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Review: Satisfactory

I have finally completed Satisfactory after 123 hours.

My primary endgame base. I’m… more of a function guy.

Satisfactory is an automation game in the same vein as Factorio, aside from taking place in a first-person perspective of a very detailed 3D world. Like all of the other games in the genre, the goal is to craft a series of production buildings to harvest, smelt, and otherwise produce an ever-more complicated string of widgets to achieve certain milestones that unlock fancier widgets that require other widgets to produce, et cetra. The joy and satisfaction comes from planning and then executing these complicated production lines and witnessing the factory coming to perfectly efficient life.

Well, mostly efficient. 80/20 Rule applies.

I’m not an expert on the automation genre. Previously, I played Factorio for a few hours and bounced off; Dyson Sphere Program was starting to get good, but then it left Game Pass. So, coming into Satisfactory, I was a bit skeptical. It is difficult at this point to tell whether it was the genre itself that finally clicked for me, or whether Satisfactory itself had enough tweaks to the formula to break through, but… it did. In a big way. I played nothing else for almost four weeks straight. The genre jury is still out for me, but thus far the evidence points to the latter.

Nice. OK, back to hunting Hard Drives…

The first thing to understand about Satisfactory is that resources are infinite. When you find an Iron Vein and plop a Miner Mk1 on it, you will receive 120/minute of Iron Ore. Forever. Believe it or not, this is not actually common in the genre. What this certainty allows for is the construction of permanent supply chains. That 120/minute Iron Ore can be fed into enough Smelters to output 120/minute Iron Ingots, which then get split into different conveyer paths leading to Constructers outputting X/minute Iron Plates and Y/minute Iron Rods. The only time things would slow down/stop is if your power grid goes down or if there is nowhere for your end products to go.

That sort of subtlety of design ended up being the secret sauce for me. Is perfect efficiency required? Nope! It may just take longer, and maybe you’re okay with that. Progression in the game comes from taking ever-increasing volume (and complexity) of goods and blasting them into space. If they want 1000 of something and you’re making 5/minute, well… it’s your choice whether to do something else for 200 minutes or try to pump up the other number(s). Maybe you need to tap another Iron Vein somewhere to increase supply. Do you know of an untapped node somewhere close, or will you need to explore? Do you transport the raw ore back to your home base, or just the finished products? Have you unlocked alternate recipes via Hard Drives found in the world that could change entire production chains? I swear to god, Civilization’s “One More Turn” got nothing on this game.

It is hard to identify downsides, as this genre is new to me and I obviously had a lot of fun in this one. Something I will say though, is that there was somewhat of an insurmountable dissonance between the need to automate and the need to explore in Satisfactory. Hitting Milestones and unlocking new resources like Coal? Absolutely, let’s prioritize setting some Coal Generators up. Inbetween that though, there is an entire alien world you can (and should) explore. Not just for its own sake, but because there are Hard Drives that unlock (unfortunately) random alternate recipes, and alien artifacts that will similarly change the way you play the game later. But when can you explore? Those “wait 200 minutes” Milestones I mentioned before don’t arrive till later, so it’s more of a dilemma between “wasting” potential factory output time or just turtling up at your base and exploring only after 80+ hours.

Pictured: the limits of my exploration after 80 hours.

The latter of which, ironically, is very possible because the devs actually over-engineered the world.

Seeing YouTube videos of other peoples’ massive factories and dozens of train track lines made me originally believe that sort of thing was going to be required. Surprise! Not at all. Part of the reason the world is large is because the devs give you the option of several different starting locations. But also… just because, apparently. The sheer size of the world naturally encourages you to invest in the more advanced transportation options, although you can certainly just run conveyer belts everywhere. Or be like me and spend 80 hours along a little tiny slice of the coast until more esoteric recipes required me to branch out. I guess my point is that you have options in exploring early if you want. Or not.

(Somewhat) Pictured: my entire base and all outposts, minus the oil fields around the far cliff.

What more can be said? Satisfactory is great. I’ve spent more hours playing it than Skyrim, Fallout 4, Dragon Age: Origins, and actually most other games. Is it better than all those? Nah. I would personally rate a good survival title over Satisfactory any day, let alone a meaningful RPG experience. Buuuuuut… if you want possibly 120+ hours of almost-pure wirehead experience, this game has you covered.

And sometimes that is exactly what you need.

