Multiplayer

Satisfactory can be played in multiplayer, with up to 4 players officially supported, but with no hard player-limit. The game is coop only and there will be no PvP elements. Currently, there are no dedicated servers, meaning that servers are hosted on the machine of one of the players, while they are playing, but there are plans to add them. As of February 2019, Multiplayer is in the alpha.

Cross-platform multiplayer is available across Steam and Epic Games.

Server options
When hosting a multiplayer server you can choose the following settings:

Privacy

 * Friends Only - Anyone on your friends' list can join your game without invitation. This also allows Session ID to be used.
 * Private - Players can only join your server if sent an invite.

There are no plans for a "Public" option, due to griefing concerns.

Network Ports
While network configuration shouldn't be necessary, you may open these ports to aid in troubleshooting network connections.


 * 5222 TCP & UDP
 * 6666 TCP & UDP

Also, make sure you didn't accidentally refuse the Windows firewall rules.

Session ID
Every online session has a set Session ID. Anyone who has access to this ID can join the session, as long as its privacy is set to Friends Only (despite the name, neither user does actually have to be in each other's friend list on either Epic or Steam).

This ID is unique to each session and is reset once the game is quit to the main menu or entirely.

The session ID can be found by doing the following:


 * Press.
 * In the menu, click on 'Manage Session', then click on 'Session Settings'.
 * Here, the session ID can be edited or copied it to the clipboard.

The host of the session can then share this session ID in order for both Epic and Steam players to be able to join the session.

Sessions with more than 4 players
In order for more than 4 players to be able to play in one session simultaneously, the game's config has to be edited.

The host has to navigate to  and add the following lines to the end of that file: [/Script/Engine.GameSession] MaxPlayers=X where X corresponds to the desired maximum amount of players.

Other options

 * Have the host and all clients choose  in the Options.
 * If you are experiencing high latency, try un-ticking  in the Options.

Temporary lag solution
There is a way to decrease rubberbanding at the cost of increasing bandwith by adding the following lines to the bottom of game's config files found in.

By default, the game's maximum bandwith appears to be throttled at 64 KB/s. By editing the config files, this limit is increased to about 100 MB/s.

This has to be done by all players (both the host and client/s) to have effect. The increased bandwith can be even 5 times as much as it was before, therefore a stable internet connection is required.

Engine.ini
[/Script/Engine.Player] ConfiguredInternetSpeed=104857600 ConfiguredLanSpeed=104857600 [/Script/OnlineSubsystemUtils.IpNetDriver] MaxClientRate=104857600 MaxInternetClientRate=104857600 [/Script/SocketSubsystemEpic.EpicNetDriver] MaxClientRate=104857600 MaxInternetClientRate=104857600

Game.ini
[/Script/Engine.GameNetworkManager] TotalNetBandwidth=104857600 MaxDynamicBandwidth=104857600 MinDynamicBandwidth=10485760

Scalability.ini
This file will be initially blank and has to be set as 'read only' to prevent the game from overwriting it. [NetworkQuality@3] TotalNetBandwidth=104857600 MaxDynamicBandwidth=104857600 MinDynamicBandwidth=10485760