TerraTech is the multi-award winning sandbox construction and combat game, where you design, build and command your very own fleet of unique land and airborne vehicles, as you explore alien worlds and gather precious resources on a quest for glory and profit.
User reviews:
Recent:
Mostly Positive (91 reviews) - 71% of the 91 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (1,635 reviews) - 78% of the 1,635 user reviews for this game are positive.
Release Date: Feb 6, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Our goal is to involve our community as much as possible in the evolution of the game, and we think the best way to achieve that is to get the game in the hands of players at an early stage. We strive to maintain a good quality of experience throughout the Early Access phase, while we build new gameplay and expand the library of building blocks. We invite the community to follow our progress in detail and share their thoughts and suggestions on the progress of the game.”

Approximately how long will this game be in Early Access?

“We will only bring the game out of Early Access when we feel it has reached the right level of quality and completeness. We intend TerraTech to be a living product, so even after Early Access, the game will continue to evolve and grow as long as we are able to support it!

Our current plan is to be 1.0 feature-complete by the end of 2016, with a formal release planned for early 2017.”

How is the full version planned to differ from the Early Access version?

“We are aiming for the following key additions:

  • Synchronous multiplayer modes
  • Expanded single-player mission system
  • New corporations
  • More blocks for existing corporations
  • New in-game challenges
  • Game controller support

What is the current state of the Early Access version?

“The following is a list of the key content in the Early Access version:

  • Drag-and-drop building with over 100 unique blocks, items and equipment
  • Procedurally generated environments with multiple biomes
  • Ability to scavenge resources from the environment
  • Ability to build land vehicles, fixed turrets, hovercrafts, rockets and aeroplanes
  • Three distinct corporations with their own strengths and weaknesses
  • Modular refining/crafting system using special production blocks
  • Scripted missions and encounters with AI enemies
  • Control multiple vehicles using AI
  • Asynchronous multiplayer features, using AI-controlled shared vehicle designs
  • Separate challenge modes; 2 Gauntlet courses and the Sumo Showdown
  • Share vehicle designs with other users via Twitter
  • User profiles

Will the game be priced differently during and after Early Access?

“It is our intention to keep the pricing consistent.”

How are you planning on involving the Community in your development process?

“In order to realise TerraTech’s full potential, we want to involve our community as early and as often as possible. We do this in two ways:

The game continues to evolve with regular updates to our R&D branch, where our core community help review and feedback on new features. This branch is updated with both regular and sometimes more experimental updates. This is the level at which our most dedicated early adopters like to get involved. This branch is accessible via an add-on pack, which can be purchased together with the main game, or as a separate DLC.

For those wanting a more consistent experience, our stable branch offers just that. We aim to update this branch every 2 to 4 weeks, and it consists of any revisions and updates we’ve made during R&D updates that are deemed ready for the main version of the game.

This dual-approach to Early Access development allows us to provide differing levels of contributions from players who are looking for different degrees of involvement. Regardless of how you play or contribute however, we intend to maintain a high quality experience throughout the Early Access phase.

As we move through development and towards a formal release, we will be introducing new features, expanding the item inventory and adding new game modes. We invite the community to follow our progress in detail and share their thoughts and suggestions on the progress of the game.”
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Downloadable Content For This Game

 

Recent updates View all (96)

June 27

Early Access Release Notes - Version 0.6.1.1 - UNSTABLE BRANCH

New features / content / improvements:

  • Added GeoCorp missions Grade 1, 2 & 3. Unlock these missions by completing the GeoCorp License mission during GSO Grade 2.
  • Added new Tech loader UI to Gauntlet tracks.
  • Double-clicking on a saved game will now load it.
  • Conveyors now auto-reconnect their links in response to structural changes.
  • Conveyors no longer support the 'push' behaviour (purple arrow) which is phased out in the upcoming crafting release. Instead, use a filter to pass between conveyor loops.
  • Added GSO Corner Conveyor, for building bases that transfer from one axis to another.
  • Multi-stack Silos (eg GSO 2x2, GSO 3x3) function as a single unit. Previously they emulated several connected single-stack silos.

Game Design tweaks:
  • Increased range at which new encounters can be seen on compasses and radars.
  • Graduated the EXP Alternator Conveyor to GSO Grade 2 and moved the GSO Filter Conveyor to GSO Grade 2.

Art tweaks:
  • Tweaks to the Conveyors, Filter and Alternator.
  • Addition of 2 "Edge Conveyors" to do concave and convex 90 degree transitions.

