Roadmap
< Roadmap | History
This article gives short descriptions of past releases.
Refer to Roadmap for future releases and to Version history for detailed information about version changes.
Factorio 0.17 (February 26th 2019)
- New Tutorial
 - GUI rewrite
- Improve the looks of the GUI
 - Change the way it works
 
 - New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders.
 - Mod integration improvements
- Syncing mods with multiplayer game
 - Mod browsing improvements
- Show the mod picture and more smaller things
 
 
 - Map editor improvements, both technical and usability wise - completely new editor
 - Map generator improvements and fixes, autoplace specification improvements and documentation
 - Rich text.
 - Robot construction tools; Upgrade planner, copy-paste, undo.
 - More high-resolution sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles, worms, spitters.
 - Many modding and scripting additions.
 
Factorio 0.16 (December 13th 2017)
- More high res stuff
 - New terrain generation
 - Belt-optimizations
 - Artillery train
 - General update optimizations
 - Allow loading games with different mod settings (and automatically download the mods if necessary)
 - More mini-tutorials
 
Factorio 0.15 (April 24th 2017)
- Nuclear power
 - Blueprint preservation (Export/import blueprints)
 - Update optimizations (belts + pipes)
 - Research Revolution
 - Combat balance
 - New 3x2 boiler
 - New terrain (red desert biome)
 - Liquid wagon + universal barrelling
 - Map interaction improvements, map tags and 'zoom to map'
 - High res graphics introduction (This means just some parts of the game will be in high res in this version)
 - Circuit network additions, improvements and optimizations
 - Scenario pack extension - Wave defense and PvP scenario
 - First set of interactive mini tutorials
 
Factorio 0.14 (August 26th 2016)
- Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")
 - Modding support for equipment grids in vehicles.
 
Factorio 0.13 (June 27th 2016)
- Proper tech tree.
 - Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
 - Additional train conditions (wait until full, wait until empty, wait until circuit condition)
 - Flamethrower turret
 - Fire (forests can catch on fire)
 - Basic Multiplayer matching server (allow listing running MP games via a central location)
 - Better rail building
 - Better train managing possibilities.
 - Modules in blueprints.
 - Centralized mod portal and its integration in the game
 - Train graphics and vertical/horizontal discrepancy fix.
 - Achievements
 - Stack inserter
 
Factorio 0.12 (July 17th 2015)
- Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).
 - First part of the endgame content. (Build rocket and send it to space).
 - Chain signals (trains).
 - Combinator and more circuit logic.
 - Personal roboport.
 - Logistic trash fields.
 - First part of nature destruction by pollution (only tree related now).
 - First part of new ambient music update.
 - Optimization of the game simulation speed.
 - New graphics of combat robots.
 - Buildable floors. (concrete + stone)
 - Attempt of steam integration.
 
Factorio 0.11 (October 31st 2014)
- Multiplayer for the brave ones.
 - New player graphics (3 versions depending on armor and colored depending on the player color).
 - The first (simple) instance of a tank.
 - Gates.
 - VRAM saving optimization.
 
Factorio 0.10 (June 6th 2014)
- Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).
 - Functional replays. This will be a side-effect of multiplayer efforts.
 - Factory sound background. Entities in the game will have specific sounds that play when player is near.
 
Factorio 0.9 (February 14th 2013)
- Blueprints.
 - Oil/Chemicals industry.
 - Biomes and doodads.
 
Factorio 0.8 (December 6th 2013)
- Standard Campaign rework.
 - New terrain.
 - Repairing robots (can reconstruct buildings as well)
 - Roboport
 - Map Editor rework
 
Factorio 0.7 (September 27th 2013)
- Improved Combat mechanics and modular armors.
 - Pollution.
 - More enemy variety and intelligent enemy behavior.
 - Moddable weapons and attacks.
 
Factorio 0.6 (July 26th 2013)
- Better looking terrain.
 - Improvements to the map generator.
 - Map of discovered part of the world.
 - Speed improvements (multithreading).
 
Factorio 0.5 (June 7th 2013)
- Automatic Factorio updater
- no need for manual download anymore
 
 - Usability improvements
- better visualisation for building railroads
 - electricity statistics
 - fixes of ongoing bugs
 - loads of small improvements (things like alt info for wagons, easier semaphore building, etc.)
 
 - Graphics Gui rework
- the design for the new gui is ready and now it will be implemented
 
 - Railroads improvements
- Train path finding uses signals for path recalculation
 - Train can go backwards (when having locomotives on both ends)
 - different Train stops can be merged into one station
 
 - God mode
- play without the character
 
 
Factorio 0.4 (May 3rd 2013)
- Game determinism and replay
- This is a first step towards the multiplayer
 - Involves the replay functionality improvements (pause, fast forward, etc.)
 
 - First version of the scenario pack
- There will be three scenarios to start with
 
 - Trains
- Originally a stretch goal however we got a lot of requests for this
 - There is already some functionality for the trains in the game and we want to finish it
 
 - Electricity improvements
- Accumulator entity
 - Large electric pole
 - Electric substation