Satisfactory factory automation artwork
Satisfactory · Dedicated server · Steam

Run the megafactory at full tick, even when nobody is on.

A Satisfactory dedicated server keeps the factory running while nobody is logged in. Every belt, splitter, and train is simulated each tick, and big factories are CPU-bound. Yours is online in under 3 minutes and claimed from the in-game Server Manager. No player cap, and mods through the Satisfactory Mod Manager. Belt throughput stays where you set it.
  • Online in 3 minutes
  • No slot caps
  • Mod support
  • Automatic backups
  • Live console
  • 30-day money-back
  • Engineers who answer

4.1 out of 5 star rating on TrustpilotBenchmarks and the 60% cap published. Racks we own in the Pacific Northwest.

Get your server Talk to an engineer From $12.99/mo. No contract.

Size it for your factory

Player counts are where each size stays smooth, not a cap. Factory size is what costs CPU, so pick 10 GB for a megafactory or a long mod list.

Biomass

For a small factory

2+players
6 GBRAM
  • 2 vCPU on AMD EPYC™
  • 50 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$12.99/mo

Get this server

Nuclear

Headroom for a megafactory

4+players
10 GBRAM
  • 4 vCPU on AMD EPYC
  • 50 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$24.99/mo

Get this server
Ping test · SEA1

Check your ping to our Seattle rack.

Measured from this browser: one HTTPS round trip to the datacenter your server would run in. Under 40 ms plays like a local machine; under 80 ms is smooth for every game here.

Everything a Satisfactory server needs. Nothing to add on.

Online in under 3 minutes

From checkout to Add Server in the in-game Server Manager, with the address in your welcome email.

Mods through the mod manager

The Satisfactory Mod Manager targets dedicated servers; keep the list short and matched with every client.

ServerSettings.ini, yours

Auto pause and autosave in ServerSettings.ini; network quality in GameUserSettings.ini; the player limit in Game.ini.

Live console and SFTP

Server logs and tick-rate warnings in the console, .sav uploads by browser or SFTP, and sub-user logins for co-admins.

Backups you can restore

Saves are single files that grow with the factory; schedule nightly backups and restore one from the Backups tab.

A tick rate that holds

Big factories are CPU-bound on the server, so yours gets a 4.5 GHz single-core clock, benchmark published.

No noisy neighbors

Your node stops taking servers at 60% load; the cap and the policy are published on Receipts. The factory gets the headroom.

Engineers who answer

Tickets go to the people who run the nodes, not to a script.

Illustration of conveyor belts feeding ore into a smelter and ingots on to a splitter, with callout cards for the CPU, the memory, and the storage above it

Why the hardware matters for Satisfactory

A big factory is CPU-bound on the server. Every belt, splitter, and train is simulated each tick, whoever is logged in. When the console shows tick-rate warnings, clock speed is the fix. Your server runs on AMD EPYC 4565P at a 4.5 GHz single-core clock. The node stops taking servers at 60% load, so somebody else's game night cannot slow your belts. Both numbers are published on Receipts, with the benchmark run behind them.

Memory follows the save. Small co-op factories run on 6 GB; a megafactory with a mod list wants 10 GB. Saves are single files that grow with the build. They sit on NVMe storage, so autosaves do not stall production. Watch the graphs in the Game Panel and step up a size when the CPU pins.
Game Panel file manager

Your rules, your files

Setup happens in the in-game Server Manager. Claim the server, set the admin and server passwords, then create a session or upload a save. Auto pause and autosave settings land in ServerSettings.ini, and network quality in GameUserSettings.ini. The player limit is a MaxPlayers line in Game.ini, edited in the file manager.

Saves are .sav files under SaveGames/server, uploaded by browser or SFTP and loaded from Manage Saves. Mods install with the Satisfactory Mod Manager, matched between server and every client. Schedule nightly backups and download a copy at each phase milestone. The live console shows every claim, save, and tick-rate warning.

Straight Answers, before you ask.

3 guides from the knowledge base, written by the engineers on shift.

Questions people ask first.

About running Satisfactory here.

Explore the knowledge base or open a ticket in the Console. An engineer answers.

Is "2 players" a cap?
No. It is the group size the Biomass server stays smooth at. Satisfactory ships with a limit of 4. Raise it with a MaxPlayers line in Game.ini, and upgrade a size when the factory outgrows it.
Can I run mods?
Yes. The Satisfactory Mod Manager supports dedicated servers. Install server-side over SFTP or the manager's server target, and match versions with every client. Keep the list short and update the day the game updates.
How fast is it online?
Under 3 minutes from checkout. Your welcome email carries the server address and your login, and the Game Panel is ready when it lands.
Can I change the session, passwords, or player limit later?
Yes. Passwords, auto pause, and the active save are in the in-game Server Manager. The player limit is a MaxPlayers line in Game.ini: stop the server, edit it in the file manager, restart.
Can I upgrade later without losing the factory?
Yes, from the Console. Pick the larger size, pay the prorated difference for the rest of the cycle, and restart to apply it. Your saves, settings, and mods come with you.
Where does it run, and what if I want out?
Seattle, on racks we own, built for Pacific Northwest latency; the route is published on the datacenter page. No contract, and new servers carry the 30-day money-back guarantee. After 30 days, refunds are prorated at our discretion; request one within 72 hours of the charge.
Keep the factory running.

Your Satisfactory server is online in under 3 minutes. Claim it and build.