As a seasoned developer who’s weathered the storm of game development for years, I can tell you it’s a rollercoaster ride that never fails to surprise me. The evolution of Satisfactory, much like the game itself, has been a fascinating journey. With fresh faces and passionate hands joining our team, we continue to breathe life into this intricate machinery, keeping it running smoothly. It’s inevitable that burnout creeps in from time to time, but the passion and enthusiasm of new talents keep us going.
Any list of games focused on base building, automation, or work sim wouldn’t be complete without Satisfactory, an absolute titan of that particular scene. After five years in player’s hands as one of the greatest Early Access success stories, Satisfactory has finally fully released.
As an ardent fan, I’ve had the privilege of following Snutt, the community manager for Satisfactory and Coffee Stain, over the past six years since before Early Access commenced. Recently, in an engaging interview with Game Rant, Snutt shared fascinating insights on the game’s growth, the evolution of our vibrant community, and the extraordinary journey that led to the Lizard Doggo’s stardom. Here’s a condensed, clearer version of the conversation.
The Secret to Early Access Success
Prior to its official launch in September, the indie game “Satisfactory” had already sold over 6 million copies, which undeniably categorizes it as a resounding success for an early access title. In addition to sharing his experiences during this process and how the game evolved from a more cartoonish 3D version resembling “Factorio” into something distinctively its own, Coffee Stain’s Snutt also discussed what valuable lessons they learned about effectively managing Early Access and making a substantial impression on potential players.
Q: Can you introduce yourself?
Hey there fellow gaming enthusiasts! It’s me, Snutt, a member of the vibrant community here at Coffee Stain Studios. I’ve been part of this awesome team for quite some time now, and during my tenure, I’ve had the pleasure of contributing to our captivating factory-building game, Satisfactory. Let’s build some amazing things together!
Q: How does it feel to finally be out of Early Access?
User: I’m not entirely sure I’ve fully grasped the magnitude of what’s happened and how it feels because it seems like I’m still in a sort of post-launch haze, maybe like being in a dungeon or something? I’m exhausted from all the work that went into this project. But it’s amazing! We’ve been developing this game for eight years now, and we’ve been in Early Access for five of those years. It’s been quite a journey, with both the development process and the long Early Access period testing our resolve. It’s crucial for us to keep our promises made during Early Access and maintain a positive image due to the general perception of Early Access.
Feels incredible when we reach version 1.0, asking ourselves, “Did we keep our word? Will players be satisfied with the released version?” It can be challenging to meet all expectations. I believe there are many people who might have unrealistic expectations, but so far, the feedback on how we managed early access has been excellent. We’re incredibly proud of our achievements during early access, especially in terms of communication and setting realistic expectations. Therefore, it’s a massive relief to see that people enjoy our game, and the response since version 1.0 has been fantastic. Consequently, it feels wonderful!
A: Can we agree that Satisfactory has been a significant triumph in Early Access? What do you think has contributed to its success?
The key point here is managing expectations. Many folks aren’t entirely clear about what ‘Early Access’ means. When they learn a game is in Early Access, they don’t know if it will be riddled with bugs or not. There’s a wide range of assumptions people have when they hear a game is Early Access. So, it’s crucial for us to make sure we clarify expectations, tone down what players might expect from an Early Access game, and strive to be as transparent as possible. When we make mistakes, we’re okay with admitting it.
As an ardent supporter, I can tell you that we genuinely strive to hear everyone’s feedback from our gaming community, aiming for a mutual understanding. In essence, we don’t just listen to the desires of our players in terms of gameplay, but also endeavor to communicate with them as individuals.
Q: How would you say the Early Access process has shaped what Satisfactory is today?
As we’ve worked on our game, we’ve found ourselves making choices where we’ve realized that certain elements are less crucial than initially thought. For example, when creating Satisfactory, we initially believed combat might play a significant role. However, as the development progressed, we discovered that it wasn’t as vital to players as we had assumed. While people do want some base defense, that’s not the primary focus of the game we’re creating.
Initially, we intended to expand the game with additional creatures and combat mechanics. However, as time passed, we came to understand that these aspects might not be what players are truly eager for. It’s challenging to gauge player preferences when the game isn’t live yet, but we’ve been fortunate to receive valuable feedback from our community. This interaction has allowed us to shape our game more intentionally and discover its unique identity, moving away from a generic indie style and toward something distinctly ours – Satisfactory.
As a devoted fan looking back, I must say that the most astounding metamorphosis between Satisfactory’s current state and the one I encountered six years ago, when I first joined, lies in its sheer growth and evolution. The game has expanded exponentially, offering a richer, more immersive experience with advanced mechanics, refined graphics, and an ever-growing community that keeps it thriving. It’s like night and day!