Bug Fixes:
  • Increased rotation options for GSO Half Block, Venture Gyro Stabiliser and GeoCorp Plasma Cutter.
  • Fixed bug where redesigning saved Sumo Techs would not work.
  • Various small UI fixes where the back buttons would not return to the expected screen.
  • Fixed Repair Bubble not being invulnerable during Solar Generator mission.
  • Fixed objective marker not being attached to the Trading Station when purchasing the Tractor Pad.
  • Fixed question marks remaining on radar for some missions if the enemy techs wander off.
  • Prevent snapshots uploaded to Twitter not loading into game (note: snapshots uploaded by older builds of the game may still not load)
  • Fixed resources disappearing or being having an incorrect scale when leaving a refinery.

Known Issues:
  • Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
  • New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
  • Blocks may fall onto the player's Tech as the result of missions incorrectly completing because of other enemy Techs.
  • Gaps may appear in the terrain.
  • The block cursor may incorrectly scale to become larger or smaller than the size of the block.
  • SCU Storage block related bugs:
    • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
  • Markers for missions and bases when playing in 4:3 are offset slightly.
  • Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
  • The Delivery Cannon shouldn't open up when attached to a moving Tech.

8 comments Read more

June 22

Early Access Release Notes - Version 0.6.1

Our biggest update yet!

Hi guys,

So for those of you that do not partake in our TT_Unstable branch updates, here is a summary of everything that is in in 0.6.1. Our biggest update yet!

We've added a new challenge mode - GAUNTLET! Click here to view the trailer.

Race around one of two challenging Gauntlet tracks with your custom built racing (or flying) Techs to achieve the best time you possibly can. Players can also race against themselves using ghost data for an extra dose of competitiveness!

The old mission system has been revamped with something a lot more robust which will make unlocking new blocks and progressing through the main game a breeze! We have integrated GSO grades 1-3 with the new system and will have GeoCorp and Venture Grades 1-3 added to the next Stable update.

Other highlights include Enemies landing on the planet in Payload Bombs, a brand spanking new UI, lots of optimisation work and a TON of bug fixes. This and many many more chunks of awesome make up 0.6.1. Read below for a more detailed list of changes and additions or watch this video summary of the Release Notes.

As always, we look forward to hearing your feedback - so be sure to get in touch with your thoughts and suggestions.

- Jamie



New features / content / improvements:

  • New Gauntlet Mode added to the game with 2 tracks; Rolling Thunder and Home Run.
    • Old checkpoint and flight challenges have been retired, to be replaced by the new Gauntlet tracks.
  • First iteration of new Front End UI.
  • Random Encounter spawning - provides randomly-generated mission encounters for the player to discover and engage in. These currently include hunting enemies, capturing and destroying bases. Different encounter types will be added over time. Players are rewarded with XP and blocks for completing these encounters. Question marks appear on the radar when players get near them.
  • GSO mission progression reworked as follows:
    • Added new random encounter missions to all grades.
    • Trading Station mission unlocked after completing Radar, Shield and Battery missions.
    • Moved SCU block mission to GSO Grade 3
    • Removed all previous Grade 2 and 3 missions; these will be replaced with improved versions or alternatives over time
  • XP System changed as follows:
    • XP can now only be awarded by completing missions and encounters
    • XP is no longer awarded by killing population Techs
    • XP automatically ticks over to next level instead of maxing out at end of a level
    • XP thresholds have been adjusted to increase exponentially.
  • Block painting enhancements:
    • Block painting filters are now selected as an individual category or all.
    • Double-tap ALT to remove current selection in Block Painting UI.
    • When painting or dragging, attach point gathering biases towards the current position first.
  • Added several new blocks to the game:
    • Venture Zero G Hover Plate
    • Venture 5-way Steering Hover
    • Venture Payload Terminal
    • Venture Delivery Cannon
    • Venture Conveyor
    • Venture Receiver
    • Added new colour blocks to the game, as chosen by winners of the Pixel Art Challenge.
  • Graduated EXP Buzz Saw to GeoCorp.
  • Added Danish to the language selection.
  • Updated translations from the TT Translator team (many thanks to Calvin, Django, Jakub, Moisés, Olivier, Stig, Viktor and Zwip-Zwap Zapony for the recent translation updates).

