
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!
Most likely between $195.7M and $554.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $27.99 | 97% | approximately $326.2M |
| PlayStation | $39.99 | 96% | — |
| Xbox | $39.99 | 92% | — |
| Epic | $39.99 | 98% | #39 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $10.79 on Steam · Russia (−61%). Compare 18 prices in 15 markets →
Reviews
Themes across 3513 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Bish Bash Bosh
jeux accrochant dommage de l'avoir découvert tard
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Классная игра, приходишь после 8 часовой смены на заводе, чтобы поиграть в завод.
Top 10 Games of all time, cant wait to finish the game but also dreading it cause then i gotta find something else to do in my spare time. Also the devs should add nuclear meltdowns to the powerplants.
250 часов прошли максимально в раздумьях и с интересом,если любите планировать и автоматизировать это для вас. В игре огромная карта, ресурсов точно хватит, с друзьями строить интереснее. Из минусов разве что скудная прокачка оружия, и само оружие в руках ощущается пластмассово, но эта игра не про стрельбу а про инженерию, тут она справилась на ура. Новичкам будет легко освоиться, есть подробное обучение, порог вхождения максимально комфортный, рекомендую!
После продуктивного дня стройки, перестройки и сноса половины собственного завода ты наконец ложишься спать и начинаешь считать овец. Разумеется, овцы идут по конвейерной ленте Mk.5. 12,5 овцы в секунду — 750 в минуту. Почти предел ленты: 780. Потом вспоминаешь про разгон до 127,5% — уже 956,25 овцы в минуту. Нужен разделитель и вторая линия. А потом вспоминаешь про инопланетный артефакт Сомершлуп. Теперь производство удваивается: 1912,5 овцы в минуту. Нужны три конвейерные ленты, умный разделитель, а излишки можно отправлять в утилизатор AWESOME и хотя бы получать за них купоны. И тут возникает вопрос: что вообще происходит с овцой внутри утилизатора? Она уничтожается? Превращается в купон? Или до момента наблюдения одновременно существует и не существует? Овца Шрёдингера. А если отправить её не на утилизацию, а в пространственный загрузчик материи? Где теперь находится овца? Она телепортировалась? Была уничтожена и воссоздана? Скопирована? Или превратилась в корпоративно доступную абстракцию овцы, существующую где-то между пространством, складом и бухгалтерией FICSIT? И что произойдёт, если одновременно выгрузить 10 000 овец? Первые несколько сотен — проблема логистики. Несколько тысяч — проблема частоты кадров. После десяти тысяч начинает страдать уже твоя собственная идентичность. Где заканчиваются овцы и начинаешься ты? В 03:17 ты просыпаешься. В углу комнаты стоит та самая первая овца, которую ты когда-то отправил на утилизацию. Она молчит. Смотрит. И вот уже где-то рядом Белый Кролик с планшетом FICSIT опаздывает чинить производственную линию, работающую всего на 97,3%. Шляпник пытается выяснить, почему заполненный нефтепровод не питает последний генератор. А над перегруженным конвейером появляется Чеширский Кот: — Куда ты хочешь прийти? — К стабильным 100% эффективности. — Тогда тебе всё равно, по какой конвейерной ленте сходить с ума. 10 кроличьих нор из 10.
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.
most addictive game ever!