Ore Factory Squad

Mining & Factory Co-op Guide

Build a cleaner mining operation from the first contract onward. Use this wiki for starter routes, machine layouts, pallet flow, upgrades, platform questions, and co-op troubleshooting.

Released Jul 16, 20261-4 playersMining routesFactory chainsContracts

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What is Ore Factory Squad?

Ore Factory Squad is a first-person mining and factory management game from threeW Games. Players dig for ore, haul resources, build processing lines, complete contracts, and expand production alone or in a small co-op squad.

This wiki focuses on practical answers: what to buy first, how to route machines, how to use pallets, how to handle contracts, and where to verify current platform or release details.

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Developer

threeW Games

Publisher

PlayWay S.A.

Platform

Steam

Genre

Mining / Factory Sim

Players

1-4

Release

Jul 16, 2026

Ore Factory Squad Wiki Sections

Jump into mining, factory setup, automation, contracts, platforms, and co-op help.

Guides

Start with practical tutorials, walkthroughs, gameplay explanations, mod-support information, and fixes for common launch problems.

Platforms & Release

Check price, store availability, release timing, demo access, console questions, and Steam tracking pages before buying or playing.

Mining

Find mining routes, valuable deposits, property maps, mine equipment, and tools that help locate resources underground.

Factory

Learn how to build the first factory, expand production, use machines, and add recycling to a growing industrial operation.

Automation

Set up automation systems, pallets, dispensers, and warehouse flow without creating avoidable handling bottlenecks.

Progression

Plan upgrades, property purchases, employee growth, metal licenses, and vehicle investments as the company expands.

Contracts

Follow the first contract, reach the pawn shop, sell processed goods, and turn customer orders into reliable income.

Frequently Asked Questions

Quick answers for common Ore Factory Squad search topics.

Ready to Clean Up Your Production Line?

Start with the tutorial route, keep layouts simple, and scale only after you can see the real bottleneck.