
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
Satisfactory is a perfect factory-building game that allows you to fully exploit a beautiful, vibrant alien planet while giving you absolute freedom over your designs. You have complete control over how your factory looks and functions. Want to build a chaotic, tangled mess of conveyors? Go for it. Prefer a perfectly calculated, hyper-optimized facility running at 100% efficiency? You can do that too. Or maybe you want to construct a colossal megabase that majestically dominates the landscape while heavily polluting the environment. The game lets you choose any of those paths. On top of the incredible base-building and exploration, it also features a surprisingly fun, fast-paced first-person combat system to keep things exciting.
СТРОЙТЕ ЗАВОД, СНОСИТЕ СТРОЙТЕ ЗАВОД, УСТАЛИ СТРОИТЬ ЗАВОД? СТРОЙТЕ НОВЫЙ ЗАВОД
I really wanted to love this game. I tried several times to get into it and failed miserably because of a strong lack of ergonomy and a broken logic. For example, a fuse tripping because you do not generate enough current for the load, how absurd is that? I thought it would be carefully designed, obviously it is a game so I was not expecting something realistic, but at least I wanted something coherent. It is not, it is messy but not properly messy, just mindlessly messy. I thought it would be better after developping a little bit more the factory, but it just accumulates more and more inconsistencies, it looks like developpers never had any scientific training, but I am sure they did for creating this kind of game. I wished for a Factorio-like game in 3D, but now I am disappointed, it is clear that the development team put very little effort in the core mechanic design of Satisfactory, and far too much in superficial stuffs. I like how it looks and I can tell it has a strong potential, but for now it is still just a rough draft, clearly not a version 1 yet, despite being labelled "1.2", rather a version "0.7".
happy chemicals when make factory go brrrrrr
I was playing for five minutes.
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.
Gra jest dowalona, można zrobić makaron z taśmociągów i popełniać zbrodnie wojenne na lokalnej faunie, żeby zdobyć złotego orzecha
не отпускает, забирает время, взрывает голову, постоянно переделываешь свои же труды
I sat down to build a simple iron factory, and when I looked up, 77 hours had vanished. Satisfactory is an absolute masterpiece of automation. Taking chaotic "spaghetti" belts and turning them into hyper-efficient, towering mega-factories in first-person is an unmatched feeling. It offers a beautiful world, stress-free building, and a dangerously addictive gameplay loop. 10/10 - The factory must grow.
Игра очень хорошая в плане геймплея и разнообразия, но за свою цену в 1000+ рублей как по мне она должна давать больше уникального игрового опыта. В общем если вы человек любящий игры подобного жанра могу порекомендовать, но для обычного обывателя эта игра может показаться душной и тяжелой.