June 2nd, 2026
Q&A: What was the inspiration for 1.2?
Q&A: What was the inspiration for 1.2? (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=1926
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Jason
1.1 came out a year ago.
Yes.
What was the inspiration for 1.2 now that we're a year
Emmet
later?
Let me see.
1.2 started... Want me to talk later?
Jason
Ah!
Ah!
Emmet
We good?
Let's get a little mic check.
This works well?
I'm out.
nice um let me see we released 1.1 so 1.1 was very much like we had released 1.0 and there were things we still wanted to tidy up in the game and things like some more minor things we wanted to improve on um
1.2 was very much like a fresh update from the start.
We wanted to do another free update of 1.1 because we know we want to keep supporting Satisfactory well into the future.
There's no planned end of the support for Satisfactory.
But I wanted to actually try and find more specific themes around the free updates.
Which, now that I look back, it's still scattered as hell.
But my idea originally was to theme it more around vehicle updates.
which obviously with the vehicle pathing and like the theme on the logo and stuff you actually have like the road sign like that was the original idea but then we looked at what other features could we bring in at that time and i had like a big old list of features and i looked back at that earlier today and some of them are dumb but some of them are cool and those cool ones did actually make it in
and we knew we were going to do weather we were doing an engine update we were always waiting for an engine upgrade to 5.4 in order to re-implement weather and we'd launched 1.0 on 5.3 we launched 1.1 on 5.3 and then we swapped to 5.4 i think over the summer of last year which meant weather was available again so that was always going to be in there um
We then had, I did obviously have like the vehicle changes.
So we had the fluid truck, we had the fluid truck station and we had the vehicle repathing.
I know I am that asshole now who has gotten rid of the old vehicle system and I am sorry about that.
But it kind of sucked and we just wanted something that worked a lot better and was way more accessible for players and was much more consistent.
Please don't hurt me.
Leave the pitchforks down, please.
Another thing I wanted to do was make the game...
I wanted to find ways for this game to be more replayable.
And there's a lot of ways to do that, and there's still things we can do.
Wink, wink.
But the way I decided to go with 4.1.2 was to go with game modes, so that there was a lot of different variation on how you played this game.
So it was sort of like game modes and adding a couple of things, like changing AGS to creative mode and just giving like...
clear guidelines on what these are so like how you actually control uh like space elevator parts you need or like the power consumption and then obviously the random resource nodes is a blast and can change the game dramatically from the original there the original design and that was a lot of fun to test which is what we'll talk about in the next section and then there's other things that we kind of there was stuff that we kind of liked in 1.1 that
We're like, okay, we might not do this now, but we can do it a bit later in the future.
So like selfie mode was something we were looking at for 1.1 and we're like, we're already given like a pretty comprehensive photo mode.
So we're like, you know, let's just ship the photo mode and just see what people think of it.
And then we can add on top of that later, which is something we're going to probably still do a lot.
We're going to make something and just kind of see what you guys think.
And if you'd like it, we'll do more of it.
So yeah, that's where selfie mode came from.
So we had a list, we cut it down to the things we thought made most sense, and then we just built them.
That's kind of been one of the things we focused on in the last year, just building this 1.2 update.
Obviously, we launched console as well, and that brings us here.
One of the features I did cut, and this is going to probably hurt, but when Jason did
Jason
his, hey, I now work at Coffee Stain video,
Emmet
He did a little skateboarding thing that was really cool in that video.
And you can go back here on our YouTube channel and see that.
Q&A: What was the inspiration for 1.2? (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2257
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Calen
All right, well, I'm going to defend the trucks for a little bit.
Okay, hold on.
Don't be too harsh on yourself for picking that apart, but, like...
I remember so I first joined the team like around like September timeframe and like I remember during the interview process like one of the questions was like okay if you could change anything in the game like what are some things and I'd like a small feature request that was like I would love to zoop the signs because it's such a pain in the butt to put all of them down
So I love that in this update.
And then the other thing was trucks.
Like, they were so difficult to use that I just, like, just didn't use them.
I get that some people found a way to, like, incorporate them in the factories, but, like, I'm stoked about this feature.
So it's a good change.
Literally, the... Too loud.
Q&A: What was the inspiration for 1.2? (Part 3)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2460
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Emmet
Yeah, oh, TLDR on that last story, I was thinking about doing a hoverboard and I cut it.
Sorry.
Okay, what else... ...about later?
Oh, wait, no, there was... We were talking about the actual truck update.
Like, a really fun thing about that was when Caelan joined, like, a week before he started working here, like, myself and Thorsten were just... Thorsten, our art director, were just hanging out at a local beer purveyor.
LAUGHTER
Myself and Torsten were at a bar in the sun and we saw Caelan walk by and we shouted at him and we were like, oh, yo, come over here.
We know you're starting to work with us next week.
Come on, we'll tell you about the updates and stuff.
And he was so happy when we were talking about trucks and all the things we were doing.
Q&A: What was the inspiration for 1.2? (Part 4)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2628
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Emmet
What do we got?
We had the list of the features, talked about where that came from, talked about things that might have gotten cut.
We're going to keep supporting.
Caelan backed me up on my decisions were good, which I always appreciate.
Jason
I'm curious if you can share anything that, because you mentioned like some things got cut.
Yes.
And you said they were dumb.
Emmet
Yeah.
Jason
And I'm wondering if there's something you could share that got cut.
Emmet
Oh, you
Jason
didn't hear this
Emmet
part.
Oh, yeah, I was when you did like your hey, I'm Jason Welcome to welcome me to coffee stain video You did a little skateboarding thing and like after that I said we should add a hoverboard into satisfactory and then I and then I caught the hoverboard thing I think would have been cool.
Like we literally have like a skate park in satisfactory with some build pieces But now dreams don't come true.
Yeah I'm more of a wheels on ground kind of guy.
You don't like back to the future to I
Jason
Back to the Future 2 is okay.
The United States is kind of turning into that Biff's reality, which is kind of concerning.
You cut the best part of the update.
Emmet
Maybe in the future.
Let's see.
Golfing.
Oh, for golfing, I was like, this is not anything to do with adding it to the... Well, maybe it is.
You guys decide.
I was talking to another dev from a different company yesterday, and he was also a big fan of Satisfactory, and he was like, oh, you guys should add golf.
And I was like...
If we add golf, we're just going to make the automated golf machine that you just start feeding the power and resources, and it will just golf, but you don't get to interact with it.
It's just going to be there golfing perpetually.
So let's see.
1.3.
Jason
It's like a Rude Goldberg machine, but for golf.
Emmet
Yeah, exactly.
Jason
I like that.