Drop your save file, see your whole factory in seconds — right in the browser, without uploading anything anywhere.
▶ satisfactorymap.net — no install, no account. Or get the desktop app for saves too big for any browser.
Your save is parsed on your own machine by a Rust parser compiled to WebAssembly. Nothing is uploaded, so there is nothing to wait for: a 600,000-object endgame save loads in ~8 seconds — the same save takes almost two minutes on the incumbent web map, a measured 13× difference. And it stays fast after loading: panning the full-factory overview, this map never dropped a frame (worst: 24 ms) where the incumbent froze for up to 15 seconds at a time — WebGL rendering instead of DOM markers (methodology & reproducible script).
- The whole factory, mapped — buildings by build-menu category, belts/pipes/railways/power lines as curves, resource nodes with purity, vehicles, trains, players, collectables and crash sites.
- The world itself — every cave on the map outlined with its name, area and depth; the damaging world border and the altitudes it starts at; and where the water you can actually swim in and pump from ends, which is well inside the ocean the game draws. None of it shows on the in-game map — it's traced from the game's own level data.
- Find anything — search across every inventory in the save ("where did I leave my hard drives?"), per-building tooltips with recipe, power, clock speed and belt/pipe bottleneck detection.
- Progression at a glance — MAM research, alternate recipes, AWESOME Shop, HUB milestones, Space Elevator status.
- Select & total — rectangle-select any part of the factory and get its combined inventory and object list.
- Edit your save — move, copy/paste, rotate or delete whole factory
sections (with undo), then download the edited
.savand load it in the game. Copies travel between saves, too: copy, load the other save in the same tab, paste. Copies up to 50,000 objects also go through the OS clipboard for pasting in another browser tab; beyond what the browser's memory can carry, the desktop app takes over. - Link straight to a map — append
?url=<address-of-a-save>to load a hosted.savautomatically (e.g. a dedicated server's autosave exposed over HTTP). The file downloads directly into your browser — never through this site's servers — so its host must allow cross-origin (CORS) requests. - Private by construction — fully client-side; the save never leaves
your machine. Works offline once loaded. satisfactorymap.net counts
anonymous, cookieless usage (page views, and how long a parse took) via
PostHog's EU region; nothing about the save itself is sent, and the desktop
app and any local build send nothing at all. See
map/static/map/analytics.js— it is short, and it is the whole of it.
Browsers cap WebAssembly at 4 GB of memory, which the very largest mega-factory saves can exceed. The desktop app (Tauri, Windows) wraps the same engine and the same interface with no memory ceiling — and it's the fastest way to open saves straight from your save folder. It can also pull the newest save straight off a dedicated server (the official server HTTPS API — the same one the in-game Server Manager uses): enter the server's address and admin password in the Save File panel and hit Fetch latest save. One firewall note: the API listens on TCP port 7777, while the game itself uses UDP — so the server must have TCP 7777 (or its custom port) open too, not just UDP (details). Download the installer from the Releases page, or build it from source in a few minutes (see CONTRIBUTING.md).
Why does Windows warn when installing? The installer is not code-signed — signing certificates cost hundreds of euros per year, which isn't sensible for a free tool yet. Windows shows its standard "unknown publisher" SmartScreen prompt for any unsigned installer; "More info → Run anyway" proceeds. The app is open source, the installer is built from this repository, and every release lists SHA-256 checksums so you can verify what you downloaded.
Everything — site, parser, desktop app, data extraction — is covered in CONTRIBUTING.md.
The Rust parser is a port of
GreyHak/sat_sav_parse, validated
field-by-field against the Python reference with bit-exact differential
gates. The static world tables (resource nodes, slugs, crash sites…) were
originally converted from that project; they now regenerate from the game's
own level data (validated 1:1 against the originals — see
game_data/extractors/extract_collectables.py). This project wouldn't
exist without GreyHak's format work.
The code is licensed under AGPL-3.0 — the parser port with
GreyHak's written permission, since the upstream it derives from is
GPL-3.0-only (scope recorded in NOTICES.md). The
Satisfactory Save Map name, logo, and the satisfactorymap.net domain
are not covered by that license: forks and rehosts are welcome under the
AGPL, but must use their own name and domain, must preserve the copyright
and license notices (including the in-app footer), and — being AGPL — must
publish their source, including when only serving the app. The canonical
instance is satisfactorymap.net.
Satisfactory is a trademark of Coffee Stain Studios. The game-derived data
(icons, map image, item/building/world tables) belongs to Coffee Stain
Studios: none of it is committed here — it is extracted from your own copy of
the game by game_data/extract_all.py, or unpacked from the convenience
archive attached to a release (see game_data/README.md
and CONTRIBUTING.md). This project is not affiliated with
or endorsed by Coffee Stain Studios.

