Future content

Upcoming

This page is dedicated to all streams, sneak peeks, leaks, and videos that have been officially released by Coffee Stain Studios about upcoming updates. Content will be removed and added to this page as we see things added into the game and shown in leaks.

Release date
October 26, 2021

Update 5 is planned to release on the Experimental branch on October 26, 2021, as revealed in a video uploaded on September 24, 2021. A general release window of fall 2021 was confirmed earlier.

On the January 26, 2021, Dev Stream, it was revealed that Update 5 is planned and the very least until 1.0.

Feature teasers or informational videos are expected to be uploaded weekly, in a similar fashion to Update 4.

Summary

 * Northern Forest overhaul, with new foliage but little to no terrain changes
 * Dune Desert minor terrain changes
 * Many cosmetic structures, including roofs and beams, new wall, window, pillar and fence variants and walkways
 * Mass build mode named Zooping, that allows up to 10 structures to be built in a row (not factory machines or logistic structures)
 * Separation of clearance into soft and hard, allowing structures with soft clearance (e.g. Conveyor Belts) to be built freely through each other and structures with hard clearance (factory buildings)
 * Major improvements to motor vehicle automation, pre-calculated fuel consumption, better pathing system using splines, more reliable object avoidance with ghosting, copying and pasting recorded vehicle paths and a new Truck Station with 2 input and 2 output ports
 * Unreal Engine upgrade to 4.26, option to use DirectX 12 or Vulkan instead of the default DirectX 11
 * Train signaling added

Buildings
New buildings and structures were introduced by a dev vlog uploaded on September 3, 2021. The features include:
 * New category in the build menu : Architecture
 * It contains 6 sub-categories: Frames, Roofs, Beams, Pillars, Attachments, and Walkways
 * New buildings:
 * Small Pillar
 * Size 4x4m, come with 3 varieties: Concrete, Metal, Frame for the middle pillar, with Small Pillar Base and Small Pillar Top
 * Large Pillar
 * Now with 2 more varieties: Concrete and Frame
 * Now renamed to Pillar Base, (*name of material) Pillar, Pillar Top
 * Pillar Base with protruding pillar part trimmed for seamless construction.
 * Fence
 * New varieties added: Railing and Barrier
 * Can be Quick Switched
 * Is now 4 meters long on horizontal foundation edges and 8 meters long on slopes
 * Automatically switches to the sloped variant when placed on a slope
 * Roof
 * New material: Glass Roof, Metal Roof, FICSIT Roof
 * Varieties of slopes: Flat roof, Roof 1m, 2m, and 4m
 * Wall
 * New material: Wall Frame
 * New windows: Window Thin 8m x 4m 01 (Full Glass), Window Thin 8m x 4m 02 (Glass with thin hexagonal frame)
 * Angular Walls: 8m x 1m, 8m x 2m, 8m x 4m, 8m x 8m
 * Resemble a roof piece
 * Diagonal Wall: 1m, 2m, 4m, 8m
 * Match ramps of the same height
 * Shorter Wall: Basic Orange Wall 1m, the default 4m Wall is renamed to Basic Orange Wall
 * Foundations
 * New variants: Inverted Ramps
 * Beams
 * Beam Horizontal, Beam Connector
 * Beam Horizontal can be built between 2 points, similar to Power Lines
 * Walkways
 * Visually changed

World
On July 31, 2021, a before/after video of the Northern Forest was uploaded. It includes new vegetation, prominent pine trees, harvestables, a previously-unseen cave design and more. The terrain changes are minimal, meaning that after the update, only (destructible) trees will reappear, and span the entirety of the Northern Forest, Maze Canyons and Lake Forest.

The Dune Desert will receive minor changes, but are landscape-based. The changes affect the "wall" separating the Spire Coast, making it less barren, dunes in the northeastern part of the biome, where a crater will now be, the eastern portion with minor changes, and a prominent large rock in the middle of the Dune Desert.

The changes to these two biomes are considered final with no plans to change them until at least 1.0.

Caves all around the world will be overhauled with a brand new look, initially seen in the Northern Forest teaser. By the update's release, not all caves will be done. The intent is to unify caves as they are considered a biome as well.

In one tweet by the official Satisfactory account, it was vaguely teased that Update 5 will have something to do with exploration.

Gameplay
Build modes were teased in a video uploaded one June 18, 2021, explaining it means building will become easier. A group build mode named Zooping was introduced in a video from September 9, 2021. It allows foundations, ramps, walls, roofs, fences/railings, pillars and beams to be mass constructed in a row of ten. It is enabled by pressing while in Build Mode.

