
Factorio is a game about building and creating automated factories to produce items of increasing complexity, within an infinite 2D world. Use your imagination to design your factory, combine simple elements into ingenious structures, and finally protect it from the creatures who don't really like you.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3266 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Geil
peak factory game
Uno de los mejores juegos de la historia, poco más que añadir.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best KR #59, worst DE #98 · 7 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Hungarian, Dutch, Norwegian, Polish, Portuguese - Portugal, Portuguese - Brazil, Romanian +18 more
Hours played at review time, across 3.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
:)
e anche istruttivo e ben fatto
The Factory Must Grow. The Factory Must Grow. The Factory Must Grow.
Плюсы Глубокая автоматизация и логистика. Суть игры — строить цепочки производства и доводить их до идеала: конвейеры, манипуляторы, поезда, дроны, схемы на комбинаторах. Это даёт почти бесконечный простор для оптимизации и «инженерного творчества». Высокий уровень реиграбельности. Можно пробовать разные подходы: компактную «спагетти‑фабрику» на старте, модульное строительство, полностью железнодорожную логистику или даже построить в игре полноценный процессор на логике. Плюс — огромное количество модов, которые добавляют новые механики, ресурсы и цели. Чёткие вехи и понятная цель. Базовая кампания ведёт к запуску ракеты, и каждый этап (от печки и парового двигателя до ядерной энергетики и дронов) ощущается как реальное достижение. Это помогает не потеряться в хаосе автоматизации. Система чертежей. Позволяет копировать и масштабировать постройки, что сильно упрощает развитие и эксперименты: можно отработать схему на тестовой площадке и быстро развернуть её в большом масштабе. Отличная оптимизация и стабильность. Игра годами доводилась в раннем доступе, и сейчас работает стабильно даже на скромном железе, а на больших фабриках хорошо держит производительность (при грамотной архитектуре). Сильный «залипательный» эффект. Factorio умеет затягивать: хочется ещё чуть‑чуть докрутить линию, добавить пару модулей, перестроить развязку поездов — и внезапно проходит полдня. Учитывая твой интерес к сложным механикам (как в CRMP/SAMP или Diablo), тут тоже много «слоёв», которые раскрываются со временем. Минусы Очень высокий порог входа. Даже с обучением первые часы сводятся к методу проб и ошибок: неправильно поставленный конвейер ломает всю цепочку, а нехватка ресурса может остановить прогресс на часы реального времени. Монотонность на ранних этапах. Старт довольно «грязный»: много ручной добычи, беготни и примитивных решений, пока не появится нормальная автоматизация. Для кого‑то это часть очарования, для кого‑то — скука. Враги могут мешать прогрессу. Жуки (biters) постоянно расширяют гнёзда и атакуют, заставляя тратить время на оборону, стены, турели и артиллерию. Если хочется чистого строительства без стресса — это ощущается как помеха. Легко уйти в «микроменеджмент» и перфекционизм. Можно бесконечно перестраивать одну развязку или балансировать потоки, вместо того чтобы двигаться дальше. Из‑за этого прогресс иногда почти останавливается. Неудобная работа с большими фабриками. На поздних этапах карта превращается в плотный узор из конвейеров и труб, где легко запутаться. Интерфейс не всегда помогает быстро найти узкие места или понять, где именно не хватает ресурса. Отсутствие сюжета и «человеческой» драмы. Если нравятся истории, персонажи и эмоциональные повороты (как в Crusader Kings или RPG), Factorio покажется сухим: тут только ты, фабрика, ресурсы и жуки.
300 hours. And honestly? That's barely past the tutorial. That's just the point where I stopped feeling like a total noob and started realising that trains don't have to be straight lines. Factorio is one of those games you've heard everything about: "it's addictive", "it's all about optimisation", "it'll eat your life". And yeah, all true. But nobody tells you how it works. You start manually mining coal, thinking "alright, I'll mess around for an hour", and six hours later you're sketching belt balancers on scrap paper because your green circuit module is bottlenecking and you can't focus on anything else until it's fixed. There's no fluff. No cutscenes, no forced quests, nothing that gets in the way of the one question that matters: "how do I make more, faster, cleaner, and with less manual fiddling?" Every new tier — from steam engines to nuclear, from yellow belts to bots, from manual driving to remote blueprint placement — reveals layers you didn't even know existed. And when you finally launch that first rocket? That's not the end. That's the moment you realise you've built a beautiful mess, and now you get to rebuild it properly. Special shoutout to trains. If you think they're just transport — no. They're a whole puzzle with signals, chain signals, stackers, intersections, and the occasional biter-related derailment. Getting a 4-way crossing to work without deadlocks is more satisfying than most game boss fights. Combat isn't the main dish, but it adds just the right amount of pressure. Early game they're annoying, mid-game you learn to use them as a driver for military tech, and late-game you're shelling whole nests from an artillery wagon, feeling like a minor war criminal. In a fun way. Mods are a whole universe. The fact that the devs hired one of the big modders to work on the official Space Age DLC tells you everything about how alive this community is. Some mods are Vanilla+, others are total overhauls that turn the game into a completely different beast. And even without mods, base game + DLC will comfortably eat a few hundred more hours. Price? Yeah, it rarely goes on sale. And you know what? It's worth every cent. You rarely see a product this polished, this optimised (runs smoothly on my old laptop and my beefy desktop alike), and this carefully thought out. The devs know what they built, and they don't need to lure you with discounts — the game sells itself through word of mouth. If you like puzzles, planning, automation, or just want to understand why fans call it "cracktorio" — try the demo. That's how I started. Twenty hours later I realised the demo had overstayed its welcome and bought the full game without a second thought. Factorio is the kind of game that makes other factory games feel either too shallow or too bloated. It hit that sweet spot where every step feels rewarding, and every new challenge makes your brain genuinely happy to work on it. And if you do jump in — set an alarm. I'm not kidding. You will not notice those 12 hours slipping by, and your iron belt will be starving again.
VERY GOOD GAME no words to say
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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