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GameBrief · General

Reviewing
Abiotic Factor
Deep Field Games
This Abiotic Factor beginner guide starts where the game leaves off: no instructions, just you inside the Cascade Research Facility where the experiments went wrong. You're a scientist. The lab is your workplace, and it's trying to kill you.
The game doesn't give you a tutorial. It expects you to poke at things, read environmental cues, and figure out the progression at your own pace. That's the design. With 39,000+ Steam reviews at 95.9% Overwhelmingly Positive, the approach clearly works. This guide covers what new players actually need to know to get their footing without spoiling what's ahead.
TL;DR: Establish a base area before pushing into new zones, build basic crafting stations before you need them, and don't rush the chemistry system (it's mid-game). Co-op works best when players split roles: one handles base operations while others scout. The game rewards reading the environment over grinding a crafting list. You have 80+ hours, so slow down.
A co-op survival crafting game set in an underground research facility that suffered a catastrophic anomalous event. You're a scientist trying to survive in your own workplace, which is now overrun with creatures and threats you weren't equipped to deal with before your morning coffee. Play solo or with up to 5 others (1-6 players total). Available on PC for $34.99, with 80+ hours of content.
GODEEPER: The Cosmic Companions update added a deep chemistry system that unlocks mid-game, including distillation, weapon coatings, and throwable flasks. Full walkthrough: what the system produces and where to start →
The game starts you inside the facility without clear direction. Here's what actually matters in the first session.
Find a stable base area. The first defensible room you find is probably not the best long-term location, but it's enough for now. You need somewhere to place crafting stations and store materials without losing everything to an encounter. A room with a single entrance you can monitor works for the initial setup.
Gather nearby before exploring far. New players frequently push into unexplored sections before their crafting tools can support it. The facility is large. Exhausting the materials near your starting zone before pushing out gives you more options when you encounter something unexpected further in.
Build your early crafting stations first. Every advanced system in Abiotic Factor builds on basic crafting infrastructure. Getting your workbenches placed early unlocks options that make exploration safer. The materials for the first crafting tier are near your starting point; the game doesn't ask you to go far for the initial setup.
Read the environment. Abiotic Factor uses the facility itself to direct you. Unread logs on terminals, equipment in specific states, anomalous objects in unusual places: these aren't decoration. They're navigation cues. Players who ignore these spend sessions stuck while players who read notes and examine terminals move forward naturally.
Don't expect the game to tell you when you've done enough preparation. You'll know when you can handle what's ahead because you'll stop dying to it.
Abiotic Factor's co-op runs Online, LAN, and Cross-Platform for 1-6 players on the same save file. The host starts a session; anyone who joins contributes to that save. When someone leaves mid-session, the progress stays.
Role division matters in the early game because the facility is large enough that a base operations player and an exploration player cover ground significantly faster than two people doing both things at once.
Two-player co-op: One person focuses on base crafting and infrastructure while the other explores. This split is effective from session one and stays useful until late-game when both players can safely handle new zones. The base player keeps crafting options expanding while the explorer brings back rare materials.
Four-to-six player groups: Base operations can take two players (one building, one organizing storage), while the rest explore in pairs. Running solo into unfamiliar zones is risky at any group size. Pair off for any area you haven't cleared before.
Communication helps but isn't mandatory. The co-op structure doesn't demand constant coordination. Knowing what your partner is handling stops you from duplicating effort. Even just agreeing on "you build, I scout" before a session changes how efficiently you progress.
Cleared lab sections become base staging areas. A dedicated base player keeps these organized while others push exploration.
Abiotic Factor doesn't label its progression stages. These are the phases most players identify once they understand the system structure:
Early: survival basics. Basic crafting stations, reliable health sustain, a secure base area. This phase ends when you're not losing materials to random encounters and you've stabilized your starting zone.
Mid: facility expansion. Pushing into new facility sections, finding specialist materials, upgrading your tools. You've accumulated "weird science materials" without knowing what they're for. They're for chemistry, which becomes relevant here.
