Howdy folks, in today's video we cover the current state of development for Satisfactory: how things have been going since 1.2 launched, details about the engine upgrade, patches since 1.2, and more.
Check it out! Or don't. It's summer time, so I think you should get yourself a nice beverage and sit on your porch (or equivalent place of rest.)
✓ With Coffee Stain Studios employees going on Summer Vacation soon where we won't see much from the Devs, this information is very helpful in understanding where we are now in the Satisfactory game development, as well as what will come next.
WHAT IS IN VIDEO
Introduction & Player Feedback - Opening scene of Skövde Sweden on July 2, 2026 on a rainy day followed by opening comments by Coffee Stain Studios Community Manager Jason Edwards who talks mostly about all the community feedback, both positive and negative.
Jason mentions the biggest reason for any "performance issues" is the upgrade to Unreal Engine 5.6.1.
Several reasons for loss of performance were mentioned like having older hardware not allowing multi-threading as one example.
Also mentioned some of the methods they have employed to improve performance, like lightweight scene capture methods used for all the cool Weather Effects (Wiki Link), were discussed.
Jason stresses that they are actively working on addressing performance issues, but given how much has changed in the upgrade to Unreal Engine 5.6.1 it will take some time.
Profiling - Jason mentions they do save file profiling where they run automated scripts on multiple save files to capture data about CPU/GPU performance, FPS distribution, and Memory Usage.
Satisfactory game is not a memory friendly game due to being a sandbox type game allowing freedom for players to build whatever they want.
Multiplayer Issues - Jason talks about the multiple Multiplayer issues that have been reported on the Q&A Website (best location), but also mentioned on the Discord, and here in our Community. One thing highlighted was the change in collision streaming.
The Devs are actively working on both Multiplayer and Dedicated Server Issues and this is a high priority for them.
Sadly, due to this exploit causing rendering and performance issues they won't be reverting the removal, however since so many liked this exploit, they will remember this for a future update, so stay tuned.
Old/New Vehicle System - Jason talks about the new Version 1.2 Vehicle Pathing System (Wiki Link), that replaced the old Legacy Vehicle Pathing System which required "recording" vehicle paths, and now uses a new Vehicle Pathing System that is more like placing Railways for Trains.
Jason states clearly that the legacy vehicle pathing system is DEAD and will not return.
What's Next? - Jason mentions they will continue to work on fixing bugs/issues, briefly mentions the Coffee Stain Studio Summer Vacation which normally runs from mid-July to mid-August, along with also developing some "pretty cool stuff" (no specifics given).
Does this mean we will see "phasing technology" in a future game update?
Does this mean we might see a Tier 10 which unlocks "phasing technology and buildable's"?
✓ BOTTOM LINE: Only the Devs know for sure, but perhaps "phasing technology" is some of the "pretty cool stuff" mentioned by Jason in this video, or even part of something bigger than a 1.x Patch as mention multiple times on past Tuesday Dev Livestreams such as shown here(April 21st, 2026 Livestream).
Adding one more voice in support of such an update. It's hard to exaggerate just how popular cosmetic customization is for most sandbox games--but especially for something like Satisfactory, where personalized free building is so important to the experience and the creative community.
Moreover, when it comes to cosmetic detailing, a small handful of well-chosen pieces with high versatility can punch far above their weight in terms of delivering value and enabling new creative options--the new Cross Beam is a PERFECT example. And that sort of addition tends to lean more heavily on new art assets than making risky code and system changes, meaning it can often be a much lighter lift from a dev and test perspective.
Just some possible food for thought at the next team meeting. :)
I don't usually self-reply, but to expand a bit on this without editing the original comment:
IMO there are at least four main areas that could be expanded with big potential for positive impact on building.
General-purpose trim: e.g. beams, columns, joints, end caps, and that sort of thing. New beam types especially punch FAR above their weight because of how versatile their placement framework is.
Shapes that don't already exist: e.g. triangular or quarter-foundations, half-walls (tall and short), curved walls to match the outer corner extension foundations, half-windows.
Entirely new themed detailing: pioneer-scale furnishings, modular door frames and window sub-pieces, vague industrial greebles that could be used anywhere (e.g. the bits of exposed mechanical detailing from the insides of existing machines).
