilds, Inscryption, The Stanley Parable, even something like Road 96 all give me reasons to wonder what happens next. Satisfactory's early motivation felt like: Make thing so you can make machine that makes more thing so you can unlock machine that makes next thing. Apparently, for a lot of people, making the factory bigger is sufficient motivation. That's fine. Clearly this game has an enormous and passionate audience. But I cannot understand why the onboarding gets such a free pass. And before somebody says “you just need to play longer,” that is part of the problem. I should not need 20 or 30 hours before a game begins justifying my time. Superliminal is basically finished in four hours and I would call it an S-tier game because nearly every minute earns its existence. A long game does not get an interest-free loan on my attention. The most frustrating part is that I can see the game I thought I was buying underneath all of this. Huge factories. Efficiency problems. Logistics. Optimization. Creative construction. Increasingly ridiculous technology. I can absolutely understand how that could become addictive. But Satisfactory has done such a poor job of getting me there that I have gone from wanting to love it to actively resenting it. I even came back for a second attempt months after initially bouncing off it because the reviews were so overwhelmingly positive that I assumed I must have missed something. I kept giving the game the benefit of the doubt. Maybe I skipped a tutorial. Maybe I misunderstood the intended playstyle. Maybe trial-and-error is supposed to be the point. Maybe the next unlock is where it clicks. Eventually the game has to participate in its own defense. I do not need a game to hold my hand. I need it to teach me its grammar so that I can use that grammar creatively. Teach me the foundational rules, then leave me alone and let me experiment. Satisfactory instead repeatedly made me experiment just to discover the foundational rules. That is tedious, not deep. Maybe the later factory game is incredible. Maybe people with 500 hours genuinely adore optimizing conveyor networks for their own sake. Good for them. But at this point I would rather spend my free time playing something that makes me curious, makes me laugh, tells me something interesting, gives me meaningful choices, or simply respects my time. Satisfactory has mostly made me ask: “Why the ♥♥♥♥ wasn’t that explained?” Over and over and over again. FICSIT? At this point, ♥♥♥♥♥♥. Not recommended.
    11h 50m played at review · 22 Sept 2026

Available on

Availability only. Player sentiment is from Steam (PC) reviews.

Genres

Price
£23.45
Release
2024-09-10
Developer
Coffee Stain Studios
Publisher
Coffee Stain Publishing

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Creator coverage

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Where to buy

Steam, plus partner stores where a link has been added. Partner stores are labelled Affiliate.

Method

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History window
2020-06-01 to 2026-10-01
  • Under 60 minutes played at review: 0
  • Under 20 characters of text: 0
  • Received for free: 0

Sources: Steam.

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