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.
User reviews:
Negative (1 reviews) - 0% of the 1 user reviews for this game are positive.
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.”

Approximately how long will this game be in Early Access?

“Heathen's Terran will not be in Early Access long. The driving focus is to ensure the game is stable and presents quality content for the gamer and be certain its core technologies deliver the experience the gamer expects.

The Early Access program will be ran in a number of distinct phases allowing the development team to focus and polish the game in a controlled and structured form. Each phase will begin with a large update followed by iterative weekly updates. The current roadmap can be seen on the Heathen Engineering’s Terran Roadmap page.”

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

“Heathen's Terran is designed with VR and full controller support as a key though not required feature. The current build makes use of pre-release versions of VR drivers and associated technologies which can deliver 'hit and miss' performance and quality to the gamer. On full release only release ready technologies will be included as 'core' or 'out of the box' features.
In addition the Heathen team will be taking a ‘phased’ approach to Early Access deliberately limiting functionality in early phases escalating to the complete game.

To help limit story spoilers, several factions, corporations, syndicates and hunters are being deliberately omitted from the Early Access builds. The final game will include all of the available factions, corps, etc. and there related story and event elements.

As the Early Access is all about quality and testing we may occasionally remove or add elements to help in determining where the development team needs to focus its attention.”

What is the current state of the Early Access version?

“Phase 1 of the Early Access cycle focuses on ship building, flight and combat mechanics. A simplified ‘mission select’ is presented through the ship editor. Normal rule limitations such as player progression, in game money and technology research have all been bypassed effectively yielding a ‘free build’ mode with simple open ended missions for testing your creations.

This phase will see the introduction of additional ship parts and weapon types. Please be aware however, that designs built during this phase may be omitted in future phases of the Early Access.

You can take a look at the Terran Roadmap here to keep an eye on the current state and upcoming changes. The roadmap gives you an “unfiltered” look at the development process - please do forgive typos, errors, story spoilers, etc.(we do try to avoid these!),”

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?

“Heathen maintains social channels on Steam, Facebook, IndieDB and others. We also make our roadmap publicly available and are looking into improving the communication channels on that tool. We truly want to hear what you, the gamer, thinks. We will be sharing via Dev videos, live gaming sessions and other channels to illustrate the ways the community has impacted Heathen's Terran development over the course of the Early Access program.

Heathen Engineering has been hard at work on the web and community pages as well. is Terran’s new dedicated home on the web. Read up on the Early Access Phase cycles, game features and the Heathens who are building it all! You Are Terran will continue to grow with a dev blog and story section under construction now! We want you the gamers to let us know what you think, what you want to see more of and yes, even what you hate!

Be sure to check out the Trello roadmap and visit us on Facebook, IndieDB and Twitter or let us know of any other community you want to see Terran participate in.

We are always looking for ways to engage you, the gamer, and hope you will share your likes and dislikes, ideas and confusion to help us deliver a better game.”
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Recent updates View all (8)

September 8

September Update

Build 1.0.20160901.52

General Updates
This build includes many low-level updates, including an update to the underlying game engine which has had a significant beneficial impact to many areas of the game. Visually the game is significantly different than the previous build; although previous version profiles, ship templates and global settings should be fully compatible.

The beta build will be receiving a number of smaller ‘partial’ updates from this build onward. Some additional, previously disabled ‘game rules’ will be activated in these updates, such as: energy requirements, complexity costs, and other ‘limiters’ with regard to ship design. These new rules may affect the stats and performance of existing ship templates, and we'd greatly appreciate feedback on how your designs are affected.

Key Updates this patch
The following are a few highlights from this build. For details on specific changes and updates please refer to the Heathen Engineering’s Terran road map.

Redefined UI
Terran’s UI has been redesigned based on feedback from the early access gamers. The new interface provides all the same functionality, but in a simpler cleaner presentation.

The new dashboard puts more focus on events, which have themselves been expanded to provide you with quick access to relevant information and features. Two pinned events have been added to help guide you through new features and known issues.

Introducing CAM
CAM is the improved version of the ‘Co-pilot’ module and drives the tooltips, tutorials, quick help and archives.

