World
“ | You’re on an uncharted alien planet, so try to be careful, don’t go alone if you don’t have to, and use protection! Who knows what kind of organisms have made this place their home? Or who knows what awesome treasures you’ll find? | „ |
~ Caterina Parks's assistant Steve |
Satisfactory takes place on a single world (or "map"). The map is hand-crafted and features no procedural generation.[1] The World size is 47.1 km2 (or 7.972 km x 6.8 km).
Coordinate range (x, y) is between -3246, -3750 (North West) and 4253, 3750 (South East) The diagonal distance between these two points is 10.6 km (10605.9m).
There are multiple biomes present in the world including deserts, forests, lakes, grass fields, mountains and caves. The landscape cannot be deformed or changed in any way, nor terraformed. There is occasional rainfall in some parts the world and a Day/Night cycle, and the fog thickness can change throughout the day. Although some machines visually emit smoke or smog, there is no concept of pollution.[2] The world also contains creatures for the pioneer to encounter, several of which are hostile.
The playable world (in-game referred to as "your FICSIT designated sector") is a part of a planet called MASSAGE-2(A-B)b in the binary star system of Akycha.
Biomes
Starting areas
The player can choose one of four locations to start in: the Grass Fields, Rocky Desert, Northern Forest or Dune Desert.
Grass Fields
Ideal for first-time pioneers
The first viable building location FICSIT had found, standing out because of its open and relatively flat fields. Considering the distances between mining locations, building outposts and/or large transportation lines may be necessary eventually.
- Terrain flatness:★★★★★
- Biomass: ★★★☆☆
- Resource amount: ★★★☆☆
- Resource diversity: ★★★☆☆
Rocky Desert
Suitable for first-time pioneers
The textbook example of a FICSIT-approved building location, with balanced resources, space, and distances. Additionally, it is very close to the sea, making water an easy commodity.
- Terrain flatness:★★★★☆
- Biomass: ★★★☆☆
- Resource amount: ★★★☆☆
- Resource diversity: ★★★★☆
Northern Forest
Good for more experienced pioneers
A lush building location with many height differences and a few open areas, challenging conventional building and planning methods. Despite these challenges, it caught our eye due to the richness of its resources.
- Terrain flatness:★☆☆☆☆
- Biomass: ★★★★★
- Resource amount: ★★★★☆
- Resource diversity: ★★★★★
Dune Desert
Recommended for advanced pioneers
Initially considered too risky, further investigation has convinced us that this area is viable for building with its large, open spaces and plentiful mining locations. Foliage and water locations are rare and contained, making initial power set-ups challenging.
- Terrain flatness:★★★★☆
- Biomass: ★★☆☆☆
- Resource amount: ★★★★★
- Resource diversity: ★★☆☆☆
Biome list
According to the Map that appeared in one of the Developer's Highlights and other resources,[3][4] there are 21 named biomes, 4 of which are the starting areas, highlighted in Bold:
Name | Grid | Description | Biomass amount | Terrain difficulty | Hostility |
---|---|---|---|---|---|
Abyss Cliffs | X5Y1 | Small mountainous area with lots of stone bridges with numerous buttes at different heights. |
very low
|
very high
|
low
|
Blue Crater | 4XY0-Y1 | Sunken area filled with many large multi-layered fungus, with lots of cavities formed in-between. Mycelia and Bacon Agaric are common on the ground. |
moderate
|
high
|
high
|
Crater Lakes | X2Y3 | A highland with multiple craters that leads to Red Bamboo Fields. |
moderate
|
medium
|
medium
|
Desert Canyons | X2Y4-X4Y3 | Located between Spire Coast and Northern Forest, it consists of a long canyon with indestructible stone mushrooms. |
low
|
medium
|
medium
|
Dune Desert | X5Y3-X6Y5 | One of the Starting Areas. Huge open desert featuring large sand dunes and rocky terrain. Grouped biomass only available in the tree oases makes early game considerably more challenging. Numerous rocks on the ground mark the entrance to various caves. |
low
|
low
|
low
|
