Satisfactory Dev Tracker

Hi Pioneers!

Hello again everyone, we wanted to address some of the more important issues we’ve heard from you all before we go on a long weekend from our office in Sweden (Easter holidays), so here’s a small but hopefully helpful patch

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

If we introduced any new issues or there’s anything that you would really like us to address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts as soon as we’re all back!

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • Fixed a memory leak that would lead to an Object Limit related crash when playing for prolonged amounts of time
  • Fixed Radar Tower UI not app...
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Hi Pioneers!

Hello again everyone, Today we have a big patch containing a lot of fixes that we have been preparing since release, this patch should hopefully improve the 1.1 experience for everyone

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

Given the amount of changes, there might be some new issues so please let us know over at our QA Site https://questions.satisfactorygame.com/  We read your posts every day

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • Fixed issues where mouse clicks in Photo Mode would trigger equipment in hand
  • Potential fix for scenarios where Blueprint Auto connections would sometimes not work in Multiplayer
  • Potential fix for issues with the vertica...
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Hi Pioneers!

Hello again everyone, Today we have a patch with some fixes we wanted to get in before the weekend that will hopefully make the 1.1 experience more enjoyable for some Pioneers

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

We kept this patch small to hopefully not introduce any new big issues but if you happen to encounter any issues please let us know over at our QA Site https://questions.satisfactorygame.com/  We will read your posts ASAP!

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES

  • “Invert Look” option for Mouse should be available again under “Controls” in the options menu
  • Potential fix for a BuildableSubsystem crash in Multiplayer when the color preset is...
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Hi Pioneers!

Today it’s the release of our first content update since leaving early access and we would like to introduce you all to our newest features with our 1.1 update!

This update is available right now on the Experimental version of the game, so before trying it out it’s always good to BACKUP YOUR SAVES

This is how you can access the Experimental version:

  • Steam: Right clicking the game > Properties > Betas > Beta Participation > Experimental

  • Epic: Go to your library and download the Experimental version

Why Experimental?

Since the 1.0 release, we want to continue delivering a stable experience on the default version of the game

Using experimental allows us to polish everything up some more before releasing it to everyone and potentially including some side effects which might affect the current experience

Also, as usual this update is quite big in terms of changes as we’ve been working alongside with Fishlabs (https://fishlabs.de) for a few years now

Th...

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Hi Pioneers!

We’ve got another hotfix for the Steam Release going live now on all versions of the game. This one addresses a few crashes some of you are experiencing when trying to play the game, as well as some login issues when starting the game.

We are also adding two start-up arguments that can be set as a launch option manually on Epic or Steam. One of them disables all multiplayer related connections, so no connections between accounts and EOS are attempted while playing singleplayer. The other start-up argument blocks Steam from activating while playing on the Epic Games Store, which allows players that own the game on both platforms to play using EGS only if their accounts are not linked and to run both versions of the game at the same time.

In Steam, you can set launch options by right-clicking on the game in your library and set it under Properties > General > Set Launch Options

In Epic Games Launcher, you can set this under Settings > Manage Games > Additional Command L...

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Hi Pioneers!

This is a hotfix for a particular crash on start-up that some of you are experiencing. It seems like a conflict with in-game overlays (such as the Epic Games Store and Steam overlays) can cause this in some cases. The patch should fix that issue for the moment by disabling the EGS overlay for Steam users, while we look at finding a good long-term solution.

To make the current solution take effect immediately, you will have to restart Steam.

Additionally, this patch should also fix the issue that Epic players cannot connect to Steam players via the Session ID.

We’re glad to see so many new people enjoying the game today and are doing our best that those of you who are still having issues can do so too as soon as possible. <3

BUG FIXES

  • Temporary fix for a crash on start-up related to in-game launcher overlay conflicts
  • Players on the Epic Game Store should now be able to join Steam players via Session ID
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Hi Pioneers!

This is just a small patch before the Steam release. With this version you’ll be able to play Cross-Play with your Steam friends, as soon as the game is released there.