CAM itself is represented by a disk in the top centre of your screen and is always available. The CAM window can be opened anywhere in game by simply clicking CAM. From the CAM window you can search topics, access key web resources and configure the CAM system.
The new ‘Quick Help’ can be accessed at any time in game by simply pressing and holding F1. This will pause combat if needed.

The quick help display will change depending on where you are in game and what you are doing, attempting to show you the most relevant information for the conditions at hand.

CAM will also drive the archives feature of the game which will be introduced in upcoming builds.

New Training Area
The ‘Training Area’ editor simulation is being introduced in a preview state with this build. The Training Area replaces the build specific simulation missions and will mature into the final production form of the Ship Editor’s simulation mission.

Training Area is a Ship Editor simulation mission—that is, within the simulation certain normal game rules do not apply; for example, no loot received will persist and no consequences of your actions will persist. Changes made to the simulation space will also not persist across sessions, and missions can be repeated infinitely. Simulation missions are meant to provide a means to test yourself and your ship designs, so the objectives are generally exaggerated to focus on specific requirements.

The Training Area takes the form of a large city-sized space station and includes guided instruction and hands on activities for everything from basic flight control to advanced combat techniques. Later updates will also introduce an ‘arena’ function where various combat scenarios can be configured and played.

Currently available in the Training Area:
Blue Quadrant
This area teaches of course the basics of flying your ship, but also more complex functions such as jump gates, hidden secrets and local quests. The movement and interaction portion of the Training Area takes place in the blue quadrant of the station, an open area roughly 25% of the 30Km diameter space station.

This area is still under construction in particular the local quests and salvaging portions are incomplete. Blue Quadrant will be the focus of the next patch with regards to the Training Area updates.

Coming in the next few updates:
Red Quadrant
This area teaches the basics of combat such as target, control points and group movement and includes a simplified combat scenario requiring the organization of two combat wings. As with Blue Quadrant, information panels are scattered throughout along with a ‘hands on’ example of the topic.

Coming soon the remaining half of the Training Area’s station will be a battle scared area divided into 2 quadrants representing allied and enemy territories. The core or centre area of the station will include a special 'control console' structure where various combat scenarios can be configured and started.

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June 23

June Patch Update!

Build 1.0.20160612.3

As we enter our third month of early access, and look forward to Phase 2, there has been quite a bit happening behind the scenes in the Terran galaxy, both in and out of the game. We want to again thank all of you providing your feedback in phase 1 – this has lead to some great new game functionality and a better experience for all players. Keep your suggestions coming!

This is expected to be the last major patch of the Phase 1 cycle with the next patch; aside from general maintenance; introducing Phase 2 content and shifting the focus into new areas of the game. We will be continuing to add new ship parts and simulation missions as we lead into Phase 2 and well beyond and of course continuing to polish the Ship Editor and its related functions.

You can read more on the Early Access Phase approach on Be sure to follow Heathen Engineering’s Terran on Facebook and @HeathenEngineer on Twitter where the developers will be posting screen shots, videos and more as we continue to build a great game with the help of the gaming community.

Engine Update
We are in the process of updating the underlying engine and this patch includes a number of changes - in particular to rendering settings, which will ultimately improve performance and visual quality across the supported platforms.

Players with saved settings from previous builds may notice visual errors. These errors tend to occur where the anisotropic textures setting is ‘Forced Enabled’. This can be corrected in game by sliding the graphics quality slider to ‘Good’ and returning it to the desired setting after.

You may also notice the game is brighter and the bloom effects are stronger. You can adjust the strength of the bloom or ‘flare’ effect in the settings area of the game by turning up the ‘Glare Reduction’ setting.

Introducing Programmable Parts
Ship hull components can now be programmed to execute configuration changes on triggered events. Configurations adjust the position and rotation of a component and all the child components that are attached to it. This may change the silhouette of your ship, and can change the line of the sight of its turrets.

Coupled with the new part parenting features you can trigger configuration changes to occur with the movement of your ship or on specific events such as stance change and locking or unlocking targets. You can also configure these changes to always loop for a simple bit of visual style.

New general use Hull parts
A new line of general use hull parts has been introduced, including new ‘cores’ which help shift your ships ‘core’ statistic in the desired direction. They are available in Armour, Shield, Structure, Thrust and Torque augmenting cores.