Eastern Dune Forest | X3Y1-X4Y1 | Sandy forest located at the East of the world. Patches of sand dunes are separated by thin grassy areas. |
moderate
|
low
|
low
|
Grass Fields | X2Y0 | One of the Starting Areas. Large open grassy area, often with impure nodes. Stone arches are the landmarks in the area. Hogs are common. |
moderate
|
very low
|
low
|
Jungle Spires | X1Y1 | Area cut through with ravines, contains trees and arc-shaped stones. Contains the tallest cave in the world. |
moderate
|
very high
|
medium
|
Lake Forest | X3Y3 | Forest with a big lake in the middle and a small swampy area near the cliff. |
moderate
|
medium
|
medium
|
Maze Canyons | X4Y3 | A rocky area with many stone bridges crisscrossed at different heights, resembles a 3D maze. Poison pillars can be found on most of the high grounds. It is one of the good spot for setting up Coal Power. Be wary of the night-spawn creatures. |
low
|
high
|
low
|
Northern Forest | X2Y4-X4Y3 | One of the Starting Areas. Grassy area with hills and moderate amount of biomass. The uneven ground makes base building in the early-game difficult without Foundations. |
high
|
medium
|
low
|
Red Bamboo Fields | X2Y2-X3Y2 | Highland with red foliage, consisting of a dense bamboo forest and a numbers of tall, indestructible trees and flower plants. Filled with Spitters, Stingers and Slugs. |
very high
|
high
|
very high
|
Red Jungle | X1Y2-X2Y2 | Highland with red foliage, has large trees mixed with red foliage and stone arches. Lots of dangerous hostile creatures can be found. Features large open sided caves. |
very high
|
very high
|
very high
|
Rocky Desert | X0Y3-X1Y4 | One of the Starting Areas. Open desert area rich with Resource Nodes. Contains the world's highest point and longest cave. |
moderate
|
medium
|
medium
|
Snaketree Forest | X2Y1 | Small, hilly forest with small trees beside the Grass Fields. |
moderate
|
moderate
|
low
|
Southern Forest | X3Y0-Y1 | Dense forest with blue foliage. Populated by Stingers, especially at night. |
high
|
high
|
medium
|
Spire Coast | X3Y4-X5Y5 | A coast full of plants and waterfalls, with tall mesa bordering the Dune Desert and Desert Canyon. There are many multi-layered caves within the mesa mountains. |
moderate
|
high
|
low
|
Swamp | X5Y2 | Area with lots of water and trees. Poison Gas, Elite Stingers and Alpha Spitters are common. Features several large caves. |
moderate
|
very high
|
very high
|
Titan Forest | X3Y2-X5Y3 | Forest on a moderately high ground with humongous indestructible trees, leaving only moderate amount of harvestable biomass. There are a few large caves hidden below it. |
moderate
|
very high
|
very high
|
Western Beaches | X0Y1-Y2 | A set of islands located at the western beach, with the foliage of Grass Fields. Contains many Oil Nodes. Previously called 'Islands'. |
low
|
low
|
medium
|
Western Dune Forest | X1Y2-X2Y1 | Sandy forest located at the West of the world, with lakes and a small waterfall. One of the good spot for setting up Coal Power, but it can be hostile during the night. |
moderate
|
medium
|
low
|
Grid size is exactly 1.024 x 1.024 km (128 x 128 foundations). Grid numbering starts with X:0, Y:0 from the south-west corner. Refers to Media:Biome_Map.jpg
There used to be two separate biomes that have become parts of other biomes: Savanna → Rocky Desert and No Man's Land → Grass Fields.[4]
An upcoming update might remove the Paradise Island located west of Grass Fields due to intersecting with damage border.
Environmental features
Atmosphere and weather
Every biome has its own lighting and ambience sound effects.
In Update 6[5] and 7, there used to be occasional rainfall across the world, excluding the Dune Desert. It has been removed in Update 8[6] due to the upgrade to Unreal Engine 5, and might return in a Post-Version 1.0 update.[7]
When it rained, buildings and vehicles would become wet, giving them a glossy appearance. Apart from this visual effect, weather did not have any impact on gameplay.
Caves
The Satisfactory world is filled with more than 52 caves. The 5 largest and most important caves are listed below. Stingers are common and appear in nearly every cave.
