Satisfactory Space Elevator Phases and the Ending
What each phase unlocks, why later phases need parts from earlier ones, and what actually happens when you finish. Ending details are marked.
The Space Elevator is the spine of progression. Five deliveries, each unlocking the next section of the game, and the fifth ending it. Knowing how the requirements stack saves a substantial amount of rebuilding.
What each delivery unlocks
| Delivery | Unlocks |
|---|---|
| Phases 1 to 3 | Two higher tiers of milestones each |
| Phase 4 | Tier 9, the final tier |
| Phase 5 | Launches Project Assembly, and the “Employee of the Planet” cup in the AWESOME Shop |
The elevator itself must be built to unlock Tier 3 and above, so it arrives early and then sits as a landmark for most of the game. It is visible from everywhere on the map, which makes it genuinely useful for navigation.
The stacking requirement that catches people
Later phases need parts from earlier phases as ingredients. This is the single most important planning fact about the whole system.
The clearest example: Modular Engines are needed 500 times for Phase 3, then 2,500 more times in Phase 4 as an ingredient in Thermal Propulsion Rockets. That is 3,000 in total against the 500 the Phase 3 screen showed you.
The consequence is direct: do not dismantle a phase production line after completing that phase. Players who tear down their Modular Engine setup on finishing Phase 3 rebuild it twenty hours later at a larger scale.
The better habit is to leave each line running into storage after its phase completes. The parts keep accumulating, they cost you nothing but the power, and the next phase starts with a buffer instead of from zero.
You can move it
The Space Elevator can be dismantled and relocated at any time without losing progress. The Project Assembly platform repositions itself to align with the new location.
Only one can exist in a world at a time, so this is relocation rather than duplication. Still, if you built it somewhere convenient at Tier 2 and your real factory ended up elsewhere, moving it costs you nothing but the materials to place it again.
Multiplayer
The elevator and its phase progress are shared across all players, as with milestones and MAM research.
One quirk worth knowing: the handle in the UI does not sync between players. What one person sees on the lever is not necessarily what another sees. The underlying progress is shared correctly; only the visual state of the control is unreliable.
Feeding it
Parts can be delivered by hand from your inventory or by conveyor. For anything past Phase 2, belt it — the quantities involved make manual delivery a poor use of an evening.
A pattern that works: run each phase part’s production line into a storage container, then belt from that container to the elevator. The buffer smooths out production and lets you see at a glance how far along you are.
Somersloops are worth using here
Phase requirements are the clearest case for Somersloop amplification. Applying sloops to the Manufacturers producing the most expensive phase parts cuts the input cost directly, and phase parts are exactly the situation where you are constrained by materials rather than by machine count.
The overclock calculator on this site shows the power cost of any sloop configuration, so you can check the trade before committing artefacts you cannot get back.
What happens at the end
The rest of this page describes the ending. Skip it if you would rather not know.
Completing Phase 5 begins a final sequence performed through the Space Elevator display, a specific set of tasks rather than another delivery. When those are done, one last pull of the lever launches Project Assembly.
The elevator assembles an enormous ship, which detaches, accelerates, blasts open a wormhole and flies through it. ADA speaks a final time as the credits roll.
Afterwards the elevator rearranges itself into the FICSIT logo, and its console permanently reads “Project Assembly Launched. Pioneer purpose concluded.”
Is there anything after it?
No hidden content, no second objective, no new game plus. Players have looked thoroughly and the consistent answer since 1.0 is that the credits are the end of the authored content.
What remains is the sandbox, unchanged and fully unlocked. The world, your factory and every recipe are still there. A large share of the community treats the ending as a midpoint rather than a finish — the point where progression stops setting your goals and you start setting them yourself.
If that sounds unsatisfying, it is worth deciding in advance what you want from the last stretch. Finishing Phase 5 as fast as possible and finishing it with a factory you are proud of are different projects, and the second one is what most people say they enjoyed.
Planning the last two phases
Phases 4 and 5 are a different scale from everything before, and the parts involved reuse each other heavily. A few observations that hold up:
Nuclear Pasta jumps from 100 units in Phase 4 to 1,000 in Phase 5. That is not a line you scale at the last minute. If you built Phase 4’s requirement exactly, Phase 5 will have you waiting on it for a long time.
Biochemical Sculptors reuse the Assembly Director System chain. Several Phase 5 parts plug into production you already built, which means the work is less than the ingredient list suggests — provided you left those lines standing.
Copper Powder is simple and easy to overlook. It needs volume rather than complexity, and a line built early runs in the background without attention.
The general shape: Phase 5 is mostly about quantity, not new complexity. If your Phase 4 factory is intact and you left it running into storage, a large part of Phase 5 is already accumulating.
Common mistakes
Dismantling a phase line after its phase completes. Later phases consume the same parts in much larger quantities.
Building exactly the quantity the phase screen shows. That number excludes what later phases will need of the same part.
Delivering by hand past the early phases. The quantities do not justify it.
Assuming the elevator is permanent where you first placed it. It relocates without losing progress.
Expecting content after the credits. There is none. Plan the last stretch around what you want to build, not around what the game might reward.
See also
Sources
- Satisfactory community wiki, Space Elevator page — phase unlocks, relocation behaviour, multiplayer sync and the ending sequence
- Steam community discussions, 2024 to 2026 — player reports on what exists after completion