‘Core’ hull components function as standard hulls with average contributions across all ship features and an additional bonus to the cores specific function such as Armour. These parts are generally small low profile elements making for useful pivot points with the new programmable part functions.

Hunter Missile Manufactory
The Hunter missile weapon component has been added to the weapons parts list. This is a M mount seeking missile weapon turret with moderate complexity. Missile or ‘launched’ weapons have a substantially higher yield (damage per second) than cannon or beam weapons, however they are less effective against shields and have a notably slower fire rate and flight time. The "area of effect" nature of launched weapons coupled with target seeking functions means these weapons rarely miss, however they can be shot down in flight.

The History of Terran (Lore and Back story)
Wondering how the Terran came to be? Heathen Course Technologies has begun to unveil the mystery of this formidable species and invites you to read up on its history to add to your gaming experience. Story parts will be added frequently and we encourage you to check back regularly for new updates to the story. Story

Patch Notes
Part parenting, programmable parts and ship stances have all been added with this patch along with a long list of bug fixes and general improvements to gameplay, rendering, physics and UI. For a full list of changes, bug fixes and all of the new features added please see the Terran Roadmap On Going Development list.

Linux Platform
The previous build presented several issues with the Linux 32 and Linux 64 builds which have since been corrected. Please note we are still working on performance issues and are aware of rendering errors on the Linux builds. These outstanding issues are an area of focus for the development team and will be addressed in future patches.

Changes and Additions
  • Notable engine update; this update is to a ‘beta’ build of the target engine in preparation for the target ‘live’ version of the engine reaching ‘stable’ build. Some stability issues are expected.
  • Changes to screen effects in this patch are the first of wave of ongoing improvements to rendering performance and quality changes. Completion of this process is dependent on the stable release of Unity 3D 5.4.x or later.
  • New feature: ‘Part Parenting’ or the ability to ‘link’ parts such that the movement of the parent translates to the movement of all children accordingly.
  • New Feature: ‘Programmable Parts’ or the ability to define behaviours and the steps of the behaviours for parts to execute on triggered events.
    At current only ‘hull’ type parts can be ‘programmed’ to trigger a single behaviour ‘always’, on movement (speed, turn, etc.) or on a defined value for shield, armour or structure or with weapon groups or on ‘stance’ change (offensive, defensive, balanced).
  • New Feature: ‘Stances’ – three defined cases ‘Balanced’, ‘Offensive’ and ‘Defensive’ have been defined and can be switched by pressing the default keys of ‘Z’ = Defensive, ‘X’ = Balanced and ‘C’ = Offensive.
    Defensive stance improves shield recharge rates and will augment defensive instrumentation once implemented at the cost of firepower.
    Offensive stance improves firepower notably but suspends inherent shield recharge rates and degrades the performance of defensive instruments (once implemented)
    Balanced stance is the default stance and offers no noted advantages or disadvantages.
    Note that the transition of each stance is a ‘trigger able’ event e.g. programmable parts can respond to the change of each stance.
  • New Weapon: Hunter Missile Manufactory M mount class missile type weapon with moderate complexity requirements. Missiles are more effective against armour and structure than against shields.
  • New Components: 11 new hull components added
    • T frame type A, B and C general hull component added
    • Shield, Armour and Structure core hull component added
    • TC1 and TC2 thrust and torque core hull components added

Known Issues
  • With no parts in the ship editor you cannot save a template nor can you change the category of the template.
  • Copying a part that has child parts incorrectly copies the child parts such that they are visible in editor but not included in the resulting ship template.
  • Parenting parts does not update in the Undo/Redo history - subsequent ‘undo’ after a parenting operation can result in unexpected part placement.
  • Some transitions out of programming mode back to editing mode can cause program steps to become orphaned.
  • Latest engine update and shader updates have changed the lighting effect in some areas; more work is required to complete the transition to the new models.
  • Part parenting options for the "At Speed", "At Turn" and "With Weapon Group" value options have an known issue with saving the trigger value.
  • The pause menu ‘Return’ button does not return the player to menu.
  • New fields are missing tooltips and multi-language support; this will be updated in the patches to follow.
  • On player death the game may stutter as it returns to the previous menu.
  • Initial load sequence and mission load sequence can stutter on some machines.