Mid-to-late: chemistry and companions. The chemistry workstation opens tinctures (buffs), weapon coatings, and throwable flasks. Peccary companion taming unlocks through chemistry progression. This is a substantial system with its own learning curve; treat it as a separate game layer that starts mid-run, not a day-one priority.
Late: portal worlds and deep facility. Beyond the main Cascade Research Facility zones, portal worlds open. The Hydroplant area's western waterways lead to new content. Scientist enemies with laser weapons become a factor in these later sections.
None of these phases have time limits. Spending 25 hours in the early phase is a valid way to play. The game supports every pace.
GODEEPER: Peccary companions are a mid-game unlock with a survival mechanic that changes how you play the field. How Peccary taming works, what DBNO means, and the 30-second revival window →
Ignoring weird science materials. Anomalous drops and facility loot include items that look identical to standard materials but have specific uses later. Don't discard, sell, or set these aside. They go into the chemistry system when you get there. Treating them as junk is the most common storage mistake.
Pushing too far too fast. The facility escalates in difficulty. Early zones are workable from the start. Later zones are not. New players who push exploration before establishing crafting tools and a stable base find themselves in areas they can't clear. Overextension causes more failed sessions than any enemy type.
Splitting up in unfamiliar zones. In co-op, dividing to cover more ground sounds efficient. In practice, if one player hits something they can't handle and goes down, the other player is too far away to help. Explore unfamiliar zones together. Split up after you've confirmed a zone is clear.
Skipping environmental reading. The facility gives you navigation cues through its own design: notes, terminal logs, anomalous objects. Players who don't read these get stuck because they missed the direction the game gave them two rooms ago. Slow down and look at things.
Waiting too long on chemistry. The weird science materials accumulate over time. The chemistry workstation is mid-game content, not optional end-game content. Starting it late means missing mid-game buffs and the Peccary taming system. When you have a workstation available and a stockpile of weird science materials, start running small distillation batches.
Anomalous creatures in mid-facility sections are faster and more aggressive than the early zones; engagement without preparation costs health and materials.
Keep storage organized by material type from the start. Abiotic Factor's crafting inventory grows complex quickly. Five organized containers are much easier to manage than one cluttered one.
In co-op, communicate which sections each player is responsible for. This applies to both zones you're exploring and crafting responsibilities. Explicit coordination beats parallel improvisation every session.
The game expects experimentation. This applies to the whole facility, not just chemistry. Unfamiliar items are worth examining. Rooms that look significant usually are. The game's reward for curiosity is finding things most players miss.
The facility has multiple connected areas: the main Cascade Research Facility, the Hydroplant, the Torii Home World, and others. Each introduces new threats and new materials. Don't treat the starting zone as the whole game.
80+ hours is a realistic play estimate. The game is not designed to sprint to an ending. Enjoy the facility.
Is Abiotic Factor good for solo players? Yes. The game scales for 1-6 players and works well solo. You set your own pace, handle every system yourself, and the facility atmosphere is more intense without teammates. Most solo players log 80+ hours.
How do you start a co-op session? Online, LAN, and Cross-Platform co-op for up to 6 players. Host starts a session, others join. Everyone shares the same save file. No extra setup beyond a Steam connection.
What should I do first? Establish a base area, gather nearby materials, build your early crafting stations. Don't push into new zones before you have tools to handle what you'll find there. Read terminal logs and examine anomalous objects; those are your navigation cues.
When does the chemistry system unlock? Mid-game. You need a chemistry workstation built from lab section materials and a stockpile of weird science materials. Don't prioritize it in your first sessions. Get basic survival working first.
How many players can play co-op? 1 to 6. Online, LAN, and Cross-Platform all supported. Same save file for solo and co-op.
Is Abiotic Factor worth buying? 39,000+ Steam reviews at 95.9% Overwhelmingly Positive. $34.99 for 80+ hours of content, 1-6 player co-op. One of the highest-rated survival games available.
What enemies does the game have? Anomalous creatures in early zones, with more varied threats deeper in. Later sections introduce scientist enemies with laser weapons. The difficulty escalates deliberately as you progress.
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Senior Critic & Analyst
Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.
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