Summary

The 1.0 version ofSatisfactorywill launch viaSteamon September 10, Coffee Stain has announced. The upcoming release will conclude the game’s three-year stint as part ofSteam’s Early Access program.

Satisfactoryhas been widely touted as one of thebest early access open-world gamessince its first preview debuted in March 2019. The game itself is a genre hybrid that combines elements of factory management sims and first-person shooters, wrapping them into a sci-fi setting with picturesque visuals and a synthwave soundtrack that wouldn’t feel out of place in Vangelis’sBlade RunnerOST. That combo has already proven to be a huge hit, as underlined by the fact thatSatisfactorypresently boasts nearly 140,000 “Overwhelmingly Positive” user reviews on Steam.

Satisfactory Version 1.0 Resource Node Map

Satisfactory Announces Release Date and New Toilet Feature

The1.0 version ofSatisfactoryis now on the brink of seeing the light of day, with Coffee Stain just confirming its plans to launch it on September 10. The studio’s release date reveal arrived in the form of a quirky trailer that also saw it announce a new game feature: the ability to flush toilets. The much-requested functionality will support all toilets in the Habitat and Utility Base (HUB).

Satisfactory Version 1.0 Will Change Up Resource Nodes

Premium plumbing won’t be the only novelty set to debut as part of the 1.0 release, with Coffee Stain noting that the upcoming update will also deepenSatisfactory’s resource management gameplay loopby adding new resource nodes and altering some of the existing ones. Several nodes will also be removed following the full-fledged release, with the majority of those being located in the Northern Forest. Cofee Stain said the main motivation for the move was to encourage players to expand from that region in the later stages of the game, seeking out new resources that have been sprinkled throughout the rest of the planet MASSAGE-2(A-B)b.

Sources of Quartz, Caterium, and Sulfur are the main nodes that will be affected by this change, as are those of Limestone, Iron, Copper, and Coal. Coffee Stain has shared a helpful newSatisfactoryresource node map to help players prepare for the upcoming world revamp.

Satisfactory Tag Page Cover Art

Recipe changes will also be part of the 1.0 package, together with some tweaks to the way MAM Research trees and Fuel Generators work. The developer has also promised that the September 2024 build of the game will introduce even more performance optimizations, while noting that the work on this front is still ongoing. Seeing howSatisfactoryalready surpassed 3 million saleshalfway into its early access phase, it’s plausible that the 1.0 release will prompt many of its buyers to return to the game. In the meantime, the first-person management sim is still peaking at approximately 14,000 concurrent Steam players each day and is currently available at a 50% discount until July 11.

Satisfactory 1.0 Update Patch Notes

Toilet Flushing

Players can look forward to plenty new features coming in 1.0, however, today we’re happy to announce one of the most long awaited features, You will finally be able to flush the toilet in the HUB!!! Premium plumbing is now a reality, the HUB’s once trivial toilet has been updated with an advanced flushing mechanism, providing an extra luxurious worker experience for pioneers.

I’m sure this is all the news you need to be excited for 1.0 but there’s of course much more content coming. Much of it has yet to be revealed but let’s summarize some of the changes we’ve revealed so far coming in 1.0.

World Updates

Several resource nodes have been added, altered, or removed on the world map, enabling new possibilities to tangle the most beautiful conveyor belt spaghetti to ever grace Planet MASSAGE-2(A-B)b. Even seasoned Pioneers may need to remove their helmets and scratch their heads over how to efficiently use all new resources available to them.

The bulk of specifically node reductions have happened in the Northern Forest, to encourage expansion from there once players progress into the later phases of the game. On the same note, nodes have been sprinkled throughout the map, placed where it makes geographical sense and to achieve a more even spread of resources. The main materials addressed are Caterium, Sulfur and Quartz.

On top of this, nodes of Iron, Copper, Limestone as well as water Geysers have received the sprinkle treatment across the map, to help the income of basic resources wherever you raise a factory. Coal has also seen changes, with a slew of it being added in close vicinity to The Abyss, while also being removed in a couple spots on the map.

Recipe Updates

1.0 also introduces changes made to recipe costs, to promote smoother transitions between phases and tiers especially later in the game, and to allow players to access tools, vehicles and other fun things for you to use while having fun working your bones off for FICSIT (just don’t tell your boss you enjoy your job!). We want to allow players to explore more varied means of exploration, optimization and better quality of life as they progress through Project Assembly.

In tiers 5 and 6, progress will no longer be gated by Heavy Modular Frames and Computers respectively - you may now progress through either tiers without these items. In the case of Heavy Modular Frames, manufacturing them becomes more relaxed by reducing the number of Encased Industrial Beams needed. Computers, meanwhile, no longer require Screws to be created, reducing the number of materials needed to manufacture them to three. A key takeaway from these example changes is that you may now unlock Trains without utilizing Heavy Modular Frames or Computers whatsoever!

Another example of the relaxed requirements in the endgame is how players will interact with Supercomputers in 1.0, which will no longer be used to make Programmable Splitters or Geothermal Generators. Programmable Splitters will instead use AI Limiters, and Geothermal Generators will use Highspeed Connectors.

Research Updates

Like the relaxed Recipes, changes are being made in several MAM Research trees to not have players face a huge spike in complexity and effort when moving between adjacent Tiers.

Relaxing the harsh wall introduced by Supercomputers even further, they are no longer part of the Caterium MAM Tree. For explorations sake, Gas Masks are now unlocked

through the Mycelia MAM Tree instead of in Tier 5, and the Jetpack will be available upon entering Tier 5 rather than needing Oil Processing completed first

Generator Updates

Power issues could be strong causes for friction up till now, especially early-game, which we also mean to address in 1.0. Firstly, Biomass Burners now have an input for Conveyor Belts, letting you automate everything yielded by your relentless planetary deforestation. The hope with this change is that people can spend more time designing and building early game factories without being stopped regularly by the need to refill Burners manually.