Upcoming Changes
In addition to general bug fixes and solutions for known issues:
  • Additional general use ship components are in design and testing now along with new Light, Mid and Heavy hull components. These will be released in smaller patches over the following weeks. These will be introduced to the ‘beta’ opt-in depot on Steam available to all players prior to release to the live game.
  • Additional ‘launched’ weapons similar to the new Hunter Missile Manufactory and new dual cannon turrets are in testing and will be released in smaller patches over the following weeks. These will be introduced to the ‘beta’ opt-in depot on Steam available to all players prior to release to the live game.
  • Ship Editor ‘Free Flight’ training mission simulation is being redesigned to help teach new pilots the basics of flight and combat. The new mission simulation will feature repeatable scored challenges focusing on manoeuvring, targeting and basic ship functions such as stance. The simulation will also include a central ‘gauntlet’ area offering a scored session of endless enemy waves to test yourself and your ship against. The initial changes to the ‘Free Flight’ simulation will be released to the beta branch with the next minor patch update and be further refined according to player feedback. Be sure to watch the announcements for all the latest information.

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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

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

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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
Customer reviews
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Negative (1 reviews)
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Most Helpful Reviews  Overall
10 of 14 people (71%) found this review helpful
1 person found this review funny
4.2 hrs on record
Early Access Review
Posted: March 28
Terran is an ambitious and long term project to bring gamers completely open world to play with. Early access which was given tu us right now seems to just a small scent of what to come. I am personally quite happy to wait and also to grow with the gam,e to see the whole process behind the success of Heathen Engineer.

Because I have no doubts this is going to be success!

What I particularly like right now? The concept of designing ships exactly how I want them to be designed. What I would expect is actually more modules and options to work with and provide more variety to shapes and purposes of my builds.

This will be there I am pretty sure. And I know that this will bring more sense in connection with economy, production and whole political fiction part of the game.

Somehow this is rather exciting that I can see this game before it will become full commercial product on the shelf.
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5 of 6 people (83%) found this review helpful
5.5 hrs on record
Early Access Review
Posted: July 1
Great game, I liked the build system its only limited by your imagination.

The game is by far from finsihed and is in its infant stage but I can't wait for it to be finished.

The Dev team are very quick in responding to questions and input which is very nice to to see.
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21 of 38 people (55%) found this review helpful
1 person found this review funny
Not Recommended
0.5 hrs on record
Early Access Review
Posted: March 23
First Look,
This game was provided to me for free from publisher.

The concept of the game of what they propose seems too be good, but right now it seems to just be a spaceship build and shoot game.
Interface, now this needs work, and allot of it. The interface of the main menu where you can design your ship and change settings, this keeps on moving all the time, you move to mouse it moves in opposite direction, I can see what they are trying to do here, but maybe, simply do it for some of the menus, and cerrtainly not for ship creation or settings.
Settings are fiddly as you need to either be right on the line or use the very small pin, this on a menu that doesn't move with you may be ok, but this menu is a nightmare as it moves when you do.
Ship creation, seems to be powerful, if everything wasnt so hard to click on. As you guessed it, it moves with you. Trying to delete a piece is a nightmare, as you need to select it by scrolling, which doesnt work all the time, and to me it seems you need to select the actual text of the item in the list then click the delete X button, all while the interface is moving with your mouse.
Flight, not much better I am afraid, uses pitch with WASD and strafe with QE. But as default the ships direction also moves with the mouse. This can be disabled with V. If anyone played Microsoft Freelancer, then the weapons in one of the view modes, can befired like turret mode in Freelancer.
I would like to build a huge destroyer and sit there in turretmode, this for me is fun.

Compared to most Early Access games from indie developers this does have allot of content, but they need to rethink the interface interaction before they go anyfurther in development.
They do say VR is supported, maybe that is better I don't know but the keyboard and mouse interface does need work.

Do I recommend it? No, Not yet.
Do I recommend supporting the devs? Yes if you can, I think this could be a really good game.
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5 of 10 people (50%) found this review helpful
Not Recommended
12.4 hrs on record
Early Access Review
Posted: June 28
Feel Like a dope purchasing this. I did not realize there is no play at this time. Only that you can customize your ship. At this time I cant recommend the game. Feels like Star Citzen all over again. I hope the dev gets more out to the public to make this worth the early access. Good Luck.
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