Hope you all will have a blast. We are very excited for later! <3

UI

  • Spaced out NAT and version information in the Main Menu over two lines

BUG FIXES

  • Fixed some session connection issues
  • Multiplayer information in the Manage Session UI now has the same styling as in other multiplayer related menus
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Hi Pioneers!

We’ve got another patch coming up before the weekend, with some small Join Game UI changes, bug fixes, and the latest translations. Nothing major, just a few tweaks and last bug fixes for this week.

As usual, let us know on the questions site if anything is breaking or you have feedback on the game!

https://questions.satisfactorygame.com/

Hope you all have a fabulous weekend <3

UI

  • Updated the styling and position of the “Join via Session ID” button
  • Tweaked the styling of the Join Game menu

LOCALISATION

  • Updated all translations

BUG FIXES

  • Fixed railroad tracks not playing a build effect
  • Compass icon of a resurrected player no longer shows up as the “Dead” icon
  • Fixed the too large Track clearance on the Train Station
  • Fixed the Hebrew translations on Power Poles
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Anzzgar

same patches in experimental as well?

Same thing!

Hi Pioneers!

We are pushing a patch, mainly to address the current issue that Extractors stop functioning in multiplayer. That should be resolved now. There are several other bug fixes and smaller UI tweaks included, that you can check out in the patch notes below.

We also updated the building clearance of the Empty Train Platform, so other buildables can be built in the empty space above it, and we updated all translation files again and included Hebrew translations and font support.

Hope you all have a good time with this patch and can enjoy multiplayer again <3

UI

  • Updated the in-game Map with latest changes
  • Small tweaks to the Join Game menus player icons and information display
  • Restyled social media buttons in the Main menu
  • Grouped login and NAT type information together in the Main menu
  • MAM button now has text wrapping

LOCALISATION

  • Added Hebrew translations and font support
  • Updates all translation files

FACTORY

  • Reduce the building clearance size of the Empty T...
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spaham

anyone knows what was updated since the previous experimental version on the exp branch ?

Good point, this should be what's new since the latest Experimental Patch:

  • Better fitting icons for some of the milestones
  • Ping effect doesn’t render behind objects
  • Fix for camera position getting stuck on respawn
  • New icons for Chainsaw, Object Scanner, standard Conveyor Pole, Cables, Concrete, Leaves, Packaged Water
  • Minor visual fixes for Fuel Generator, Hub & Drop Ship
  • Players can no longer duplicate items in storages and other inventories by opening it with both Host and Clients
  • Added an animation for newly unlocked inventory slots
  • Added new icons for all Train Platforms
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Hi Pioneers!

Today all changes that have been on Experimental (plus a few additional bug fixes) are making their way on to the Early Access version! This includes a whole lot of bug fixes and some additions to the game that I will be going over in short, but make sure to check out the patch notes below where we have summarized all of it.

The biggest changes we are introducing is a substantial increase to the fluid transport capacity of Trains and an increase to the fluid storage capacity of Buffers, a new overflow setting for Smart & Programmable Splitters, and the ability to map out a total of 10 different Hotbars and switch between them quickly.

On top of those changes the Train Platforms, standard Conveyor Poles, Chainsaw, and Object Scanner got an update to their looks. A lot of smaller feedback improvements have been implemented in the UI as well and this version includes the new Epic Online Services implementation, which you largely shouldn’t notice. It does give you all the ...

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Hi Pioneers!

We are doing another patch before the weekend. It includes a bunch of smaller bug fixes, and a few UI tweaks regarding the autosave notifications, multiplayer joining and information on your friend lists. Check out all the details below!

The Train Platforms also got some small details added to them. To clarify, the platform is indeed larger than before. When reworking them, we made sure to make them as modular as possible to enable more creative setups in the future. Part of that was to make them exactly four foundations wide so they fit in snugly with foundations.

Generally, we try not to adjust the size of buildings during reworks, but we will make exceptions when it clearly improves their use and fits their purpose in the game.

