First of all, if you're unsure if you will like this game, play the free demo. There's about 10 to 30 hours worth of content right there, and you can continue playing it for as long as you'd like. I'd say there's practically infinite replayability in the real game, and in such a way that it's still fun. The community is extremely friendly and supportive. The modding community is very active. The developers are incredibly transparent and dedicated. And, the game is seriously fun to the point of being addictive. How the game works: This is a game about automation and scalability. It's one thing to automate something, it's another entirely different thing to scale it up. You start with a pickaxe and some starter resources, and mine copper, iron, coal, and stone by hand, and craft things like furnaces, conveyor belts, inserters, weapons, ammunition, science packs, and assemblers and other things. The goal is to launch a rocket, but that's very far away in terms of research and resources. Research involves putting science packs into labs and selecting a current research in the tech tree to be worked on. There are 7 types of science packs (they have proper names, but most people refer to them by these colors in sequential order: Red, green, gray, blue, purple, yellow, and white), where technologies higher in the tech tree begin requiring multiple types of science packs. So, you start putting your red science packs in the labs you've made, and all is well. Until, you realize that this is going really slowly. It's all about scalability, and handmining and crafting isn't gonna cut it. So, you automate it all. You place down some mining drills, you make an assembly line with conveyor belts, inserters, assemblers, labs, and use steam engines with coal to power it all up, and all is well. Until, you realize that this is going pretty slowly. It's all about scalability, and a couple mining drills and a few assemblers isn't gonna cut it. So, you scale up your current production. You quadruple the number of drills, assemblers, and labs. You foresee that you'll need more power, so you build that out too, and all is well. Until, you realize that this is going kinda slowly. It's all about scalability, and some of the cogs in your well-oiled machine got destroyed in an attack by the native biters and spitters, who are mad at the pollution your little factory is creating. You put up some walls, craft some turrets and ammunition, protect your base, track down the closest nests, exterminate them, and all is well. Until, you realize you've finished all of the basic research and need to make green science packs in addition to red science packs now. You know it's all about scalability, so you get to work building up green science production. While at it, you tackle gray science too, so that you can benefit from researching those techs as well. You grow your factory, and all is well. All is not well: You ran out of the coal in the starter ore patch, your starter iron ore patch is getting low and not producing as much, the biters and spitters are increasing in volume in response to the growth of your factory, and research progress is slowing down as the techs require more and more packs than ever before. Drastic problems require drastic measures, and you know it's all about scalability. You unlock trains and build mining outposts at much larger ore patches. You fully automate ammunition production along with the deliverance of the ammo to the turrets. Speaking of turrets, you double the number of them. You make the walls thicker. You quintuple your smelting and assembly lines, and you make yourself a car so that you can drive around and admire your growing factory. Further progress requires obtaining and processing new materials derived from crude oil, like plastic and sulfur. Entirely new infrastructure is needed, and on a much larger scale than what exists for red, green, and gray science. Blue science packs are much more complicated to produce, but the challenge of automating and scaling up production isn't a new concept at this point in the game. Once you surpass the complexity, you will be ready for the rest of the game. Beyond this point is the switching to oil-based power and/or solar power, the eventual/inevitable switch to nuclear-based power, augmentation of machines with modules and beacons, an arms race against the biters and spitters, automation and scaling of purple and yellow science packs, growth of the factory on an unprecedented scale, streamlining of logistics and construction projects with the use of flying robot drones, and finally, at long last, the launching of the rocket. Is that the end of the game? You achieved the win condition, sure. But, rockets bring back white science packs, the last ones used for research. These are used for the infinite researches, where increasing levels continuously upgrade factors like mining productivity, weapon damage, and other things. You've learned to automate and scale production to monumental scales, but you've also learned that the factory must grow. So, you transition and pivot with a new goal in mind. Scale up the factory so that you can launch rockets repeatedly, and move into the megabase stage of the game, where biters are exterminated with nukes and artillery rounds before they are even aware of the massive pollution cloud of your factory, and your factory can be quantified by how many science packs of all types you can produce per minute, or SPM. Bases that struggle to launch their first rocket are pretty low, maybe around 50ish. To qualify as a megabase, you need to hit over 1000 SPM. Some people go further, and hit 2k, 5k, 10k, or even 20k+. It can be truly crazy and amazing to look back at what you've done over the course of tens to hundreds of hours worth of playing sessions. What started as a simple assembly line for red science can turn into a massive, semi-self-sustaining factory in a way that feels completely natural and organic. So, that's the base game. Where do you go after you're done with your first map? You can start a new map and HEAVILY alter things like how big the ore patches are, how far apart they are, how many biters there are, how fast they evolve, how expensive the crafting recipes are, and what the general layout of the maps look like. You can have a desert map, with scarce trees, massive ore patches incredibly far apart to promote the use of trains, with lots of biters in between that don't get too difficult over time (Railworld run). Or, have an island map with lots of trees, natural chokepoints, small but frequent ore patches, and relatively few biters that quickly get difficult to deal with head on (Island hopping run). You can have challenge runs, with tons of quickly evolving biters (Deathworld run), or the restriction where you can only handcraft 111 items (Lazy Bastard run), or where the map is still normal in width, but very short in height (Ribbon world run). Play multiplayer with friends too in any of these alternate playstyles. The game definitely scratches an itch for problem-solving in a way that no other game (I've tried Satisfactory and DSP and keep coming back to this game over those) has done for me. The game is so well-optimized that you can have a massive megabase and still be running at a solid 60 FPS without needing the latest hardware. Past this are mods and waiting for the new DLC to drop. This game has an incredible amount of content in the base game already, and mods and the DLC will extend the game by an honestly insane amount. From simple QoL mods to having much greater depth and recipe complexity to exploring space and other planets, mods (and the DLC!) can and will extend the game. I'll probably have thousands of hours in this game before I'm done with it, if ever. The devs are my favorite devs for any game, they clearly love to play the game too and it shows. They call it Cracktorio for a reason, and that reason is that the factory must grow.
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