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Satisfactory

Game17 documents

17 documents in the library are about Satisfactory, from writers such as Embracer Group, GameDiscoverCo and Coffee Stain Group AB, the newest from 2026. Each has a summary and key insights with the page they come from.

Satisfactory cover

Satisfactory is a first-person factory simulation game set on an alien planet. Players take the role of a Pioneer, an employee of the megacorporation FICSIT Inc., tasked with harvesting natural resources and constructing increasingly complex automated production lines. The goal is to manufacture components for "Project Assembly," delivered via a space elevator to an orbital platform. The game features a hand-crafted open world spanning approximately 30 square kilometers across multiple biomes, a tiered technology progression system, cooperative multiplayer, and extensive logistics management through conveyor belts, pipelines, and vehicles.

Released
Sep 10, 2024
Developer
Coffee Stain Studios
Publisher
Coffee Stain Publishing
Genres
Simulator, Strategy, Adventure
Platforms
Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Game data from IGDB.com

Key figures

  • Major commercial successes like 'Helldivers 2', which sold 12 million copies in three months, and 'Satisfactory', which reached 6 million copies, drove significant market presence and over 700 million streamed hours in 2023.

    Dataspelsbranschen, 2024 · Game Developer Index: Sweden 2024, p. 43

  • The successful releases of Metro Exodus and Satisfactory were primary drivers of the company's 24% operational EBIT margin.

    THQ Nordic, 2019 · THQ Nordic Q5 FY18/19 Report, p. 3

  • Growth was driven by the Early Access launch of Deep Rock Galactic: Rogue Core, which generated SEK 48 million, and the continued performance of Satisfactory following its console release.

    Coffee Stain Group AB · Ficsit Coffee FY 2026/27: Q1 Earnings Release, p. 3

  • Ninety percent of net sales are generated by a core portfolio of flagship titles—Goat Simulator, Deep Rock Galactic, and Satisfactory—which consistently maintain review scores above 96%.

    Coffee Stain Group AB · Capital Markets Event 2025: Coffee Stain Group, p. 73

Documents about Satisfactory

Cover of 🎮 ARKNIGHTS: ENDFIELD - Gacha meets factory automation
23 min
Two & a Half Gamers23 min

🎮 ARKNIGHTS: ENDFIELD - Gacha meets factory automation

Arknights: Endfield represents a high-budget, cross-platform action RPG that integrates complex factory automation mechanics—inspired by titles like Factorio and Satisfactory—into a traditional anime-style gacha framework.

  • Arknights: Endfield generated approximately $22 million in mobile revenue during its first 15 days following its January 20 release.
  • The game differentiates itself by integrating complex factory automation mechanics, similar to Factorio and Satisfactory, as a core requirement for crafting gear and progression items.
  • Revenue is currently heavily concentrated in Asian markets, with China and Japan serving as the primary drivers of the game's financial performance.
Two & a Half GamersFeb 2026
Article

How StarRupture Hit 500k Sales in <2 Weeks

The primary objective of this analysis is to examine the successful early-access launch of the video game StarRupture, which achieved 500,000 sales within its first 11 days on Steam in January 2026.

  • StarRupture achieved 500,000 sales on Steam within its first 11 days of early access in January 2026.
  • The game reached a peak of 42,000 concurrent users and maintained high engagement with an average playtime exceeding 12 hours.
  • Developer Creepy Jar utilized extensive pre-launch playtesting with over 158,000 participants to refine the product and align it with market expectations.
GameDiscoverCoJan 2026
Cover of Design Play: Satisfactory | Design Club
92 min
Extra Credits92 min

Design Play: Satisfactory | Design Club

Satisfactory functions as a sophisticated factory-building simulation that prioritizes long-term optimization and creative logistics over traditional failure states.

  • Satisfactory eliminates traditional failure states by utilizing infinite resource nodes, shifting the core gameplay loop from survival to the optimization of throughput and infrastructure.
  • The game employs a 100% resource recovery system for construction, ensuring that the penalty for inefficient design is limited to time investment rather than permanent material loss.
  • Progression is structured through a milestone-based quest system and a satirical AI narrative that guides players from manual crafting to complex, automated industrial chains.
Extra CreditsJan 2026
Cover of Association of Swedish Game Developers: 2024 Report
Report32 pages

Association of Swedish Game Developers: 2024 Report

The 2024 overview of Sweden’s games industry presents a comprehensive assessment of the sector’s performance, challenges, and forward-looking dynamics within the Swedish market.

  • Sweden’s games industry is undergoing a structural shift characterized by legacy studio closures offset by the emergence of new, high-performing development hubs.
  • Regional clusters like Skövde have become primary drivers of industry output, exemplified by the commercial and critical success of the title Satisfactory.
  • Industry resilience is supported by targeted support initiatives, including Redeye Gaming Day, Invest in Games, and the EU-funded CDG-Booster mentoring program.
DataspelsbranschenJan 2025
Article

How Indiana Jones and Fast Food Simulator Hit It Big on Steam This Week

This analysis examines the current landscape of video game discovery and market performance as of mid-December 2024.

  • Valve has officially prohibited third-party organizers from charging developers for store placement on Steam, enforcing stricter control over platform discovery.
  • Major Q4 2024 market interest is currently concentrated on high-profile releases including Indiana Jones and the Great Circle, Marvel Rivals, and Path of Exile 2.
  • Balatro, Webfishing, and Satisfactory are identified as the highest-rated Steam titles of 2024 based on a combination of review volume and algorithmic scoring.
GameDiscoverCoDec 2024
Cover of Embracer Group Q2 2024 Financial Report Analysis
Article

Embracer Group Q2 2024 Financial Report Analysis

Embracer Group’s financial results for the second quarter of the 2024 fiscal year, ending September 30, 2024, reflect a period of significant structural transition characterized by asset divestment and declining revenues across its core gaming segments.