Name | Contents | Entrances |
---|---|---|
Grass Fields Uranium cave | A long cave with lots of curves and height differences. Contains one of the four Uranium nodes. | 2 |
Swamp Waterfall cave | An open cave located behind the large waterfall in the Swamp. Contains one of the four Uranium nodes and it is guarded by several strong creatures. | 2 |
Rocky Desert cave | A large cave in the Rocky Desert with multiple entrances. Has two Quartz and one SAM node inside. | 5 |
Lizard Doggo cave | A large cave in the Dangle Spires. Contains a few Lizard Doggos, and a lot of loot-able items on the ground, scattered at different elevations. Has large internal area and is very tall. | 3+ |
Tunnel | A short but open cave linking the Western Dune Forest and the Rocky Desert. | 3 |
Void
- The void refers to any area that is not covered by natural terrain beneath.
- If the pioneer reaches the bottom surface of the void, i.e. by falling into it, their health will start to decrease at 5HP/sec, and, after reaching a certain Z-value, dying instantly.
- The world is surrounded by a combination of the water body and the void.
- There are several void openings in the world.
- The bottom surface of the entire world consists of the void. It can be observed if the pioneer happens to 'clip' through the terrain or by navigating below the world through the edges.
- Two of the common methods to navigate around the void are flying with the Jetpack and by building Foundations.
Mountains
There are a lot of tall mountains in the game. The highest point is located at the North of Rocky Desert. It is a rock pillar, standing 488 meters high above sea level, or Z:470m. One of the four uranium nodes, this one being impure, is on the very top.
Sea
- There are 2 seas in the world; One bordering the North and West sides of the map, and one on the East side. Both sea levels are set at Z:-18, as such 18 meters above sea level will be referred to as '0 meter' high.
- There is a small void in the North East where the North sea visually flows into the void with a waterfall, however the entire area is swimmable and Water Extractors can be placed there.
- NOTE WELL: The swimmable area transitions suddenly to void with no visual indications. Care is advised.
Lakes and Other Water Sources
There are lakes, rivers, and shorelines in almost every biome that can be used as water sources. Since water is a resource in the game, elevation changes can be used in place of pumps to move water. Water extractors are still required.
Water Feature | Elevation (meters) |
---|---|
Red Bamboo Jungle Lake | 233 |
Dune Desert Abyss Cliffs | 228 |
Crater Lakes | 154 |
Twin Falls Lake (between Bamboo forest and Northern Forest) | 130 |
Lake Forest Biome Lake | 97.3 |
Lake above Giant Falls into Swamp | 93.5 |
Dune Desert Oasis Lakes | 55.3 |
Western Dune Forest (Upper Lake) | 2.3 |
Upper Lake in Grass Fields | -7.3 |
Swamp | -17 |
Gold Coast Shoreline | -17.5 |
Rocky Desert Lake | -17.7 |
Dune Desert Northern Shoreline | -18.4 |
Grass Fields Lake (North) | -26.8 |
Western Dune Forest (Lower Lake) | -55.4 |
Blue Crater Lake | -93.9 |
Traversal
Regardless of where you are in the world and what parts of it are loaded, your factories and vehicles will continue to run.[8]
Players are discouraged from exploring off the edges of the map by a lack of resources and collectibles. If a player continues out of pure curiosity, they will go out-of-bounds, and begin taking about 5 HP per second in damage. Unlike the poison gas, the out-of-bounds damage can be blocked by piloting a vehicle. The out-of-bounds damage can also be blocked by traveling in a Hyper Tube. Buildings can be constructed as normal in the out-of-bounds zone.
World size
- The world size is roughly 5.4 km x 5.4 km as mentioned officially. However, this refers to the land mass of the "island", or the playable world. The actual world size, including the void and the sea, is 7.972 km x 6.8 km.
- This translates into 996.5 x 850 foundations.
- Pioneers take damage beyond Z:-244 m (underground) and Z:1997 m (sky), measured on the foundation the pioneer is standing on.
- It is not measured whether the z-axis border is at a uniform height.
- The theoretical build-able area is 47.112 km2 and volume is 105.578 km3.
- On the x-y plane, it takes at least 736127 Foundations to cover up the entire build-able area.
- The tallest factory building in-game is the Particle Accelerator with 32 meters high, and the slimmest foundation is 1 meter high. This means at least a 68-floor factory can be built, each housing at least a Particle Accelerator (the 68'th floor will have the top of the building slightly above the sky's safe zone).