Game Design Tweaks:
  • Improved the generic GSO 1-3 missions to spawn randomly selected enemies based on filters (each mission is different now).
  • Added an entry to the Mission Log during GSO Grade 2 to explain how to find more missions and earn XP.
  • Set invaders to spawn from GSO Grade 2 onwards.
  • Increased the chance of enemy population spawns to have new or undiscovered blocks.
  • Reduced the range of all lights and adjusted their intensity (aiming to reduce FPS drops at night).
  • Wheel balancing tweaks:
    • Increased grip for all GeoCorp Wheels.
    • Updated Venture wheels' turn speed to allow them to turn faster, without losing control.
    • Reduced torque on all Venture wheels, except the landing gear, which has a slight power increase. Venture wheels are a bit easier to control now, with little loss of speed.
  • Added the GSO Payload Terminal to the list of items available to buy from Payload Terminals.
  • Moved GeoCorp Cab to its correct category.
  • Increased thrust of all boosters, but also increased fuel burn rate.
  • Decreased refill rate of all fuel tanks by a tad.
  • Balanced the Venture wings to be less twitchy (flap angles and lift power).
  • Reduced the corrective power of the Gyro by half (you can add more of them to restore back to same power as before).
  • Permanently re-added the GSO, Venture and GeoCorp Fixed Light blocks to the game.
  • Updated the Recipe Table and Block Unlock Tables:
    • Moved GSO Cow Catcher to Grade 3
    • Moved all non-GSO Refineries to Grade 2
    • Moved GSO Refinery to Grade 3
    • We will be keeping the GSO Silo 212 instead of the Silo 111 which will be phased out.
    • GSO Shield moves to Grade 2, it will soon also be removed from the starting craters.
  • Expanded basic set of blocks for all grades to be more of a treat when upgrade happens and to allow the enemy population more blocks to use.
  • GeoCorp grade 1 mission disabled temporarily, while new GeoCorp grades 1-3 are in progress with the new mission system.

Art Tweaks:
  • Art related optimisations:
    • Asset and shader optimisations to improve batch rendering in game.
    • Various blocks have been optimised for performance.
    • Improved and optimised collision on some of the more common blocks in the game.
    • Switched the projectile and casing shader to the standard no 2nd UV shader to allow the objects to batch.
  • Added projector onto terrain to show where Techs are about to land before they fall from above.
  • Visual tweaks have been made to some GeoCorp blocks to bring them up to par with the newer blocks.

Bug Fixes:
  • Mission related bug fixes:
    • Fixed question mark appearing on radar when the player first spawns.
    • Fixed objective markers not correctly pointing at blocks during missions.
    • Fixed the Battery Tree sometimes spawning inside another tree.
    • Fixed shield and radar blocks being able to be destroyed during their respective missions.
    • Fixed enemy in shield mission being invulnerable occasionally.
    • Fixed Trading Station appearing as an enemy on the radar.
    • Fixed multiple Trading Stations appearing when saving and loading during its mission.
  • Singularity Containment Unit (SCU) related bug fixes:
    • Fixed messages looping when saving and loading during the SCU mission.
    • Fixed issue with the SCU not picking up blocks correctly.
    • Fixed SCU trying to pick up resources.
    • Fixed bug where SCU disappears after block painting then trying to move the SCU. If your SCU has disappeared then a new game is required to get it back again.
  • UI related bug fixes:
    • Fixed prompts with buttons automatically disappearing after 8 seconds.
    • "Save Options" text in Graphics Settings no longer gets cropped for non-English languages.
    • Fixed issue with being unable to switch to Blocks tab in Payload Terminal after entering the Techs tab.
  • Fixed issue where EXP blocks were not available to purchase from the Payload Terminal or Trading Station (only applies to R&D Pack owners).
  • Fixed issue with GeoCorp cabs breaking the physics of the Tech it's attached to so you can now build working Techs with GeoCorp cabs.
  • Fixed occasions where sending an invader would not return control to the player after flying up.
  • Fixed the issue that made GSO Cabs cost 0BB.
  • Extended cab vision range all around, eradicating the blind spot behind cabs where guns would not aim.
  • Updated the Flamethrower effect to reduce blowback when moving at faster speeds.
  • Fixed issue with Geothermal Generator not working at night.
  • Fixed EXP blocks not flashing when damaged.

Known Issues:
  • Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
  • New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
  • Markers for missions and bases when playing in 4:3 are offset slightly.
  • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
  • Refineries may sometimes output resources that are smaller than expected.
  • Gaps may appear in the terrain depending on the random seed chosen.
  • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
  • The Delivery Cannon shouldn't open up when attached to a moving Tech.