Hi-Jacked

Guys. Satisfactory has hijacked my brain. I’m not entirely sure what’s going on, but I have played basically nothing else in the last two weeks. I’m not into this genre, but I’m apparently into this game.

And I’m not even done. I mean, probably kinda sorta close? Still got two endgame items to factorized in this phase, neither of which I can build yet, and have spent the last three days working my way to harnessing Nitrogen gas. I think there is one more phase after this, but maybe not. Who knows.

Regardless, for now this shit has me wireheaded something fierce. Bounced off Factorio, didn’t get too sucked into Dyson Sphere Program in the days before it left Game Pass, but Satisfactory is apparently my jam. I doubt that I’m into it enough to like start another playthrough or whatever, but goddamn.

Looking at that list though, I don’t think it matters much. It has already joined an esteemed company.

In any case, that’s where I’ve been and/or will be for the foreseeable future.

Autobivalence

I have a love/hate relationship with automation games, like Factorio, Dyson Sphere Program, Satisfactory, and others.

Ratios? Who needs ratios?

On the one hand, they mostly satisfy the survival-adjacent itch of accumulating resources, building a “base,” and otherwise growing stronger each play session. Any game where you can think about it offline and come back the next day and be better off for having pondered, is a huge win in my book. These games should be localized entirely within and up my alley.

I also hate them.

The most clever I’ve felt in this genre for quite some time. TWO whole sciences!

Long-term readers know that I very frequently engage in “optimizing the fun” out of the games I play. There are two corrections to make here. First, “optimizing the fun” is a strange way of rephrasing “leveraging my full mind towards achieving success.” By no means am I implying that I’m some genius or whatever, but I do enjoy not having to handicap myself in Perk/Skill/Talent/Strategy selection because the designers left in some obviously OP power. If a given move is powerful, I’m going to utilize it, even if the game is less fun as a result… because the game is already less fun if I have to ignore imbalanced shit. Looking at a list of available choices and finding the surprising synergies of given combinations is precisely the fun I’m looking for. Optimization is fun.

However, this is where the second correction comes in: I dislike trial-and-error, e.g. reinventing the wheel, e.g. the grunt work. This is where all the automation games lose me. While it is technically optimization, I do not find it at all fun or engaging to spend hours rearranging conveyer belts to increase production by 5% or whatever. That’s assuming I would even know how to make things better, which I honestly do not. Indeed, it irks me every time in these games’ tech trees when Blueprints are unlocked, as it confers the assumption any of my macaroni factory art is worth copy & pasting. But I also know that just copying the perfected blueprints of others would “rob” me of a lot of the gameplay of these titles. So… I usually just struggle, flail about, recognize I’m not having fun, and uninstall.

Oh yes, let me just get my blueprint button ready…

Having said that, I am playing Satisfactory in 4-hour increments every evening for the past few days.

I was playing Dyson Sphere Program (DSP) a few days before that, as I saw that it was leaving Game Pass and so I wanted to give it a whirl. While DSP was fun enough, it really reminded me a lot of Factorio which I had bounced off of. Conversely, Satisfactory improves (IMO) a lot on the general formula. For one thing, the “tech tree” unlocks by consuming regular items rather than abstracted science cubes. The actual tech unlocks are are immediately grokkable too, like a faster conveyer belt, new building, unlocked resource, or whatever. In DSP, I would research 5-6 things in a row without actually understanding what (if anything) they did or how it would impact my factory until later.

The main thing though is that I “cheated” in Satisfactory. More specifically, I watched a Youtube series on compact, scalable blueprints of various buildings. I’m assuming someone out there would consider that cheating. But here’s the thing: it actually unlocked the game for me. I have heard of things like “main bus” and “manifold” and similar jargon before, but all that did was make me feel as though there was a secret language that everyone was just supposed to know. After watching the series of Youtube videos and recreating them inside the game, I understood. Even better, the designs weren’t 100% efficient. Which meant I had a choice: sacrificing Efficiency for Quality of Life (i.e. simplicity).

We’ve upgraded to Lasagna art. Next stop, Gnocchi!

That’s the secret about optimization: it’s always in relation to something else. Maximum widgets/min? Sure, there’s one answer to that. The most widgets/min while also maintaining your sanity and/or having fun? Something something Sid Meier interesting decisions!

Anyway, I’m at 30 hours in Satisfactory and counting. There are some elements I’m not too fond of – it’s hard to justify exploring the map before you spend dozens of hours setting up a factory to output stuff in your absence – but overall it has been surprisingly… satisfactory.