- The tallest building of any category in the game is the The HUB which has a height that goes to the skybox. If The HUB is covered by foundations above, its freighter will clip though it during launching and landing animations.
- The areas east of the Swamp biome, north of the Rocky Desert, and around the Islands Biome are ideal locations for building large structures over water due to the large water area without the world border being close to land.
World border
- The 'death border' is not a cuboid. On the x-y plane, it is polygon shaped: a square with two triangles removed from the SE and SW corners. The triangle removed from the SE is larger.
- Traveling beyond the edge of the damage border wil reduce the pioneer's health at 5 HP/sec. When standing near a vertex of the map border, the damage rate is doubled as the pioneer receives the damage from 2 map borders at the same time.
- Surrounding the damage border (marked blue) is the instant death border which is located at some distance beyond that, it is located at all sides including the z-border.
- Pioneers can further build out 100 meters beyond the death border while staying within the border. Buildings are not be damaged by this border, but vehicles (that can be damaged) are.
Day and night cycle
Game simulates a day and night cycle that consists of the transition of two stars from horizon to horizon. There is no "moon" that orbits Massage-2(A-B)b,[9] but what is commonly thought of as a moon is in reality a bluish-white dwarf star.
One day on Massage-2(A-B)b lasts for 60 real-world minutes, the "daytime" is 45 minutes long and the "nighttime" is 15 minutes long with 30 seconds of complete darkness during each transition, due to both stars being below the horizon. Both stars (Massage-2A, a yellow main sequence star and Massage-2B, a bluish-white dwarf) rise roughly in the North-West and set in the South-East. There are also several other planets that can be seen hovering in the sky.
As the stars move, the shadows based on light angle will move in steps, (this is normal). During the day cycle the shadow movement will be smaller, while during the night cycle the shadow movement will be bigger. The shadow of the Space Elevator sweeps around the world, no matter how far the land is from the Space Elevator. Note: On low graphics settings, the light angle can suddenly jump to the other side of the sky. This is probably a bug.
Gravity
- The world's gravitational acceleration is measured to be about 11.85 m/s² (slightly stronger than Earth's).
- Despite the stronger gravity, pioneers can jump higher and farther in the game than real-life humans.
- When falling from a height, pioneers quickly reach the terminal velocity which is 40 m/s (downward).
- Most creatures, except Stingers, can receive fall damage due to gravity.
World grid
World grid refers to the global grid system which Foundations can be snapped to. See Foundations#World grid.
Tips
- The selection of a starting zone does not limit the scope of a pioneer's exploration and expansion. A pioneer can both explore and expand their factories and transportation systems into all the biomes available in the new game selection screen.
Achievements
Trivia
- Internally, the x, y and z coordinates are measured in centimetres (cm).
- The large mountain, visible in the backdrop to the west-southwest, is an accurate resemblance of the real Mount Matterhorn.
- There will be no snow/arctic biome,[10][11][12][13][14][15][16][17][18][19][20] and no seasonal winter changes that lead to snow.[21]
- The name of the ringed planet added in the Update 6 skybox improvements is "Rebecca"[22]
- Using the 1.0 release trailer's view of Massage-2(AB)b, it is possible to find that the planet's diameter is approximately 63km, which is about 0.5% of Earth's diameter.
- The name of the planet is explained in-game by ADA:
External links
- The pros and cons of each starting area have been reviewed in these videos:
- ImKibitz - May 7th, 2020 - Satisfactory Starting Location Area Guide + Tips! (Update 3)
- MaxTheCatfish - July 19th, 2020 - Satisfactory Starting Location Comparison and the BEST Base Location in the game!
- TotalXclipse - December 26, 2022 - 99% Of Pioneers Don't Know This Spot - Satisfactory Top Starting Locations
See also
Gallery
Geysers in the eastern edge of the Southern Forest.