26 comments Read more
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About This Game

TerraTech is the multi-award winning sandbox construction and combat game where you design, build and command your very own fleet of unique land and airborne vehicles, as you explore alien worlds and gather precious resources on a quest for glory and profit.

In the distant future, Earth's natural resources have been depleted, and as a resource-gathering prospector it's your job to travel to alien planets and scour them for valuable materials. But you are not alone! Rival prospectors litter the landscapes of these new worlds, and will fight to protect what’s theirs, and invade to take what’s yours.

To make your mark, you will need to be cunning and creative.

Construction


Using the building blocks, guns, wheels, and wings from several Mining Corporations, you can build varied Techs to suit every purpose. Be it powerful armoured combat vehicles, unstoppable resource gathering machines, sprawling resource processing bases or a hybrid of all three - creativity is your key to exo-planetary success.

Exploration


The worlds in TerraTech are procedurally generated and infinite, so there are always new lands to discover and more resources to find. Treacherous mountain ranges, luscious grasslands and huge deserts are among the biomes you will encounter. More will be added as development progresses.

Combat


The intergalactic mining industry is a profitable one, but you are not the only miner in search for new worlds to exploit. Defending yourself from rival miners will take time, resources and skill, with success leading to new territory and new lands. All equipable blocks and items can be damaged or destroyed, so ensuring you are sufficiently armed and ready for battle is a key element of both survival and prosperity in TerraTech. Get out there and show them who’s boss!

Corporations


All exo-planetary miners buy parts from the established Mining Corporations, which each have their own specific brand of mining technology. Get the job done with GSO, zoom around with high-performance recon specialists Venture, or strip-mine to the max with the heavy-duty GeoCorp. New Corporations we’re aiming to add to the game include deranged experimental scientists Reticule Research, military stealth contractors Hawkeye and the hive-mind AI swarms of LEGION. Completing missions and discovering blocks for each Corp will improve your standing with them, and gain access to the more sought-after components in their arsenal.

Crafting


By gathering and processing natural resources, players are able to construct storage, refining and construction bases in order to craft new blocks in the game. Like the look of that Venture Hail Fire Rifle that just tore your vehicle apart? Go prospecting for the needed resources, and craft a couple for yourself in the shiny new Venture fabricator which you just aquired, by beating their time trial challenge in the nearby mountains.



This is an Early Access game, with everything that implies. Please check the System Requirements to ensure your PC is compatible.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Processor: Intel Core2 Duo T7600 @ 2.33GHz or AMD Athlon 64 FX-60 Dual Core
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 520M or Intel HD 4000
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • Additional Notes: Two-button mouse strongly recommended. Spec may be subject to revisions during Early Access.
    Recommended:
    • OS: Windows 7
    • Processor: Intel Core i5 750 @ 2.67GHz or AMD Phenom II X4 945
    • Memory: 6 GB RAM
    • Graphics: nVidia GeForce GTX 260 or ATI Radeon HD 5670
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Additional Notes: Two-button mouse strongly recommended. Spec may be subject to revisions during Early Access.
    Minimum:
    • OS: Snow Leopard
    • Processor: Intel Core2 Duo T7600 @ 2.33GHz or AMD Athlon 64 FX-60 Dual Core
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 520M or Intel HD 4000
    • Storage: 1 GB available space
    • Additional Notes: Two-button mouse strongly recommended. Spec may be subject to revisions during Early Access.
    Recommended:
    • OS: Snow Leopard
    • Processor: Intel Core i5 750 @ 2.67GHz or AMD Phenom II X4 945
    • Memory: 6 GB RAM
    • Graphics: nVidia GeForce GTX 260 or ATI Radeon HD 5670
    • Storage: 2 GB available space
    • Additional Notes: Two-button mouse strongly recommended. Spec may be subject to revisions during Early Access.
    Minimum:
    • OS: Ubuntu 12.04 or higher
    • Processor: 2.33Ghz Dual Core
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3 Compatible GPU with 1GB Video RAM
    • Storage: 1 GB available space
    • Additional Notes: Two-button mouse strongly recommended. Spec may be subject to revisions during Early Access.
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (91 reviews)
Overall:
Mostly Positive (1,635 reviews)
Recently Posted
Smilely51
( 1.5 hrs on record )
Early Access Review
Posted: June 28
I love playing it but I had this 1 issue where it would get fuzzy and i couldn't read anything.
Helpful? Yes No Funny
1buster1121
( 6.3 hrs on record )
Early Access Review
Posted: June 28
i played for 45 minutes and than it broke wont even load the home screen good game other wise
Helpful? Yes No Funny
chrsgames2
( 97.9 hrs on record )
Early Access Review
Posted: June 28
Good game, but not for weaker PCs. It's like Legos, but cooler.
Helpful? Yes No Funny
spleefmaster101
( 9.0 hrs on record )
Early Access Review
Posted: June 27
This game was an epic experience when i first got it i never knew what a blast it could be and add a multi mode so me n my pals can turn some robot ai fools to ashes @-@
Helpful? Yes No Funny
TTEDD
( 40.5 hrs on record )
Early Access Review
Posted: June 27
I stoped playing this game about a year ago and I just started playing it again. They have made AWESOME updates to it and now it's REALLY fun!!! I've always loved this game, and now, I love it even more!
Helpful? Yes No Funny
GEMINI
( 8.8 hrs on record )
Early Access Review
Posted: June 27
they completely ruined this game with the trading station its terrible!
Helpful? Yes No Funny
alexgaffikin
( 17.5 hrs on record )
Early Access Review
Posted: June 27
Great game
I really recommend it, but i bought the R&D pack DLC and it didnt and still hasn't worked
Helpful? Yes No Funny
Red
( 1.8 hrs on record )
Early Access Review
Posted: June 27
♥♥♥♥ AS
Helpful? Yes No Funny
{yolo.39]
( 9.3 hrs on record )
Early Access Review
Posted: June 26
I love this game beacuse how creative you can be with vehicles and how you play the econemy system is something that I like very much and lastly it is challenging witch is something that I have been looking for in games. Overall I love this game and to those who saw my first review that was a mistake on my part.
Helpful? Yes No Funny
future5953
( 13.0 hrs on record )
Early Access Review
Posted: June 26
Amazing
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
33 of 38 people (87%) found this review helpful
3 people found this review funny
Recommended
50.6 hrs on record
Early Access Review
Posted: June 3
After 50 hours of playing this game, I can honestly say that this is a must have for anyone who enjoys customisation and base building.

