
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!
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.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 279.6Kreviews | 97% | — | $326.3M |
| $39.99 | 6.3Kratings | 96% | — | not modelled | |
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 3274 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game can be simple and you can just spaghetti everything together or you can be much more complex. As in build factories that use up an exact amount of resources that you are producing. Quite fun. Oh and then there is vehicles, trains, drones. All just adding complexity.
I think I watched too many Let's Game It Out vids, now my friends hate me
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $309.3M | 355.9K | 95% | $59.99 | |
| $344.7M | 373.7K | 90% | $59.99 | |
| $301M | 482.4K | 94% | $24.99 | |
| $357.4M | 469.7K | 78% | $49.99 | |
| $357.6M | 297.8K | 88% | $49.99 | |
| $279.3M | 197.3K | 86% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $47.6K | 93 | 81% | $9.74 | |
| $0 | 7.7K | 91% | Free | |
| $9.8M | 12.2K | 80% | $19.99 | |
| $4M | 3.9K | 81% | $29.99 | |
| $2.3M | 2.3K | 63% | $29.99 | |
| $1.9M | 2.5K | 85% | $19.99 |
Every market we collect.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
| $39.99 |
| 1.6Kratings |
| 92% |
| — |
| not modelled |
| $39.99 | — | 98% | #35 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 3.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
efficiency good adhd nice
game goog
peak
My friend colton, satisfied me, with this game in satisfactory (SEX)
nope
This game will suck your life. I dont remember last time I touched grass. Totally recommended.
I have around 600 hours in Satisfactory and finished Phase 5. That probably tells you most of what you need to know. **Graphics: 8/10** Very good for a factory-building game. The world is beautiful, huge and visually distinct enough that exploration remains enjoyable even after hundreds of hours. More importantly, your factories actually look impressive. Watching a gigantic production system that you designed operate across the landscape is part of the reward. **Characters: 7/10** There are barely any characters in the traditional sense, and that is completely fine. ADA works extremely well, and the strange voices connected to the Mercer Spheres add just enough mystery and humor without getting in the way of the game. "Sing us a song." Somehow that fits Satisfactory perfectly. **Story: 7/10** There isn't much conventional story, but there doesn't need to be. The light metaphysical background, FICSIT, ADA and the Mercer Sphere mystery give the world personality without forcing a narrative onto a game that is fundamentally about building systems. I actually prefer this to a mediocre story constantly interrupting me. **Combat: 5/10** It exists. It works. That's enough. Satisfactory understands that fighting is not the point of Satisfactory. **Build System: 10/10** This is the game. At first you build machines. Then you build production lines. Then you build factories. Eventually you realize that you are not really building factories at all. You are designing a graph. Resources are inputs. Products are outputs. Every machine is a transformation. Belts, tractors, trucks, trains and drones are edges connecting parts of the graph. You can put walls around parts of it and call them separate factories. But nobody escapes the graph. The progression is excellent because old production never really becomes obsolete. Items from earlier phases remain relevant later, so your system grows instead of simply being replaced. And if your architecture is bad, eventually the game exposes it. **Game Design: 10/10** Brilliant. The developers understood that optimization itself can be gameplay. There is no single correct factory. You constantly make engineering decisions: centralized or distributed production, belt capacity, transportation methods, resource allocation, redundancy, scalability and physical layout. The game rarely tells you that your design is wrong. It simply lets you discover the consequences 50 hours later. That is much more interesting. The progression also forces increasingly complex dependencies without completely invalidating what you built before. By the later phases, you are no longer solving individual production problems. You are managing an architecture. Only a small percentage of players ever finish Phase 5. I understand why. Without some kind of design philosophy, the complexity eventually eats you alive. **Gameplay: 10/10** One of the very few games where I can spend hours doing something that sounds completely ridiculous when described: "I redesigned the transport system for aluminum." And somehow it is fascinating. There is always another bottleneck to remove, another production chain to optimize, another transportation problem to solve or another factory to rebuild because you suddenly understood a better architecture. And sometimes the best gameplay is doing nothing. Build the system correctly, let it run overnight, come back and see whether your assumptions were right. That is deeply satisfying. **Overall: 10/10** I have rebuilt almost everything multiple times. Not because the game forced me to. Because every time I understood the system better, I wanted to build it again properly. After hundreds of hours, Satisfactory stopped being a factory-building game for me. It became a game about architecture, graphs, optimization and emergence. Machines are just the visual language. Nobody escapes the graph. **10/10. Masterpiece.**
Stuggling to play as the screen looks far too zoomed in on Ultra Wide Screen.
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.