I began working on Satisfactory approximately a year and a half into its development. The most significant transformation I noticed in the game was its tone. Initially, Satisfactory had a more exaggerated, cartoony feel when I joined, but as we announced it, we gradually made it less cartoony and more unique. Over time, we discovered what made Satisfactory distinct from other games.
In contrast to the frequent association between Satisfactory and Factorio, it’s important to acknowledge that while Factorio has been a significant inspiration, Satisfactory stands out as an independent title within the factory-building genre. Given this, one might wonder why one should opt for Satisfactory over Factorio. Naturally, you could enjoy both games, but our focus was on creating a unique identity for Satisfactory. If we look back at the initial release, it’s astonishing to see how much the game has evolved in terms of appearance and gameplay. The older version of Satisfactory feels quite rigid compared to the more fluid experience offered now.
Despite my current irritation with “I wish this was smoother”, I can’t help but recall that in the past, we didn’t have conveyor lifts at all, and they were a significant aspect of the game. Adding those lifts made a considerable difference over time. It’s challenging not to reflect on how drastically the game has transformed since then, yet it seems as though the gameplay back then was remarkably similar to what it is now. So, it’s fascinating to see how numerous minor adjustments have shaped the essence of the game throughout the years.
It’s a wild ride, and it’s so fun. It’s like watching your kid grow up, in a way.
What method does Coffee Stain use for coffee stain (Early Access) to create a balanced environment between independent (indie) and large-scale game development companies (AAA studios)?
Snutt: I believe one reason is that creating games can be quite costly. The Early Access aspect might stem from the high costs of game production, especially considering the increasing expectations for what modern games should offer. If we were to create our current game with the time spent in Early Access, we likely wouldn’t be able to do so financially. Developing games is expensive and time-consuming.
Essentially, being in early access means you can say something like, “We’re still developing this project, and if you choose to back us, you’ll get a chance to play what we’ve done so far.” It’s crucial that what we’ve created is enjoyable to play as well. In this regard, I believe early access provides a level playing field between AAA studios and smaller ones. This model allows for the development of larger games while accommodating the demands of today’s competitive gaming market.
Q: Do you have any advice for.an indie studio attempting Early Access for the first time?
Snutt: Absolutely, as I mentioned earlier, it’s crucial to understand the implications since it might appear that entering Early Access would enable us to continue supporting our game and making updates. However, there are numerous aspects that influence a game’s success during Early Access.
One significant aspect influencing our late decision to launch an early access version, quite close to the final development stage, was the realization that we could either release the current version or opt for early access and strive to improve upon it. However, at the moment we began discussing early access, our game was already ready for release. So, instead of immediately releasing the game in its complete state, we chose to delay certain unfinished elements and focus more on refining the core game before entering early access. This strategy seemed crucial in ensuring a smooth early access phase.
If I were to offer guidance, here’s what I’d suggest: It’s crucial for you to ensure that you can fulfill your commitments. Establishing expectations accurately and effectively communicating are key aspects of this. You don’t necessarily need elaborate plans or roadmaps, as we didn’t. We had a single plan initially, but chose not to follow it due to our desire for greater flexibility and quicker responsiveness. Communication can take various forms, and being agile in response to feedback has been essential for us. If you were to develop a game in Early Access, it would be beneficial to adapt to the feedback you receive and set realistic expectations. This helps build trust among those considering purchasing your Early Access game, as they want assurance that you have a clear direction.
Q: What is a personal favorite memory from the Early Access period?
Snutt: There are countless enjoyable moments from our work on game content and YouTube videos, but one that always stands out is when we released Update 3, where we introduced the concept of pipes. This had been a running joke in our community, and we were gradually building up to it. The day we announced this update was particularly memorable because people couldn’t believe that the main focus was actually pipes!
We’ve had many enjoyable times together, such as filming videos and our recent live stream a few weeks ago was both nerve-wracking and fulfilling, given everyone’s enthusiasm for version 1.0. Additionally, watching content creators respond to my videos has always been a heartening experience for me on a personal level, receiving immediate feedback about exciting new features, and witnessing the excitement of people crafting content from our creations is truly rewarding.
How Satisfactory Lives Up to Its Name
While not the pioneer, Satisfactory wasn’t far behind when it comes to job simulator games. It paved the way before the genre gained its current popularity. Games like TCG Shop Simulator and Supermarket Together, which mimic real-world jobs, have seen a surge in popularity since Satisfactory entered Early Access. The game tells the tale of an unassuming FICSIT corporate employee, tasked with constructing a colossal factory on an alien planet, despite being just a small piece in a massive capitalist machine. Snutt jumped on this trend.