Pros:
You Can Build Base Techs
Infinite Amount Of Different Techs Can Be Built
Random Boss Battles Keep The Game Intresting
Very Satisfying When Refining And Selling Materials
Using Guns Instead Of Wheels To Move The Techs

Cons:
Generic Play World With Basically Two Enviroments, Flat Or Hilly With Trees.
The Wheels Are Not Strong Enough To Support The Massive Techs You Want.
The Harvesting AI Will Get Stuck Alot.
Story Is Not Really A Story But Thats Not What This Game Is About

Overall:
This Game Is Great Overall But Has A Few Flaws That Are Quite Annoying, Im Sure As Development Continues These Bugs Will Be Fixed And More Features Will Be Added. If You Want To Make Giant Robots That Destroy Anything In Their Path This Game Is For You.


Notes:
Some People Commented On Lag, I Have Had No Lag Thus Far Using A Tri-X R9 290, And 8gb Of Ram

If The Game Says It Has A Problem Close It, You Don`t Want To Corrupt Your Save.
Rip Save 2016-2016
Was this review helpful? Yes No Funny
30 of 44 people (68%) found this review helpful
2 people found this review funny
Not Recommended
79.9 hrs on record
Early Access Review
Posted: June 12
You can see by my hours played in this game that I've obviously enjoyed it, and I have. It's a very fun game for what it is.

I bought the game in early access almost a year ago, if not even further.

The thing is I've come back after almost a year of not playing, and very little has changed. A few new blocks in RnD, some rebalancing for blocks already existing, a quest system, and pricing of blocks/techs is actually quite fair now.

My biggest gripe has always been the AI. It was non-existent when I started, and it's somewhat functional now, but anything other than setting techs to follow me is still broken, mobile bases with full refinery/selling systems work beautifully when the player controls them, but still (a year later) techs have the issue of running miles away for absolutely no reason, while not making you money even though all they need to do is harvest and the set-up will do the rest.

The whole gameplay has barely changed, the trading posts do nothing but make the early game a bit easier, and I have techs spawning that reduce a system that can play Fallout4 on ultra to a laggy mess when they fire all their guns.

