Set in the distant future, man has evolved beyond flesh and bone and is now one with the machine. Your journey starts as a young Terran pilot, taking your first steps into the galaxy. Build and fly massive capital class warships in real time combat, create factions, corporations and more.
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Release Date: Mar 21, 2016

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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?

“Heathen's Terran is an ambitious project which makes use of emerging technologies; quality of content and stability of performance are the key deliverables the Heathen team wants to bring to you - the gamer.

The Terran Early Access effort is meant to provide a channel for those gamers most excited for the game and who want to contribute to its final development and testing phases. Know that we have released Terran into Early Access well ahead of its 'feature complete' state such that the community can influance the implamentation of the design.”

Approximately how long will this game be in Early Access?

“Terran has been in Early Access (Phase 1) since March of 2016 and entered Phase 2 of the Early Access plan in April of 2017. While Phase 1 was not intended to run as long as it has each phase’s run time is dependent on the nature of the feedback received.

Phase 2 of Early Access presents a more complete game and has the goal of bringing Terran to the ‘feature complete’ stage of development. This Phase is expected to last on order of 6 months based on being considered a ‘faster’ phase than the prior.

Phase 3 (final phase) of Early Access is again planned to run notably faster than the prior phase (Phase 2) though cannot be accurately predicted at this time.”

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

“Phase 2 (current phase) is focused on delivering the full feature set of the game however most of the narrative and a healthy portion of content such as ship parts, contacts, specific star systems and more will be reserved for Phase 3 or completely reserved till full release to save from spoilers until the underlying mechanics are solidified.

Empire building, character development, contacts and companions, ship building, fleet management and command and control are available in their preview or early forms now and will be further refined and expanded upon during Phase 2 and Phase 3 of the Early Access plan. The resulting ‘full’ game is planned to be a large expansive galaxy where players can choose their path, change their mind, explore and conquer in a perpetually evolving galactic landscape.”

What is the current state of the Early Access version?

“Terran has entered Phase 2 of the Early Access plan and has recently undergone major updates. Core gameplay features such as empire building, ship building, fleet management, contacts and character development are in early ‘preview’ states with frequent updates planned to bring them ‘complete’ in preparation for Phase 3.

VR support, multi-language support and modding support are not yet available and will be introduced in later updates.”

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

“No - we do not intend to change the price due to change in the Early Access status of the game. The Early Access program is a means to get involved with the development and help refine the game. If you are not sure Terran is for you, we encourage you to hold off, bookmark the page and see how the game develops.”

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

“Phase 1 community efforts provided valuable feedback but also had its short comings. Heathen Engineering is dedicated to this project and the community that is developing around it. We are actively looking to improve our community support and currently have presence on Facebook, Twitter, IndieDB and of course Steam.

The Trello roadmap and Terran home page http://www.youareterran.com provide an in-depth view of the game, the lore and the development team working to build it all while the Steam Community Hub serves as Terran’s official community home.”
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Recent updates View all (16)

June 5

Beta Patch 441

Patch 441 is available for PC and Mac now on the beta branch. Don’t know how to access beta? Read this.



Patch Notes
The Linux build of patch 441 will be updated later this week.

Patch 441 includes updates to most major areas of the game. The team is gearing up to complete the Sector K72 patch cycle from a technical point of view and we expect the next few patches to introduce more content and fewer changes / additions as we bring the build ready for promotion to the main branch.

A new Origin Options menu, galaxy regions and an updated Organization view round out the major visual changes of patch 441. Updates to asset management and improvement as well as changes to Contacts and the introduction of Free Trade Ports are in progress with examples available in patch 441 now.

Organization Types
Organizations are a concept unique to Terran, they effect how you interact with the galaxy and how it interacts with you. When you start a new game, you will select one of four origin options each will pre-configure your profile to a given organization type.