Furthermore, in the late-game, Fuel Generators are seeing an increase in how much power they can produce, from 150MWh to 250MWh, or a roughly 67% increase. With this change, Fuel Generators will also consume proportionally more materials, but the additional power they provide should make them able to compete easier with Nuclear power now, which otherwise tends to overshadow the need for Fuel Generators.

Further Game Optimization

Efforts to ensure a stable and consistent gaming experience with Satisfactory never cease. 1.0 has had a lot of time to simmer in UE5, and steps have been taken to further reduce stuttering, memory requirements, overly chunky computations and texture memory requirements. VRAM, DLSS/FSR, shadow rendering, level streaming, actors in the world and costs between different settings have all been optimized as well. Satisfactory has also been updated to support Unreal Engine 5.3.

In more detail, up until 1.0, Foliage used to have hitboxes which checked for collisions with vehicles constantly. This leads to a lot of computations happening all the time, everywhere in your vicinity, which could make performance drop significantly. Especially on Dedicated Servers, where up to 12GB of RAM could be occupied with most of it being non-stop collision checks. To combat this, vehicles in the world no longer destroy Foliage as you drive through it, which not only saves a ton of computational effort, but frankly also looks a lot better in the actual game.

If you’re a fan of belts and pipes, computations for these now happen in clusters of belts and pipes in the same vicinity, rather than for every individual one. This helps performance in especially bigger factories, where belts and pipes are used just about everywhere. We’re relying a lot more on your GPUs moving forwards for these computations of clusters, since GPUs are very fast and efficient even with more sizable calculations.

Continuing, many buildables players can’t interact with are being changed to Lightweight Actors, or “data-only” objects. These actors include foundations, railings and so on, and what’s basically happening to them is that a lot of needless data is being trimmed off them, since these actors specifically were always meant to be aesthetic or non-interactable. Not loading all this extra, useless data for these actors will greatly help save, load and runtimes.

Improved Dedicated Servers

Dedicated Servers are being spruced up proper for 1.0 and will no longer be considered experimental. Moving forward, they’ll be receiving a lot more frequent support in terms of bug-fixing and polishing, and we’ve also addressed many bugs that have been prevalent in Dedicated Servers for a while.

First off, by having their distribution size decreased, Dedicated Servers will be a lot faster to download and install. The servers now only use a single port, for both UDP and TCP, namely port 7777, and they also bind properly to IPv4 and IPv6 simultaneously.

The server exe-file can now be run as both a window and console application. Some benefits of the console application include improved logging and the ability to run scripts.

Dedicated Servers now also support TLS, where you’re able to create certificates manually or have it automated when booting up the server. When attempting to connect to any given server, you’ll then be prompted to insert the certificate to ensure the server is legitimate.

When booting up a Dedicated Server, you’ll now be introduced to the Unreal console which more clearly displays important information about your server, such as server status or uptime. The main benefit of this console, however, is its built-in terminal which allows you to type in valid server commands in real time. Logging is also smooth in the Unreal console, with its own input box dedicated to logging and filtering.

In 1.0, you will be able to set up Advanced Game Settings for Dedicated Servers in the actual game’s own main menu. On top of the usual settings, you also have new options for auto-save intervals, opting in to send game data to us or deciding your network quality, among other things. If you are the server admin, you may now also download the server save data directly from this menu. Furthermore, the server notifies all clients that it is about to save, letting users know that it may undergo heavy workloads etc.

Finally, we’ve implemented support for an HTTP API which can handle HTTP request methods between the server and the client. This means it will be possible to develop external applications that can talk directly to the server and send HTTP requests to them directly. Documentations for this API will be released in the future, but we cannot wait to see how this makes your use of Dedicated Servers extend even further beyond what they currently are!

And Much, Much More…

We’ve had players actively participating in our closed Beta for its runtime, and the feedback we’ve received has been very positive. This is reassuring, seeing as there are still many more changes and additions to the game in 1.0 that are quite wild, and honestly could’ve swung the pendulum hard in any direction. While keeping dialogues open with testers, we’ve discussed the points they’ve made together with our own thoughts and intentions, and made changes where it made sense, and keep on doing so.

From the start, this project could not have been taken this far without all of you. So, seriously, thank you. For all the feedback, discussions, active daily chats about everything Satisfactory, hanging out, cheering us on, telling us off when we’ve done goofed, bearing with us when the going’s been slow or silent, and last but certainly not least, playing the game. Knowing you all have been buzzing for Satisfactory for all this time has made the progress all the easier, and all the more fun. Make no mistake - this is as much your game as it is ours, and we wouldn’t want it any other way.

Stay tuned for more news related to 1.0 in the near future! We still have many exciting things to share with you all leading up the release in September!

Satisfactory

WHERE TO PLAY

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!ConstructConquer nature by building massive factories across the land. Expand wherever and however you want. The planet is filled with valuable natural resources just waiting to be utilized. As an employee of FICSIT it’s your duty to make sure they come to good use.AutomateConstruct your factories with gracious perfection or build intricate webs of conveyor belts to supply all your needs. Automate trucks and trains to reach your faraway outposts and be sure to handle liquids properly by transporting them in pipes. It’s all about minimizing manual labour!Explore & ExploitVenture on expeditions to search for new materials and be sure to put everything to good use. Nature is yours to harvest! You have vehicles, jetpacks, jump pads and more at your disposal to make the exploration easier. Equip the proper safety gear as well, just in case you run into the local wildlife.