Building encroachment will be separated into Soft and Hard Clearance. All buildings with functionality (production buildings, resource extractors, power generators, Power Switches, Power Poles, The HUB, MAM, etc.) will have Hard Clearance, while factory buildables and cosmetic building pieces, as well as Conveyor Belts and Pipelines will have Soft Clearance. Buildings with Hard Clearance cannot intersect each other in any way, but buildings with Soft Clearance can intersect each other and buildings with Hard Clearance. This allows, for example, Walkways or Pipelines to be built through the Coal Generator's tall boundary due to its chimney, or Conveyor Belts to go through the Particle Accelerator.

Vehicles
Motor vehicle automation will receive major improvements:
 * The Truck Station will have 2 inputs and 2 outputs, a more clearly labeled fuel input, and new UI
 * Now displays fuel consumption per minute, maximum throughput and actual throughput (transfer rate)
 * Vehicles will follow recorded paths better as smooth splines will be made between each point (in the current system, vehicles drive straight to the next point, ignoring other points and not turning smoothly)
 * If a vehicle gets stuck on its route, it may 'ghost' (phase through terrain and structures) where it needs to go
 * Fuel consumption will be pre-calculated for the whole round trip
 * Vehicles will not depart from the Truck Station until enough fuel is provided
 * Should the vehicle get stuck on the route, it will not consume any more fuel than it was calculated to use
 * It appears the required fuel is calculated in MJ, allowing Nuclear Fuel Rods or possibly other high-energy items to be conserved and used in multiple round trips
 * This means vehicle routes have to be closed loops to function
 * Routes can be copied by saving them once recorded and loading in another vehicle
 * This only works in the same kind of vehicle, e.g. Explorer routes can only be copied into other Explorers, not Tractors or Trucks etc.
 * Truck Stations placed on existing routes will adjust the route slightly to allow the vehicle to stop there without the need to re-record

Train collisions added, multiple trains can now be collided to each other and possibly be derailed form the Railway.
 * Added a signal pole to automatically control whether to allow a train to pass through, or to be stopped.
 * Signal pole can be built onto the side of Railways.
 * During derails, each segment can be detached from the Railway. Cargo container can be detached from the wagon.
 * There is no explosion during a train collision.

Trains will not collide with terrain.

Release date
March 8 or March 9 (year unknown)

The date was revealed on the August 10, 2021, Dev Stream, although Jace was likely joking.

Toilet Flushing
So far, there has been only one DLC confirmed, which would introduce flushing of the toilet in the HUB. It will cost $1, the release date is not known.November 3rd, 2020 Livestream - Q&A: Will there be DLCs? YouTube - November 10th, 2020 Livestream - Q&A: When are we getting Toilet Flush DLC? YouTube - January 12th, 2021 Livestream - Q&A: The game is not done until I can flush the toilet? A related Toilet Paper DLC was also hinted at.

Story
group="1.0" name="yt-SYWPIjbe_4Y">YouTube - December 19th, 2019 Livestream - Q&A: Will Mercer Spheres and Somersloops be useful soon? YouTube - October 6th, 2020 Livestream - Q&A: When are these Work In Progress (WIP) items going to be used? YouTube - November 17th, 2020 Livestream - Q&A: Any idea when Somersloop, Mercer Sphere, SAM Ore will actually be implemented? YouTube - January 12th, 2021 Livestream - Q&A: Mercer Spheres and Somersloops? YouTube - January 26th, 2021 Livestream - Q&A: Do Mercer Spheres and Somersloops get a place in Update 4?
 * SAM Ore, Mercer Spheres, and Somersloops are all story related items that will be properly implemented and changed in later updates.<ref
 * Satisfactory will have story content (which is fully written and being prototyped), but it is not expected to be released until 1.0.
 * The story was written by Hannah Beuger.
 * Some items may be unlocked exclusively through the Story.

Biome changes
The following changes are planned after Update 5:
 * The Spire Coast biome will be completely reworked as a new biome. It was later confirmed this is planned before 1.0, and spans the Desert Canyons biome as well.
 * The Red Jungle, Swamp, Abyss Cliffs, Titan Forest and Desert Canyons will receive "mild to significant foliage changes" and "landscape changes that MAY impact factory"
 * The rest of the world will only receive minor polish only

There will not be a snow biome in the game.

Unspecified
Coffee Stain are looking into revamping the tutorial and very beginning of the game to provide a much easier entry into the game, and to bring in more people to the game and not scare them. They specifically asked for the community to provide them with ideas and their own thoughts on how this could be accomplished in the future.

The main issue with only one type of fuel being possible with equipment (i.e. the Jetpack can only use Packaged Fuel) is because of an issue with the UI and the engine. They cannot create an efficient way for the game to select which fuel type at which time in your inventory for the Jetpack to use. Snutt has confirmed that it will be in the game eventually.

Dedicated servers
Dedicated servers are being worked on, but it has previously been an issue with finding dedicated individuals to work on it.

Jace referred to the developer job for dedicated servers as "in Harry Potter- the Dark Arts class, the teachers never last more than a year."

Update 5


Update 6


1.0


Unspecified


DLC


Dedicated servers


History

 * /Archive Update 4