The progression and development a player will experience will be unique to the players organization type. In later patches players will be able to convert from one type to another through various in game mechanisms. A summary of each type can be found in the Origin Options menu and more details will be available soon on Terran’s web site.

Note that gameplay mechanics of each organization are a work in progress and subject to change as development continues. The following are respective to the current build however NPC organizations are not yet available limiting the Private and Syndicate options.

Private Organization Type
Private indicates a private individual or team. Direct reputation is the key factor for this type where in players build positive or negative reputation with local populations and the organizations that lead them as they play.
As a private entity, you can rent facilities on stations and worlds granting access to research, manufacturing and other services such as expanding the capacity of your fleet via docks. The facilities made available to you will depend on the asset in question and your reputation with them, and their leadership.

Private entities cannot own stellar assets and have no direct influence in the political or corporate landscape however they can join government or corporate fleets, undertake sectioned missions from other organizations and other activities that the leader of a government or corporation would be restricted form undertaking.

Syndicate Organization Type
Syndicates can establish headquarters (HQs) on any populated asset and can do so without any special permission. HQs enable the syndicate to grow and develop influence through special opportunities and tasks. Influence can be spent to access facilities and services or to effect the local population or the organization that leads them.

As the leader of a syndicate you are largely perceived as a private individual by the rest of the galaxy. You may be viewed as a criminal and actively hunted or as a valued supporter that is given a say in important political and commercial matters depending on your syndicate’s reputation and influence.

Corporation Organization Type
As the owner of a registered corporation you will not be able join government fleets but your own fleet will be recognized as a military power. Corporations can own stellar assets, participate in many political relationships including war and have access to a wide array of trade and commercial options.

Corporate populations are composed of paid employees and incur a cost on the corporation but are immune to unrest and cultural influences. Employees can be hired and released at any time with immediate effect allowing very tight management of your corporate empire.

Government Organization Type
The leader of a declared government cannot join the fleets of other organizations but of course can claim stellar assets as its own and build a population of loyal citizens by providing the appropriate conditions. Governments have fewer trade options than corporations but more political measures at there disposal.

Government populations are composed of citizens which naturally grow and shrink based on the conditions of the local asset of overall organization. Citizens pay taxes to the government and larger populations produce more influence, strengthening political positions and expanding fleet capacity.

Technical
An engine error has been identified with the Vulken API and for patch 441 it has been disabled. This should have no major impact on players as the game will simply fall back the next best available API such as DirectX or OpenGL depending on your platform.

A rendering error with the galaxy view has been identified on Mac and Linux platforms. Changes have been applied to resolve but may still present on some systems. This is typically seen as the stars of the galaxy appearing bright pink.

Existing save files should adjust for recent changes however it is strongly recommended to create a new profile given changes to the galaxy structure and organization structure of the game.

Game
Welcome screen replaced with Origin Option menu
From this menu you can select from four options which will adjust the initial configuration of your profile and the galaxy to suit.

Galaxy map divided into regions for easier navigation, the regions are named for aspects of Terran’s back lore, additional in game information on the lore behind the names will be made available in later patches

70 Systems added to the Eastern Fields region of the galaxy. These systems will be available to the player from the start. As the technology that drives the generation of the systems is vetted it will be applied to the galaxy on mass. The final implementation is intended to see some systems as ‘common’ or known from the start and others as hidden requiring exploration or other events to unlock.

AlphaOne relocated to Eastern Fields and made accessible from the map.
AlphaOne will grow in importance as we approach the end of Phase 2’s patch cycle. AlphaOne and other Free Trade Ports serve as hubs where the player can meet new contacts, pick up special tasks and more. We will cover the Free Trade Port feature in more detail in a later announcement.

Work is underway on the Ship Editor; several UI elements have been rearranged and several bugs with the TreeView and other UI elements have been resolved. This will be an ongoing process through the Phase 2 patch cycle.

Organization View has been updated for Government and Corporation organization types. This is a work in progress and will be matured over the coming patches. Syndicate and Private organization types will receive a similar implementation geared to their unique play styles.