Before and after image of the Titan Trees shown in Version 1.0 Release Livestream.[23]
Before and after image of the Spire Coast Biome shown in Version 1.0 Release Livestream.[24]
Before and after image in the Grass Fields Biome shown in Version 1.0 Release Livestream.[25]
History
The history section is incomplete in this article. Please help expanding it if you can. Information can be gathered from patch notes. |
- Patch 0.8.2.6: Improved LODing distances on Snake Trees
- Patch 0.8.2.0: Improved visual quality of the Blue Palm billboards when looking at them from very far away
- Patch 0.8.0.3
- Fixed collision being missing in some Coral
- A few parts near the coastline of Rocky Desert are now more complete in terms of foliage and world design
- Fixed some issues with the Gas Pillar effects in a few areas of Dune Desert and Spire Coast
- Fixed some locations in Titan Forest leading towards Desert Canyon
- Some ambience tweaks to Red Jungle sound effects
- Some ambience tweaks to Spire Coast sound effects
- Changed the audio for the waterfalls in Dune Desert Canyon
- General tweaks to waterfall sound effects
- Patch 0.8.0.1
- Fixed collision issues on blue/purple trees in Southern Forest
- Potentially fixed all issues with missing water in the world
- Patch 0.8.0.0
- Titan Forest
- Major overhaul of the area and foliage
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Red Jungle
- Major overhaul of the area and foliage
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Rocky Desert
- Polished foliage assets and placement
- Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Grass Fields
- Polished foliage assets and placement, also for the Grass Crater and Snake Tree Forest Sub biomes
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Northern Forest
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Dune Desert
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Abyss Cliffs
- Polished foliage placement and replaced old assets
- Added creature, hazard, and reward placements
- Preliminary sound improvements in the area
- Eastern Dune Forest
- Polished foliage placement, landscape painting, and the Coin Forest sub biome
- Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
- Preliminary sound improvements in the area
- Crater Lakes
- Updated creature, hazard, and reward placements
- Preliminary sound improvements in the area
- Western Beaches
- Updated creature, hazard, and reward placements
- Preliminary sound improvements in the area
- Spire Coast
- Updated creature, hazard, and reward placements
- Overhauled lighting and atmosphere in the area
- Overhauled sound in the area
- Bamboo Fields
- Some changes to foliage have been made, but there are more changes we intend to make later to fix any remaining issues
- Improved sound in the area
- Added the new prototype of the world perimeter, which we will continue working on in the future
- Overhauled the look and gameplay of several caves
- Overhauled the foliage system to be compatible with Unreal Engine 5
- Converted to World Partitioning (Work in progress)
- Deprecated World composition implementation
- Added streaming scalability for foliage streaming cells
- Foliage cells can now be loaded from different ranges
- Near, Default, Far, Cinematic
- Foliage cells can now be loaded from different ranges
- Rain has been removed (not in patch notes)
- Titan Forest
- Patch 0.7.0.5: Fixed issues related to Rain
- Patch 0.6.1.2
- Added new ambient audio for Spire Coast
- Fixed water volumes being saved incorrectly (This should fix Water Extractors reporting as extracting Nuclear Waste instead of Water)
- Fixed a gap in the world in Titan Forest
- Reduced the fog glow at night in Grass Fields
- Patch 0.6.1.1: Fixed collision of the Tube Coral to avoid players from getting stuck on it
- Patch 0.6.0.14: Improved the lighting in Grass Fields during the night, also increased blend distance to improve differences in fog heights
- Patch 0.6.0.12
- Introduced pretty stuff in the Skybox
- Fixed up Low spec Skybox
- Patch 0.6.0.10
- Fixed two holes in the map in Swamp and Northern Forest
- Fixed missing coal node in the Red Jungle
- Updated landscape LOD
- Fixed up level LODs for Dune Desert and Swamp
- Reworks to ambient audio in Spire Coast
- Remade all the Rain SFX and added new assets for distant thunder
- Patch 0.6.0.5
- Regenerated all the World grass, this should fix all the floating grass across the world
- Many fixes to foliage placement
- Many fixes to foliage and world collision
- Patch 0.6.0.4
- Many fixes to foliage placement
- Many fixes to foliage and world collision
- Fixed an issue where it could rain without rain clouds or effects
- Patch 0.6.0.2
- Patch 0.6.0.0
- Spire Coast
- Full overhaul of landscapes and cliffs
- Complete foliage overhaul
- New lighting and fog setup
- Dune Desert cliff wall and plateau
- Cleaned up all cliffs on the Spire Coast side
- Landscape and foliage overhaul on the plateau
- Swamp
- Major overhaul of foliage
- Reworks to lighting and fog
- Minor landscape changes
- Added new music
- Added dynamic clouds and rainy weather
- Updated night sky visuals
- Updated lighting and fog in:
- Northern Forest
- Dune Desert
- Grass Fields
- Tweaked Western Dune Forest ambient sounds
- Overhauled the Foliage System
- Spire Coast
- Patch 0.5.0.10
- Patch 0.5.0.9: Another potential fix for some of the foliage not being able to be picked up/chainsawed in Northern Forest and Rocky Desert/Dune Desert
- Patch 0.5.0.8
- Potentially fixed certain bushes/flowers not being able to be chainsawed in Northern Forest
- Increased the amount of Wood that is obtained from chainsawing pine trees in Northern Forest
- Patch 0.5.0.6
- Adjusted sky light
- Adjusted clouds
- Patch 0.5.0.2 (Released again in Patch 0.5.0.3): Fixed grass being missing from Rocky Desert (and possibly other locations)
- Patch 0.5.0.0
- Northern Forest
- Major overhaul of foliage
- Reworks to lighting and fog
- Minor landscape changes
- Dune Desert
- Added 4 new landmarks
- Added a crater
- Polished the northern cliff wall
- Caves
- Major overhaul for a few caves
- Northern Forest
- Patch Closed Alpha 4: Northern Forest starting area introduced.