  • Embracer Group is divesting its mobile developer Easybrain to Miniclip for $1.2 billion, a deal expected to close in early 2025 that will reduce the company's net debt from SEK 13.2 billion to approximately SEK 500 million.
  • PC and Console revenue plummeted 46% year-over-year to SEK 2.1 billion, driven by an 81% decline in new game sales due to a lack of major releases compared to the previous year.
  • Total net sales for Q2 2024 reached SEK 8.5 billion, representing a 21% year-over-year decrease across the company.
Game World ObserverNov 2024
Cover of Game Developer Index: Sweden 2024
Report76 pages

Game Developer Index: Sweden 2024

The analysis evaluates the health and trajectory of Sweden’s video-game sector during 2023-24, mapping its economic performance, creative output, ecosystem structure and emerging challenges.

  • Sweden’s video-game sector grew to SEK 90.4 billion in total global revenue in 2023-24, a 4.5% increase, while domestic net sales rose 6% to SEK 34.6 billion.
  • The industry’s footprint expanded to 1,010 registered firms, with Swedish-owned companies now operating 218 subsidiaries across 54 countries and employing 15,792 staff abroad.
  • Major commercial successes like 'Helldivers 2', which sold 12 million copies in three months, and 'Satisfactory', which reached 6 million copies, drove significant market presence and over 700 million streamed hours in 2023.
Swedish Games IndustryNov 2024
Cover of Should We Take Roblox Seriously as a Game Discovery Platform?
Article

Should We Take Roblox Seriously as a Game Discovery Platform?

This analysis explores the viability of Roblox as a professional game discovery platform and examines strategic pricing models for premium PC games.

  • Setting Euro prices equal to US Dollar prices on Steam—rather than following Valve’s regional recommendations—can increase a title's lifetime worldwide revenue by 8% to 10%.
  • Roblox commands massive scale with 30 million daily active users and 2.5 billion hours of monthly engagement, including 75% of American children aged 9 to 12.
  • Professional studios entering Roblox must adapt to a 24.5% developer revenue share, which is significantly lower than traditional industry standards.
GameDiscoverCoMar 2024
Cover of Embracer Group Q1 FY20/21 Interim Report
Financial report25 pages

Embracer Group Q1 FY20/21 Interim Report

Embracer Group’s Q1 FY20/21 interim report details a period of record-breaking financial performance, characterized by an 81% year-over-year increase in net sales to SEK 2,069 million.

  • Embracer Group reported record Q1 FY20/21 performance with net sales rising 81% year-over-year to SEK 2,069 million and operational EBIT surging 249% to SEK 712 million.
  • The company’s growth was fueled by the acquisition of Saber Interactive, strong back catalog performance, and increased consumer demand during pandemic lockdowns.
  • Management is aggressively scaling development, with projected costs for released games expected to double to between SEK 1.2 billion and 1.4 billion for FY20/21.
Embracer GroupAug 2020
Cover of GameDiscoverabilityland: Those Satisfactory Sales Numbers
Article

GameDiscoverabilityland: Those Satisfactory Sales Numbers

This analysis examines the evolving landscape of video game discoverability and sales performance as of mid-2020.

  • The game Satisfactory sold 958,917 units during a 15-month Epic Games Store exclusivity period and 367,601 units in its first month following its Steam release.
  • EGS exclusivity remains a viable financial strategy for developers when paired with guaranteed advances and favorable royalty rates, provided the title later launches on Steam to capture latent demand.
  • The mobile gaming industry currently generates approximately one billion downloads per week.
GameDiscoverCoJul 2020
Cover of Embracer Group Q3 FY19/20 Interim Report
Financial report24 pages

Embracer Group Q3 FY19/20 Interim Report

Embracer Group’s Q3 FY19/20 interim report details a period of significant financial growth and strategic expansion, driven by a robust digital back catalog and successful organic and acquisitive growth.

  • Embracer Group reported Q3 FY19/20 net sales of SEK 1,509 million, a 9% year-over-year increase, with operational EBIT rising 54% to SEK 302 million.
  • Profitability was driven by strong performance from owned intellectual property, specifically the Metro franchise, Wreckfest, and Satisfactory, alongside a growing share of digital sales.
  • The company is maintaining a development pipeline of 96 projects while utilizing a decentralized management structure to attract talent and integrate new studios.
Embracer GroupFeb 2020
Cover of THQ Nordic Q5 FY18/19 Report
Financial report16 pages

THQ Nordic Q5 FY18/19 Report

The THQ Nordic Q5 FY18/19 report outlines a period of significant financial expansion and strategic growth for the company, covering the fiscal quarter ending March 31, 2019.

  • THQ Nordic achieved a 158% year-over-year increase in net sales to SEK 1,631 million and a 217% increase in operational EBIT to SEK 396 million for the quarter ending March 31, 2019.
  • The company raised SEK 2.1 billion through a directed share issue to fund future mergers and acquisitions, maintaining a strong liquidity position for inorganic growth.
  • Digital distribution accounted for 61% of total net sales, while owned intellectual property represented 84% of all game sales during the period.
THQ NordicMay 2019

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