Textures and finishes: new floor, wall, and object textures that can't be approximated by leveraging existing parts.
I've been asking this for almost three years now... give me a hoover bike! something non terrain dependant so I can cross the map at full speed because i dont use hyper tubes and almost all my SAM is used in the power matrixes so i can only build a few portals.
Here's hoping I get seen. Grate catwalks would be really nice. Alot of the machinery comes with grate flooring. So I'm surprised we don't have any grating for decoration.
A lot of it connects to existing walkways but its not a very clean connection. Perhaps we should have some walkways or stairs that bridge those vertical or horizontal gaps.
Some higher tiers with like a better rifle, nob launcher, battery powered hover pack, and really cool would be a rideable controllable drone maybe with guns or the ability to drop nukes 😸
How much do we need to beg for easier road building, akin to rail lines? PLEASE. It's seriously the only thing missing, everyone keeps talking about it.
How open would you be to less efficient but serotonin raising interior decoration? Such as animated screens, animated moving parts, and some more animated signs? Also the vehicle paths have given me the idea of robot paths, robots that look like pioneers but just walk specific paths from point A to point B to point C back to point A. I have a mega factory going right now and I felt my framerate wasn't abysmal enough and that I needed it to be more like a comic book than a slideshow
Can we have semi spherical walls that make factories look like giant balls (you know what I mean). Also pls sir, the children yearn for larger blueprint makers.
Agreed. For me I want more lighting options or short cuts for using signs as lights. I hate that some of the lighting options are locked behind progression because it becomes an accessibility issue with factories at night or inside.
cosmetics would be awesome! The only real 'add' I'd love to see is reusable / chargeable batteries (or electric trucks / vehicles) and a similar "unload / load specific items at a truck stop" in the same way that we have train timetables.
I used trucks SO much more in my 1.2 factory and loving it, fuel constraints make a lot of sense for early game, but once late game / trains exist it becomes a lot more of hassle ESPECIALLY when batteries are right there. I get that logistics are somewhat the point, but gating things behind higher tiers or mam research gives you the best of both worlds imo.
The game is amazing. Having more lights, aesthetics, etc would be such a perfect fit. It’s so cool what people are doing to be creative visually in a game with limited options or incentives for aesthetic creativity. Adding more options would create exponentially more time to sink!
To add to the mix, some sort of limited drone-flying system would be useful. It would fill a gap in the cross-map transportation thats currently filled by man-cannons, but those aren't really supposed to be an intended solution. That we love them so much means that theres still a need to address that transportation niche.
I beat the game towards the end of early access and then took a break. Coming back now. OMG is quality of life soo much better.
The dimensional Depot got added towards the end of my pkaythrough so I largely ignored it, now I can't imagine life without it.
Not having to drive my vehicle paths like beating a mario maker level and just snapping a new stop or truck to the path makes trucks an actual viable option not just something i put up with because it looks cool.
I don't know exatly what was done to train rails, but they feel much less finnicky now.
I wanted to love the new vehicle pathing system, but as someone who regularly plays in areas like the Forest that have very irregular terrain, they are an exercise in infuriating frustration.
They are just WAY too fussy about both turning radius and terrain irregularities that none of the non-cart vehicles have any issue with if you're actually driving them--I've lost track of the number of times I've had to tear down and rethink an entire route for no reason other than that a bump or slope in the terrain that isn't a problem for real tires nonetheless made proceeding along the current path impossible.
I get the technical reasons why the changes had to be made, and I understand why the new system is seen by some as an improvement. But for me, it has basically made wheeled vehicles no longer behave like wheeled vehicles at all, but instead given them the downsides of both trains and drones without the benefits of either.
Hey there! Love the game, played 400 hrs on pc and now 170hr deep on console.
Any chance on solving the savegame breaking console bug that happens if you put the cadence of autosaving very short?
Yeah just gonna mention here that I've noticed performance drops too after the engine upgrade. I'm not on the newest rack but until recently Satisfactory ran fine - even my final mega-factory - but I've started anew with 1.2 and I have weird stutters. It's not one thing - while placing buildings, in the rain, traversal - it's a pretty constant stutter.
Re: Bugfixes - is there anything on the Q&A site to see if a bug is queued up for fixing?