- Patch Closed Alpha 2.1: Grass Fields is again unlocked.
- Patch Closed Alpha 2: Rocky Desert starting area introduced. Grass Fields locked.
- Patch 2018-10-11: Grass Fields starting area and Southern Forest introduced.
Early game development
Prior to Closed Alpha, the first Biome worked on in the game was the Northern Forest Biome.
- See also: Game Development - World
References
- ↑ YouTube - Coffee Stain - June 22nd, 2018 - Q&A: Is the Map procedurally generated?
- ↑ YouTube - Coffee Stain - August 1st, 2018 - Q&A #3: Pipes, Research, Vehicles + more!
- ↑ YouTube - Coffee Stain - October 24th, 2019 - Developer Highlight - Level Design
- ↑ 4.0 4.1 GitHub - Goz3rr - April 10th, 2019 - Satisfactory Save Editor - Wiki - All Minimap Regions
- ↑ YouTube - Update 6 Release Stream (Experimental)
- ↑ YouTube - August 29th, 2023 Livestream - Q&A: Where did the Rain go?
- ↑ YouTube - May 7th, 2024 Livestream - Q&A: Will Rain return?
- ↑ YouTube - Coffee Stain - August 1st, 2018 - Q&A: Won't the factory stop working if you're really far away?
- ↑ YouTube - July 5th, 2022 Livestream - That's No Moon
- ↑ Twitch - CoffeeStainStudiosDevs - Q&A: Any ice/snow biome plans?
- ↑ YouTube - September 8th, 2020 Livestream - Q&A: Even more Biomes coming to play?
- ↑ YouTube - September 15th, 2020 Livestream - Q&A: Snow Area Confirmed?
- ↑ YouTube - September 22nd, 2020 Livestream - Q&A: Snowy Biome confirmed?
- ↑ YouTube - November 17th, 2020 Livestream - Q&A: Is Snow/Ice coming?
- ↑ YouTube - December 15th, 2020 Livestream - Q&A: Will there be a Snow Biome?
- ↑ YouTube - January 19th, 2021 Livestream - Q&A: Can we please get a Snow Biome?
- ↑ YouTube - February 9th, 2021 Livestream - State of Dev: Content Freeze
- ↑ YouTube - March 2nd, 2021 Livestream - Q&A: Is there a winter zone?
- ↑ YouTube - August 3rd, 2021 Livestream - Q&A: Ice Biome?
- ↑ YouTube - September 28th, 2021 Livestream - Q&A: Like arctic mountain?
- ↑ YouTube - February 20th, 2019 Livestream Q&A: Will there be seasons?
- ↑ YouTube - October 4th, 2022 Livestream - Q&A: Does the planet have a name?
- ↑ YouTube - Satisfactory 1.0 Release Stream! - Biome Changes - Titan Trees
- ↑ YouTube - Satisfactory 1.0 Release Stream! - Biome Changes - Spire Coast
- ↑ YouTube - Satisfactory 1.0 Release Stream! - Biome Changes - Grass Fields