It's early access, so I can forgive a lot, but I feel the devs need to focus entirely on sorting the AI out, considering it's been broken for years now. Idle, Guard, Follow, and Harvest. 4 AI settings and pretty much only Follow is useful, after a year.
Was this review helpful? Yes No Funny
11 of 15 people (73%) found this review helpful
Recommended
75.8 hrs on record
Early Access Review
Posted: May 29
Great, cute game with an excellant idea and a potential for a great story. a bit crashy at certain times but the devs do get round to fixing it. that never bothers me. regular content updates and bug fixes. great game.
Was this review helpful? Yes No Funny
8 of 11 people (73%) found this review helpful
Recommended
6.7 hrs on record
Early Access Review
Posted: June 9
Its a really fun game but the camera sometimes is its downfall if you have a big tech. other then this i highly recommend this game as its highly addictive. Cant wait for multiplayer to come out though!
Was this review helpful? Yes No Funny
11 of 17 people (65%) found this review helpful
Not Recommended
23.0 hrs on record
Early Access Review
Posted: June 16
The idea is cool, and the gameplay can be very fun and rewarding, but most of the time you play you never have a free second to rebuild your vehical or your base, sometimes you are just constantly overrun with enemies, it can be frustrating, and if you lose enough stuff - infuriating.

The game's GUI system was litterally the worst thing EVER being both hideous and hard to use, fortunatly, its much easier to use now, but still can be irriating and hard to tell what is even happening given that its a small un-resizable window on the side of your window and that it still looks absolutely terrible, especially with a smaller window size, which I unfortunatly must use given this game is a bit resource intensive, which is odd given that there isn't all that much visually or game wise.

The 'story' is a guiding quest system that teaches you how to play the game, which is fine the 1st time you play, but given that it is very possible to lose EVERYTHING many people feel the need to restart the game to atleast get back some of the starter items, but it is slow and tedious and in your starting state you are very vulnerable to being outright demolished by everything else prompting perhaps another restart. there needs to be an option to completly bypass atleast the most boring repetitive starter quests, and also a way to make a 'safe zone' just so that when you destroy 8 techs and pull yourself apart to build a better one, 3 more can't come out of no where and destroy you, and all of your parts; aswell as when you are building a confusing and often boring automated crafting machine at your base, you don't get every thing you just made blown up in an instant.

As well as several bugs in the game, some of which cause quests to sometimes not trigger causing - you guessed it - another restart.

Aside from the repitive and soon boring 'questline' you also have little podiums throughout the randomly generated map each with a single piece (you have probably already gotten from fighting the hordes of other 'techs') that you unlock when you pick up, I have no (more) complaints about this part, its very fun and rewarding once the player is decently established.

There is also a poor attempt at a logistics/crafting system like a simple style of Factorio, its hard to understand, fairly unintuitive, and overall boring. Paired with it are broken AI techs that never do what they are supposed to do and ususally just get lost and/or stuck a few thousand meters out.

As for the 'dlc' don't get it, i think it was on sale for super cheap and this game really had me in it's clutches from a video series I was watching and I couldn't resist. It is essentially a 'minecraft creative mode flatlands world' where you have acces to all the blocks and you can see what does what and build a tech to save and hopefully buy in the actual 'story' mode. The R&D mode can also be a bit irritating with the long standing bug that dissables all the podiums giving the player free parts. It should really be free and it's not cool that it isn't, especally in an already pricey early access game.

While I am not recomending this game I would say put it in your wishlist and just check back in on it every once in a while, I still think it's very promising and has a chance to succeed, but in it's current state, it isn't worth the price, its hardly worth half price, with R&D included.
Was this review helpful? Yes No Funny
7 of 10 people (70%) found this review helpful
Recommended
4.1 hrs on record
Early Access Review
Posted: June 14
Love this game!
For its level of depth and fun, this game is like Robocraft but more in depth and a little bit cuter.
If you get frustrated starting out don't worry, it'll get much much easier as time goes by.
Was this review helpful? Yes No Funny
7 of 11 people (64%) found this review helpful
Recommended
59.0 hrs on record
Early Access Review
Posted: June 4
Good devs, good ideas, good game
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
12.1 hrs on record
Early Access Review
Posted: June 22
One of the best games i have played!
Was this review helpful? Yes No Funny
4 of 6 people (67%) found this review helpful
Recommended
12.7 hrs on record
Early Access Review
Posted: June 10
Its a really fun game but its got alot of bugs
Was this review helpful? Yes No Funny
4 of 6 people (67%) found this review helpful
1 person found this review funny
Recommended
11.5 hrs on record
Early Access Review
Posted: June 11
I love the game but the only things that i hate are the AI because my harvesters keep getting stuck in a rock/tree can you please fix it and also that my game gets laggy a lot so i can't do much developers if you are reading this please fix the AI and the game getting laggy but overall it is a great game
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