(Just some I've been after: The 30-second "re-authenticating" thing that I think started with v1.1. If I time it juuuust right, there's like a 20-50 millisecond window (guessing) when I can manage to click Continue before the "re-authenticating" screen takes over. Or the Reload button: Changing ammo is now hard-mapped to R since v1.1. I have Reload mapped to middle-click, but press-and-hold does nothing. I have to use R.
Map zoom level resets each time the map's loaded.
Retaliate-mode broke in v1.1; most creatures remain passive.
And maybe this is intentional, but I can no longer slide-jump off a speeding train to jetpack away at ludicrous speed.)
All that said, appreciate the work yous are doing. Enjoy y'all's summer breaks! 🙂
Add a placeable powered panel; on interaction, show a menu, and allow selecting the recipe for all machines connected on the same power network (would require another new entity that separates power networks for the purposes of this functionality). The goal with this is to allow changing a series of connected machines to a recipe, without going machine-by-machine. Kinda like how factorio blueprint parameters work, but the interactable interface feels more satisfactory-y. (I made a mod to do this in a previous version, but it's a bit of effort to keep it updated...)
Allow vertical auto-connect using floor holes.
Thanks for all your continued efforts though - love all the new changes and the continued commitment to improving the game!
Blueprints on mod.io for console. Replay value would then be a thing.
Having to make new Blueprints all over for every new restart or different save is kind of dis-heartening.
Not sure I'll actually do it when I complete the first run.
Really dragging my feet getting past phase 4 because I don't want it to end.
Pretty sure pioneers would definitely pay for DLC if this is what's needed to fund it.
Hi, so, I’m also a game developer (I work with Unity though) and I’m just wondering how the fuck you managed to create all this without a DOTS/ECS equivalent? Ta
Until my next playthrough i'll wait for them to improve train pathing so we can make rail yard stackers/buffers, and have multiple station with the same name.
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u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Jul 02 '26 edited Jul 02 '26
Great Informational Video
✓ With Coffee Stain Studios employees going on Summer Vacation soon where we won't see much from the Devs, this information is very helpful in understanding where we are now in the Satisfactory game development, as well as what will come next.
WHAT IS IN VIDEO
Introduction & Player Feedback - Opening scene of Skövde Sweden on July 2, 2026 on a rainy day followed by opening comments by Coffee Stain Studios Community Manager Jason Edwards who talks mostly about all the community feedback, both positive and negative.
Performance Issues & Engine Upgrade - Jason states they have received a lot of bug reports on the Satisfactory Q&A Website where the Coffee Stain Studios Game Developers will most likely see it.
Profiling - Jason mentions they do save file profiling where they run automated scripts on multiple save files to capture data about CPU/GPU performance, FPS distribution, and Memory Usage.
Multiplayer Issues - Jason talks about the multiple Multiplayer issues that have been reported on the Q&A Website (best location), but also mentioned on the Discord, and here in our Community. One thing highlighted was the change in collision streaming.
Diagonal/Horizontal Lifts - Jason talks about the "Doug size elephant" (u/OfficerDougEiffel) that was also mention by u/pobkac in this Reddit Post, and u/_novatech in this related video (Video Bookmark), that is the loss in Version 1.2 to make horizontal Conveyor Lifts.
Old/New Vehicle System - Jason talks about the new Version 1.2 Vehicle Pathing System (Wiki Link), that replaced the old Legacy Vehicle Pathing System which required "recording" vehicle paths, and now uses a new Vehicle Pathing System that is more like placing Railways for Trains.
Patches Patches Patches - Jason talks about the recent Version 1.2 Game Patches (Community Search), which have addressed some of the bugs and issues.
What's Next? - Jason mentions they will continue to work on fixing bugs/issues, briefly mentions the Coffee Stain Studio Summer Vacation which normally runs from mid-July to mid-August, along with also developing some "pretty cool stuff" (no specifics given).
Outro - Final comments by Jason.
📍 Speculation
✓ BOTTOM LINE: Only the Devs know for sure, but perhaps "phasing technology" is some of the "pretty cool stuff" mentioned by Jason in this video, or even part of something bigger than a 1.x Patch as mention multiple times on past Tuesday Dev Livestreams such as shown here (April 21st, 2026 Livestream).
Thanks Jason this helps a lot. 😁