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On a PC Satisfactory dedicated server, stop the server, edit FactoryGame/Saved/Config/Game.ini, add the [/Script/Engine.GameSession] section with a MaxPlayers value, save it, and restart. You can also pass the value at launch with an -ini:Game override. A PC-hosted non-dedicated game uses the matching file under %LOCALAPPDATA%. Four players remains the supported performance target, so a larger cap is a configuration change—not a guarantee that the server can run that many players reliably.
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What the MaxPlayers setting does
MaxPlayers is the Unreal Engine game-session setting that controls how many players a Satisfactory session will accept. The value is a simultaneous-player cap, not a reservation: setting it to 8 does not create eight available slots if the server cannot maintain a stable simulation for eight connected players.
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Raising the cap can increase simulation work, network traffic, memory use, and the amount of activity the server must process. Treat every value above four as an experiment that must be monitored and be prepared to reduce it if stability or performance worsens.
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Choose the correct type of session first
PC dedicated server
A dedicated server runs separately from the game client. It can remain available while the owner is not playing, and it is administered through the in-game Server Manager after the server has been added and claimed. The configuration file is stored in the server installation’s FactoryGame/Saved/Config directory.
PC non-dedicated (local-host) session
A normal PC game that one player hosts uses that player’s local configuration tree. The host must be in the session for other players to join, and the configuration is tied to that Windows user profile. The file is under %LOCALAPPDATA%FactoryGameSavedConfigWindows.
Console and crossplay limits
The local-host method for exceeding four players is PC-only. Console crossplay sessions cannot exceed four simultaneous players, so changing a PC configuration file does not remove the console limit.
Change the cap on a PC dedicated server
1. Stop the server completely
Shut down the dedicated server before editing its files. Do not change the file while the process is running: the server may overwrite the file on exit, or it may continue using the value already loaded in memory. If the server is managed by a service, stop that service rather than merely closing a window.
2. Open the server configuration directory
In the dedicated-server installation, open the FactoryGame/Saved/Config directory. The exact parent folder depends on where you installed the server. Look for an existing file named Game.ini.
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If Game.ini is absent, create a plain file with exactly that name. Make sure the operating system has not silently appended a second extension such as .txt; the server must be able to read the file as Game.ini.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match3. Add the game-session section and value
Open Game.ini and add this block. Replace 8 with the cap you want:
[/Script/Engine.GameSession]
MaxPlayers=8
Keep the section header in square brackets and spell MaxPlayers with the same capitalization. A value of 5, for example, allows five simultaneous players if the server remains stable at that load. The setting does not increase the number of players already connected; it takes effect after the server is restarted.
4. Save and restart
Save the file, start the dedicated server again, and allow it to finish loading before connecting. Use Server Manager to add or claim the server if you have not done so, set its administrator password, and administer it from the game. Join with a second account or ask another player to connect to verify that the advertised session accepts the intended number of players.
Set the value at launch instead
A dedicated server can receive the same setting as a startup argument:
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-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
Replace 8 with the desired cap. This is useful when a service, script, or host panel builds the launch command and you want the cap specified every time the process starts. Stop the server before changing the launch command, update the command used by the service, and then start the server again.
Use one deliberate source of truth where possible. If both Game.ini and the launch command contain different values, the effective result can be confusing because it depends on how the server is started and which argument is actually being passed. Keep the file and command consistent, remove stale overrides from old shortcuts or service definitions, and verify the result with a fresh restart.
Change the cap for a PC non-dedicated session
1. Exit the hosted game
Close the game session and return to the desktop. Editing while the host is running can leave the current session using its previous value.
2. Open the Windows configuration path
In File Explorer, paste this path into the address bar:
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If the file does not exist, create Game.ini in that folder. The path is specific to the Windows PC host; it is not the dedicated-server path.
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3. Append the same game-session setting
Add the same [/Script/Engine.GameSession] section and MaxPlayers=X line shown in the dedicated-server procedure, replacing X with your intended cap. If the file already has that section, edit its existing MaxPlayers entry instead of creating competing entries. Save the file and start the game again.
4. Test with the host present
Invite players after the host has loaded the world. A non-dedicated game is tied to the host’s session, so it is not a substitute for a server that must stay online when the host leaves. Console participants remain subject to the four-player simultaneous limit even when the host is on PC.
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| Consideration | Dedicated server | PC non-dedicated host |
|---|---|---|
| Availability | Can remain online without the owner playing, provided the server process and machine stay available. | Depends on the host keeping the game session running and connected. |
| Configuration location | FactoryGame/Saved/Config/Game.ini in the server installation. |
%LOCALAPPDATA%FactoryGameSavedConfigWindowsGame.ini for the Windows host. |
| Administration | Use Server Manager to add, claim, password-protect, and administer the server; edit server files or its launch command. | The host controls the game session and its local files; there is no separate server process to administer. |
| Platform scope for more than four | PC dedicated-server configuration is the documented route for testing a higher cap. | PC only; console crossplay remains limited to four simultaneous players. |
| Operational burden | Requires maintaining a separate process, machine, service, updates, backups, and monitoring. | Simpler to start, but the host must be present and the session ends when the host stops it. |
How high should you set the cap?