Q: It’s interesting how Satisfactory developed over time, because also over the past five years, there’s been a rise in what I would call Job Simulator games. What do you think draws people to playing games of things that they might be doing for work in real life?
Snutt: Yeah, I wish I knew the answer to that question, because I’m also really interested in understanding that. I feel like it’s the whole ‘you’re creating something and you’re setting it up yourself’ sort of mentality, the Minecraft thing, where you’re creating something on your own and you have freedom to do it, and there’s no time restrictions, and I think that you don’t really have anything that’s making you do things in a certain way. You’re kind of always progressing at your own pace, so to speak.
There seems to be a part of it that suggests these individuals not only have a primary job but also engage in another activity, which is playing Satisfactory. This could be due to the mindset of wanting to accomplish or complete tasks, and perhaps they find pleasure in achieving goals. Alternatively, it might stem from our societal conditioning, where we feel compelled to work even during leisure time.
Here’s my attempt at paraphrasing: It leaves me equally bewildered, but people seem to find enjoyment in it. Frankly, I can’t say why. However, I suspect there might be a sense of accomplishment involved, as you reward yourself for what you’ve achieved. I believe this is a significant factor and explains why some of these games are so widely appreciated.
“What, in your opinion, makes automation games so gratifying? After all, that’s what the game Satisfactory is all about.
User: When we chose a title, we worried that “Satisfaction” might imply only being adequate. However, it turns out that most people connect it more with the concept of fulfillment, which wasn’t something we had foreseen. This was an unexpected occurrence. It simply transpired in this manner.
There’s a certain pleasure derived from setting up systems or solutions that run smoothly without much intervention. This is similar to coding, where the satisfaction comes when you write code, test it minimally, then run it, and it works as expected – this is incredibly fulfilling. Our game shares some of these qualities with automation games in general. You create logistical setups, solve problems, piece everything together, let it run, and if it works, it’s a rewarding feeling, like “I accomplished what I set out to do.” So, the joy could be attributed to setting things in motion and achieving success.
Q: How has Satisfactory’s player base grown and changed over the last five years?
Snutt: That’s a good question. There’s definitely been trends in our community as to how they play the game, and I think part of that is because of what we add to the game, but also we add things to the game because we see trends too. So there’s definitely been trends where originally, when Satisfactory came out, it was all about the factory building aspects of the game. And at some point, we sort of felt like everyone’s just building boxes. We want to add more aesthetic options to the game. We wanted to feel like people can make more of their own thing. So, for instance, in Update five, we added more cosmetic buildables.
Following this, the game took on an entirely new feel. As you explore Reddit communities, it seems people started constructing actual structures, replicating real-world buildings within this factory setting, such as the Eiffel Tower. Interestingly, some players shifted away from the factory building aspect of Satisfactory. Instead, they focused on creating structures and stunning art pieces. This shift, I’ve noticed, marked a significant change in our player base. The game attracted a broader audience who were not only interested in the factory building aspect but also enjoyed the fun elements like cosmetic options. As a result, our typical player types diversified, leading to more varied players joining our community. So, I believe this is one significant factor that has led to a substantial change in our player community.
Question: Is the community in Coffee Stain generally satisfactory and upbeat? What strategies might they employ to foster and reinforce this positivity?
Snutt: It seems to me that we’ve always had this aspect. I guess it could be a bit of luck, or perhaps it’s the kind of players who prefer this type of game – they tend to be optimistic and very inviting. I can’t quite pinpoint what it is. We certainly strive to nurture this, and we’ve put in a lot of work towards that goal. It’s challenging to maintain fairness and ensure proper moderation. I believe there are still areas where we could improve, even though our community is generally positive. However, I’m not sure.
I believe there are several factors at play here. One is our tendency to give a personal touch to everything we create, ensuring it doesn’t appear as a mere product. Simultaneously, we highlight the energy and dedication invested in it. This approach seems to foster mutual understanding, as it allows us to connect on a more personal level. In essence, I think it’s a blend of various elements that contribute to our success. Maintaining this approach and upholding decent online behavior is crucial for me. I believe progress can be made simply by adhering to these principles.
Q: Now that we’re in 1.0, will the community experience of the game change at all?
As a dedicated fan, I can confidently say that the upcoming journey with Satisfactory is likely to be remarkably similar, if not identical, to our current experience. While specific details about future content are yet to be determined – whether it’s additional DLC, free updates, or something else entirely – one thing is certain: we’re continuing our work on Satisfactory. This means the community can expect a continuation of the type of updates and information drops that we’ve become accustomed to, so I don’t anticipate any major changes in the way things are run.