Asset View and Asset Details have been updated, the asset improvements section is now divided into the major areas that can be improved. Additional work will be carried out on the Asset Improvement UI over the coming patches introducing Station upgrades and additional improvement options.

Contacts View has been updated to filter contacts by type e.g. Personal, Facility and Organization contacts. In addition, changes to Rena and Saige tasks are underway with new tasks to be introduced over the coming patches.

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May 7

Beta Patch 412

Patch 412 is available now on the beta branch. Don’t know how to access beta? Read this.



Patch Notes
This week the dev team has been focused on the stellar assets (planets in this case) and the foundation of population growth and development. We are working on information updates for the Terran home page with more details on the topic world, types, resource and improvement.

Getting to know stellar assets.

The first step in securing your first world is to find an available ‘asset’, for the Sector K72 patch have a look at the J40 system. Next you need to ‘scan’ the asset, this process will identify the world and its general make up including any special traits it may have such as unique flora or fauna, primitive inhabitants and so on. Finally you will ‘claim’ the asset, this process will deploy a command tower station in orbit and enables you to manage the assets development.

Over the next few patches the development team will be focused on balancing population growth and resource consumption rates. The nature of assets has been adjusted to ignore improvement capacity and the populations are not calculating cultural factors e.g. its free build mode. This will change as growth patterns are settled. The final form will see each planet type present a given capacity for improvement further modified by the planets size. Non-planet assets are similarly effected though by different factors. Cultural influence will be introduce along with political mechanics as we near the end of Sector K72’s beta cycle.

Technical
We shuffled around a number of the internal variables between the main profile save file and meta data save file to improve flexibility and decrease disk IO. The change should notably improve save and load times as well as resolve several serialization related bugs.

Additional work refining the rendering of text was done in this weeks patch; this will be an on-going item.

NAN errors; several conditions were found where in SIM Vectors (culture) and other such structures would deserialize to NAN causing subsequent math operations to fail. These have been corrected and safety checks put in place to recover existing data in the event an element is effected by the problem.

Changes have been made to the underlying data model for assets and improvements introducing new functionality and simplifying the resources structure. These changes will invalidate previous saves but offer a cleaner solution than attempting to maintain backward compatibility. Of course post release we will not make deliberate changes that invalidate save files however as this is beta cleaner is preferable to backward compatibility.

Game
Time Control; updated the colouring and layout of the time control UI (upper right corner of Dashboard), the new pattern should be more intuitive.
Time Control; enabled the control and adjusted the min and max step count e.g. how slow and how fast time can be made to progress while in the Dashboard.

Footer Controls; Updated the ‘footer’ of the Dashboard to correct several layout issues caused by the length of strings changing, these would not have been apparent in the previous build as the time control was disabled. The controls have also been rearranged to a more intuitive order.

System View; Enabled Scan and Claim functionality. At current these functions only test to see if the player is an organization leader, the do not currently have any associated resource cost.

Adjusted the natural base of the following world types.
Note that ‘natural base’ refers to the raw values of the world relative to its size before modifiers e.g. x5 indicates a base value of (5*size) before traits, improvements, organization stats and population conditions are accounted for.
  • Terrestrial:
    x5 to residential space
    x1 to common matter
    x0.25 to uncommon matter
    x0.0125 to rare matter
    x5 to commodity production
    x5 to leisure value
    x5 to storage capacity
  • Dust:
    x2 to residential space
    x1 to common matter
    x0.5 to uncommon matter
    x0.0175 to rare matter
    x15 to storage capacity
  • Rocky:
    x3 to residential space
    x1.5 to common matter
    x0.125 to uncommon matter
    x0.0025 to rare matter
    x20 to storage capacity
  • Ocean:
    x4 to residential space
    x0.5 to common matter
    x0.35 to uncommon matter
    x0.02 to rare matter
    x5 to commodity production
    x2 to leisure value
    x1 to storage capacity
  • Ice:
    x1 to residential space
    x0.75 to common matter
    x0.3 to uncommon matter
    x0.015 to rare matter
    x10 to storage capacity