Hope you all have a lovely weekend <3

FACTORY

  • Added a few more details to Train Platform meshes

UI

  • Added an option to disable autosave notifications
  • Added a setting to show autosave notifications for client players, host or both
  • A...
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Hi Pioneers!

Another patch is up on Experimental. It includes some bug fixes, better feedback in the Smart/Programmable Splitter menus, and the new Train Platforms. Try them out and let us know what you think!

We’ve introduced a performance hit in an earlier patch, coming from some code we were running to trace an issue in the game. The issue is gone now, and so is the code that affected the performance, so your factories should run a bit smoother again.

For all the details, check the notes below.

Hope you all are doing well and are having fun with the game <3

FACTORY

  • Added new meshes for all Train Platforms

OPTIMISATION

  • Removed some debug logging that tanked the performance

UI

  • Removed visible session IDs in the Join Menu, so only the host can share the session ID
  • Added the option to hide the session ID in the Session Management settings
  • Added tooltips for Smart/Programmable Splitter settings to clarify their purposes
  • Added a search bar to Smart/Programmable Split...
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Hi Pioneers!

We’ve got an update for you coming to Experimental that has a bunch of bug fixes in it. You can check them all out in the patch notes below! There are also some smaller UI tweaks and another tweak to tone down the Flying Crabs a little more.

Our multiplayer connection handling has also changed a bit and is still being worked on. Please let us know if you encounter any issues on the questions site, we will fix them as soon as we can.

https://questions.satisfactorygame.com/

Hope you all are going to have a wonderful weekend <3

MULTIPLAYER

  • Implemented changes to multiplayer connection handling and some additional UI. Still work in progress.

CREATURES

  • Increased hitstun on the Flying Crabs a little more

UI

  • Changed starting area descriptions and order in the New Game menu
  • Added some reminders that multiplayer has more bugs than single player in relevant menus
  • Show/hide map filters now saves when closing the menu
  • Moved Walkways into the Organization tab in t...
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Hi Pioneers!

In today’s little patch we are fixing a bunch of EOS related crashes, the issue of starting offline sessions when loading save games, and some other bugs you can read about in the notes below.

There have also been some tweaks to the Onboarding to make it clearer and better showcase early game features, such as the Codex, and we adjusted the Flying Crabs a bit to make them easier to deal with.

Let us know what you think about the changes and if any of the issues persist or new ones pop up!

Cheers <3

BALANCING

  • Moved one of the Rocky Desert new game spawning positions to a better location

CREATURES

  • Increased the size of Flying Crabs to make them easier to hit and track
  • Increased the stun delay and downward force on the Flying Crabs so they are on the ground a little bit longer

UI

  • Added an additional onboarding step highlighting the Codex
  • Reworked onboarding Hint text
  • Onboarding Hints are now received as emails that can be looked up in the Codex

BUG F...

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cobratooo

I think a lot of people got angry because of all the comments the CM did, like "we didn't want to listen to you guys, we sold five copies xoxo uwu"

9 copies*

Swaqqmasta

Excited to see what's in store for S.A.M. and the other collectibles, as well as Tier 8

Some additions mentioned in this:

New vehicle(s) and buildings in Tier 8

3rd person toggle is a goal but causes issues

Fix for visibility at night in works

Lights wanted but must make them in a way that doesn't tank performance.

S.A.M. ore will likely be late game resource tied to story and solving logistic issues in late stage factories.

Story !

Expansion on exploration

Potentially multiple body slots

Official Mod Support

Dedicated servers in the works

Potential farming capabilities

Some talks about changes to benefit replayability

Full version release date possibly between 2021-2022 (very rough estimate)

Additional notes:

In general, there are problems that have potential solutions (flying vehicles) but the devs want to implement a better solution to the root gameplay problems that may not be what the community suggested.

Also, as with many things, there are tons of small features they would love to add, but there is simply a priority order.

Also, thanks for the update and huge Q&A! It's always nice to know what the studio is planning and how things are progressing.

thank you so much for this summary :)