
Satisfactory — Achievement Walkthrough
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Draw more power than your generators produce and the grid trips. Open the power switch / HUB power panel and reset the fuse to restore power. Early on this happens by accident the first time you plug in one machine too many — if you want it deliberately, run a few Smelters off a single Biomass Burner and let the burner run dry.
Power Slugs glow in caves, on cliff ledges and inside rock crevices near your starting area. Walk up to one and pick it up. Slugs are also the input for Power Shards, so you will be collecting these all game anyway.
The Portable Miner is craftable at the Equipment Workshop / HUB once unlocked. Take it out of your inventory, aim at any resource node and place it. It can be picked back up afterwards.
Mercer Spheres are alien artefacts scattered around the map, usually in awkward spots — cliff faces, cave systems, ruins. Gather one to unlock this. You will need many more of them later for the Consume achievement, so note where you find them.
Pick each of the three types of edible flora that grow around the world. They are common near the starting biomes — just make a point of harvesting a different-looking plant every time you pass one, rather than only the one type you use for healing.
Cumulative — every bush, tree and plant you clear counts. Clearing space for your factory floor will grind most of this out on its own. The chainsaw makes it trivial: unlock it and sweep a forested area.
Deliver the Phase 1 parts to the Space Elevator. Early parts, small quantities — a modest starter factory covers it.
Somersloops are the other alien artefact type, found in similar out-of-the-way locations to Mercer Spheres. Grab one. Like Mercer Spheres, there is a much larger collection achievement later, so start tracking their locations early.
The Space Giraffe Tick Penguin Thing is the large passive creature that wanders the world. Jump onto its back and it launches you into the air — that bounce is what the achievement wants. Bring a Parachute so the landing does not kill you.
The Space Elevator is unlocked in the HUB. Gather its build cost and place it — this is the gate for every Phase achievement that follows.
The onboarding tutorial walks you through landing, powering the HUB and delivering the first parts. Just play it through — it cannot be missed unless you skip onboarding when starting the save (choose the tutorial when creating a new world if you want this one).
Your speed is shown on the HUD. The reliable route is a vehicle on a long straight — the Explorer downhill, or a Truck on a flat automated road. Hypertubes will also blow well past 140 km/h once you have them, and are the easiest way if you have already unlocked them.
Sink items into the AWESOME Sink to build up points, then print a Coupon from the AWESOME Shop terminal. Feed the Sink anything you have a surplus of — early on, Screws or Reinforced Iron Plates work fine.
Cumulative across your save. 5 km sounds like a lot but a normal mid-game factory sprawls well past it. If you want to speed it up, run a long belt line across open terrain — length is what counts, not throughput.
Alternate recipes come from Hard Drives, which you get by scanning and looting Crash Sites. Recover a Hard Drive, take it to the MAM, run the research and pick one of the offered alternate recipes.
Blue, Yellow and Purple Power Slugs. Blue ones are everywhere; Yellow and Purple sit in more dangerous or hard-to-reach spots — caves, high ledges, hostile areas. One of each is all you need.
Phase 2 asks for more advanced parts in larger volumes. This is usually where you stop hand-feeding machines and start building real production lines.
This one is hidden on Steam — the store schema ships no description for it, so we have not verified the exact trigger. Rather than guess, check a community guide or add a tip below if you unlock it.
Build the MAM, feed it the required samples for any one tree and research it to the end. The early flora and Power Slug trees are the cheapest to finish.
Drive any vehicle (Tractor, Explorer, Truck) into a creature. The Explorer is fastest and easiest to steer for this.
The Manufacturer is the four-input production building unlocked in the HUB tiers. Unlock the milestone that grants it and place one down.
Thirty uninterrupted minutes without touching the terrain. Build a platform of Foundations up in the air, or simply stand on a high roof, and go do something else for half an hour. Standing on Foundations counts as not touching the ground.
Boombox tapes are collectible pickups scattered around the map. Grab one to unlock this — they are separate from the Boombox itself, which comes from the AWESOME Shop.
Phase 3 needs proper multi-stage manufacturing. Oil processing and a stable power grid become necessary here rather than optional.
This one is hidden on Steam — the store schema ships no description for it, so we have not verified the exact trigger. Rather than guess, check a community guide or add a tip below if you unlock it.
Five thousand placed Foundations. That is a genuinely large amount — the fast way is a big flat platform: place a Foundation, then use Zoop (hold and drag) to lay whole rows at once. Keep a strong Concrete supply running.
Same idea as the belt achievement, but for Pipelines. Pipes come later than belts, so this one usually lands once you are into fluids — oil, water for coal power, or fuel.
Build at least one Train Station, place a locomotive on the track, open its schedule and add a stop. You need the schedule set — simply owning a train is not enough.
The game offers several starting areas (Grass Fields, Rocky Desert, Northern Forest, Dune Desert). You only start in one, so this means travelling to the others at least once. Do it as part of a resource-scouting trip.
The reverse of Establish dominance — you have to be the one that gets hit. The usual way is to set a vehicle on an automated path and then stand in its way, or have a co-op partner drive at you.
Lizard Doggos are the small passive creatures that run away when you approach. Drop a piece of food (Berries, Nuts or similar) on the ground near one, then back off and wait. It will come over, eat, and become tame.
Cumulative track length. A single long inter-factory line across the map covers most of it. Track laid inside a station area still counts as track.
This one is hidden on Steam — the store schema ships no description for it, so we have not verified the exact trigger. Rather than guess, check a community guide or add a tip below if you unlock it.
You need to physically get to the highest natural cliff on the map. A Blade Runners + Jetpack combo makes the climb far easier, and Hypertubes or a stack of Foundations can be built up to reach an awkward ledge.
Phase 4 is a serious step up in both part complexity and volume. Expect to be dealing with late-tier components and a factory that needs real planning, not just more belts.
The world has a hard height ceiling above which you cannot build or fly. Get up to it — the usual method is a very tall Hypertube cannon launching you straight up, or an extremely tall Foundation tower.
This one is hidden on Steam — the store schema ships no description for it, so we have not verified the exact trigger. Rather than guess, check a community guide or add a tip below if you unlock it.
The final Space Elevator phase and the end of Project Assembly. This is the campaign completion achievement — everything upstream (all tiers, all major production chains, endgame parts) has to be running to deliver it.
Fifty Somersloops means a serious world-wide collection run. They are hidden in caves, ruins and awkward vertical spots, so a Jetpack and Blade Runners are close to mandatory. Consider working from a community resource map — this is a completionist grind, not something you stumble into.
The single biggest collection grind in the game — 150 Mercer Spheres, scattered across the entire map. Expect full traversal gear (Jetpack, Blade Runners, Hypertubes for the return trips) and a systematic sweep of the world region by region.
Every Milestone in every HUB tier. That means producing and delivering every part the HUB asks for, up through the late-game tiers — effectively a full playthrough of the production chain.
Every tree in the MAM, finished. This means collecting all the sample types the MAM asks for — including the alien and quartz lines, which need you to fight and explore. Comes naturally over a full playthrough, but a few trees demand rarer inputs, so check the MAM regularly for what is still missing.
There are Hard Drives at Crash Sites all over the map, and 100 of them means visiting essentially every crash site in the world. Use the Object Scanner to find sites, and expect to need a Jetpack, gas mask and decent weapons for the ones in hostile territory. A long-haul collection achievement — chip away at it while you expand.
A purchase from the AWESOME Shop, paid for with Coupons. Coupons come from sinking items, and the Golden Nut Statue costs a lot of them — build a dedicated Sink line running a compact, cheap item to farm the points.