In our upcoming development cycle for “Satisfactory,” we’re aiming to exercise a bit more caution regarding quality control. During the Early Access phase, we were somewhat lenient about experimenting and releasing slightly buggy content due to its nature. However, with the transition to version 1.0, we need to tighten up our approach when deploying patches and updates. This could involve creating additional test branches and conducting more rigorous testing before release. The specifics of how we’ll manage the next dev cycle for “Satisfactory” are still under discussion.
Dimensional Depots and Lizard Doggos
After Satisfactory has officially launched version 1.0, examining its key features and observing its relationship with the community provides a clear picture of the impressive magnitude of Coffee Stain’s creation. This scrutiny often brings about the fatigue commonly associated with large-scale endeavors, whether it be constructing worldwide factories or developing games revolving around them. Snutt believes that such exhaustion might be unavoidable, but the benefits make it all worthwhile.
A: Could you highlight any unique features from the 1.0 update that might have gone unnoticed by fans? Maybe there’s something exciting that they may have overlooked initially?
Snutt: I don’t believe anyone has missed out on anything significant about our game, Satisfactory, as it seems most players have discovered its numerous features. Despite our attempts to keep certain aspects under wraps, the game is vast, with a multitude of elements. It never ceases to amaze me–although I’m no longer surprised by this point–when I watch someone stream the game and discover something new that leaves me thinking, “I had no idea you could do that! What on earth?” When I inquire about it internally, many others share my sentiment, saying, “I didn’t know you could do that either!” As such, Satisfactory is an expansive game with countless contributions from many individuals.
To put it simply, while our community has highlighted various aspects of the game that I may have overlooked initially, my preferred features include the Dimensional Depot, which serves as a central storage area for parts and allows easy uploading. Additionally, I enjoy the straight conveyor belts. These features have become indispensable to me since their implementation, so if players haven’t discovered or utilized them yet, I believe they might be missing out significantly.
Q: How does Coffee Stain avoid burnout when working on a project like this?
Snutt: It seems as though the continued work on Satisfactory might be unavoidable due to feelings of exhaustion. The team has undergone significant changes since its inception, with many original members moving on and new faces joining. While there are still dedicated individuals working on the project, it’s natural for personnel to come and go as with any job. New hires bring fresh perspectives and energy, which is beneficial for us. It’s encouraging when we receive applications from enthusiastic candidates who are already familiar with the game, especially those who genuinely enjoy playing Satisfactory. However, maintaining this level of effort over an extended period can be challenging, and it sometimes feels like a daunting task to continue working on a game for such a long time.
From my perspective, it brings me joy that we’ve had numerous chances to adapt our approach to the game, as well as its related tasks, and in doing so, we’ve managed to evolve alongside the game itself.
How would you explain the immense fame that Shrimp Bunny, also known as Lizard Doggo, has garnered over time?
Snutt: It turned out funny because it was an additional element we made during other tasks. It was sort of a bonus feature, and it was so adorable that we added it to our promotional trailer, which then grew into a major symbol for the game. I wouldn’t call it a coincidence since we worked hard on its development and design. However, it’s amusing how certain aspects resonate with our community, and we found ourselves embracing it wholeheartedly.
Just as the unique name “Lizard Doggo” wasn’t our idea, but rather a creative title suggested by one of our community members – Chad Mojito to be precise – we found it amusing and fitting, so we decided to adopt it. It’s amazing how the small character, Shrimpy, has grown into an icon for our game.
Q: I want one as a pet. Get some FICSIT genetic engineers on it!
Absolutely! Our merchandise is available now. You can grab one from our site LizardDoggo.com. Here, Heroic Replicas’ Dave collaborates with us, producing a variety of awesome Satisfactory merchandise, including a large Lizard Doggo plush toy that you can purchase.
Q: Is there anything else you would like to add?
Snutt: I could go on and on about this game I adore so much! I’m deeply appreciative of all the love it has received from countless individuals, as well as the favorable feedback we get for both the game itself and my efforts in creating it. It’s wonderful to be visible through platforms like YouTube, where I can witness the outpouring of positivity. However, I also encounter negative reactions, which are part of the package.
What strikes me is the abundance of optimism surrounding this game currently, which effectively dwarfs any negativity I encounter. This is significant because it often happens that one negative comment on a platform like YouTube can overshadow multiple positive ones. However, I don’t find myself feeling that way. For the 1.0 launch, the response we’ve received from users has been incredibly positive, and it’s almost overwhelming. I am genuinely grateful for all the kind words people are using to praise our game and the effort we’ve put into it.
[END]
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2024-10-03 14:35