Expanded the rollup of asset data to include estimates on population growth and storage contribution for assets, systems, sectors and organizations. These changes are most apparent when simulating vary large galaxies (lots of populated planets)

Expanded organizations such that production automation can be improved via enhancements and other conditions and unlockables. By default, a minimal automation rate of 0.00025 will be applied and capped at 1.0. Automation is an organization wide ability to produce goods and materials without a population. Production calculations have been adjusted to account for this new variable value.

Organization wide storage limits have been adjusted along with base values for asset improvements to decrease the initial growth time of new empires. Balancing of initial growth curve will be of attention over the coming patches.

7 Asset Improvements have been added giving player a full set of basic improvements with 8 upgrades per. The Improvement UI controls have also been re-worked to support both ‘tech rank’ and ‘funding amount’ greatly improving players control over an asset development. Note that more work is being done in this area and the UI is not quite complete.

Quite a few bugs have been sorted in the patch, check the Trello Roadmap for full details on these and as always if you have any questions just let us know in the Steam Community forums or via Heathen’s support portal.

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About This Game

Set in the distant future, man has evolved beyond flesh and bone and is now one with the machine.
Your journey starts as a young Terran pilot, taking your first steps into the galaxy. You are free to join or form factions, corporations, bounty hunter gangs, or even crime syndicates as you forge your own story in a living, evolving galaxy. Whether you fly solo or with a massive fleet, take a role in government or start a corporation, the galaxy and game-play will respond in kind to your choices and performance.

Design your own Ships

Build your ship from an expanding array of parts in any of the 13 capital class categories. Research, manufacture, buy, steal and discover new parts. Assemble killer ships and even share them with your friends.

Command & Control

Receive and issue tactical orders in real-time combat. Relationships, culture, and individual persona effect how your forces will respond to your orders. Objectives can be issued but loyalty determines how - or if - they will be followed.

Capital Ship Combat

Take direct real time control of a massive capital class warship and participate in single ship, wing, flotilla, division and full fleet actions. From the agile corvette well under a hundred meters long to the huge Gar which can exceed 2,000 meters what you fly has a major impact on how you fly.

Civilization Management

Become the leader of a world, system, sector, region or the whole galaxy! You can join and rise in the ranks or form your own government, corporation, crime syndicate or bounty hunter team. Grow and expand through military power, business savvy or political tenacity.

Galactic Quests

The galaxy is always evolving, reacting to NPCs and you. Events are always right at your fingertips with zero time aimlessly flying through in empty space. How you choose to engage in events if at all will guide the continuous evolution of your story.

Built to mod

Coming Soon: Expand your galaxy with the Terran Software Developer Kit, a free (and included) package for use with the Unity 3D game engine allowing you to author simple changes or massive mods with the same tools used by the developers.

Native VR Support

Coming Soon: Built in and ready to go support for popular VR headsets as well as traditional screen play. Terran; designed with keyboard / mouse and or controller + screen or headset, you choose how you play.

Features based on emerging technology; specific requirements will vary as those technologies mature.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7+
    • Processor: Core 2 Duo Processor or Equivalent
    • Memory: 8 GB RAM
    • Graphics: Shader Model 3 capabilities
    • DirectX: Version 10
    • Storage: 6 GB available space
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: Core 2 Duo Processor (2GHz or better)
    • Memory: 8 GB RAM
    • Graphics: Shader Model 3 capabilities
    • Storage: 6 GB available space
    Minimum:
    • OS: Ubuntu 12.04+ 64bit, SteamOS+
    • Processor: Core 2 Duo Processor or Equivalent
    • Memory: 8 GB RAM
    • Graphics: Shader Model 3 capabilities
    • Storage: 6 GB available space
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