There is no universally safe number above four. The practical limit depends on the world, factory complexity, player activity, save size, server hardware, network conditions, and any modifications. The documented “127” figure is a theoretical configuration possibility, not a recommended operating target.
- Start with the smallest increase. Move from four to five rather than jumping straight to a very large value. This isolates the effect of the change and makes a rollback straightforward.
- Play a representative session. Have players build, transport items, explore, and use vehicles or other systems that normally create load in your world. A quiet test is less informative than ordinary play.
- Watch the server while everyone is connected. Monitor CPU utilization, memory consumption, simulation or tick-rate behavior, latency, and disconnects. These indicators show whether the machine is coping; the player cap alone cannot.
- Increase only after a stable period. If the server remains responsive, make another small change and repeat the observation. There is no requirement to reach a particular number.
- Stop when symptoms appear. Roll back at the first sign of repeated crashes, severe hitching, rising latency, missed simulation updates, memory pressure, or frequent player disconnects.
These steps are operational guidance, not a benchmark. The official support target remains four players, and a value that works in one save or on one machine may fail in another.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What to monitor after increasing MaxPlayers
- CPU load: sustained high utilization can indicate that simulation work is saturating one or more cores.
- Memory: watch for steadily increasing use, paging, or the operating system terminating the process.
- Tick rate and simulation responsiveness: delayed interactions, slow automation, or visibly uneven updates can signal that the server is falling behind.
- Network behavior: check latency and packet-loss symptoms for several players, not just the host.
- Disconnects and crashes: record when they occur and how many players were active. A failure that appears only at the higher cap is a reason to reduce it.
Keep a note of the previous value and the date of each change. That simple change log makes it easier to identify whether a later problem came from the player cap, a world change, an update, or another configuration edit.
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Troubleshooting a cap that does not apply
The server still admits only four players
- Confirm that you edited the dedicated server’s
Game.ini, not the local host’s file, and that the path is inside the active installation. - Check the section header character for character:
[/Script/Engine.GameSession]. - Check that the entry is written as
MaxPlayers=numberwith no quotation marks. - Stop and start the server process; closing a client or reconnecting does not reload server configuration.
- Inspect the service, shortcut, or host panel for a launch argument that sets a different value. Remove stale arguments or make them match the file.
The file keeps disappearing or reverting
Stop the process before editing and verify that you have write permission to the installation directory. A managed service may restore files from a template when it starts; in that case, change the template or launch configuration used by that service. Make a backup before testing so you can compare the file before and after a restart.
The server starts but becomes unstable
Set the previous lower value, save, and restart. If the problem persists, test the unchanged four-player target to separate the cap change from another issue. Examine CPU, memory, tick-rate behavior, and disconnect timing during a controlled session. Do not treat a successful startup as proof that the higher cap is sustainable during busy factory activity.
Players cannot connect after the edit
First restore the last known-good value and restart. Then verify that only the player-cap line changed. A malformed section header or accidental edits elsewhere in Game.ini can affect more than the session limit. Once the server is reachable again, reapply the cap with a backup available and test one step at a time.
Duplicate sections or values are confusing
Keep one [/Script/Engine.GameSession] section and one MaxPlayers entry in the file. Remove old experimental entries rather than leaving several different values. Also search the launch command for another -ini:Game override. A clean configuration makes the effective setting easier to diagnose.
Rolling back safely
- Ask players to leave and stop the server or close the hosted game.
- Restore the backed-up
Game.ini, or changeMaxPlayersto the last stable value. - Remove or update any launch argument that still specifies the higher cap.
- Start the server and confirm that it loads without errors.
- Record the rollback and keep the failed value out of automated startup scripts so it is not reintroduced later.
Returning to four players restores the documented support target, but it cannot repair a damaged save or unrelated configuration problem. Keep regular world backups independently of player-cap experiments.
Using managed hosting instead of maintaining files
If you do not want to maintain a Windows or Linux service, backups, startup arguments, and monitoring yourself, managed Satisfactory server hosting is an alternative. Before choosing a provider, confirm its current region, player-cap controls, support for the Satisfactory server version you use, access to Game.ini or an equivalent setting, backup policy, and whether a higher cap is permitted. A host’s advertised slot count still does not guarantee stable performance in your particular world, so apply the same incremental testing and monitoring approach.
Key points to remember
- The setting is
[/Script/Engine.GameSession]followed byMaxPlayers=X. - Dedicated servers use
FactoryGame/Saved/Config/Game.ini; PC local hosts use the matching file under%LOCALAPPDATA%FactoryGameSavedConfigWindows. - Restart after saving, or after changing the startup argument.
- The launch override is
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=X. - Four players is the official support and performance target. Higher values are technically possible but may reduce stability and increase resource use.
- Console crossplay cannot exceed four simultaneous players.
The official developer Q&A archived from November 23, 2021 describes four players as officially supported while noting that dedicated-server configuration can technically allow more. The current Satisfactory Wiki likewise presents 127 as theoretical rather than practical. Use those figures as boundaries of what the configuration can express, not as a promise about what your server can comfortably run.
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