One pod, one core, and an unsurveyed plot on a green world. Clear the ground, trap native grazers, mine metal and rock, and belt it all into a factory — then build the city that buys what you make. Fill contracts, climb the S&G-15 index, and keep the raiders off your core.

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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„Terraform Co. is an alpha. The game loop is complete and playable end to end — capture, automate, build the town, fill contracts, climb the S&G-15, survive the raids — and the design is where I want it. What is not finished is everything around that loop.

The mechanics need refining, and I can't do that alone. Balance across a long campaign, which parts of the production web are worth deepening, where the tutorial loses people, which buildings nobody ever places — those are answered by watching a lot of people play, not by me playing it again.

The art is placeholder in places. A lot of what you see is kitbashed or stand-in, and replacing it with purpose-made assets is one of the main jobs of the Early Access period.

What I can promise is how I work. Every system in this game was built by measuring it rather than guessing — there are automated tests that assert how often a pedestrian actually gets hit by a car, because the bug that inspired them threw no errors and passed everything else. Bug reports get read and reproduced, not triaged into a backlog. When something changes because a player asked for it, the update notes will say so.

If you want a finished, polished game, wait. If you want to shape one while it's still soft enough to change, this is the right time to get involved.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„Roughly 6 to 12 months.

That is an estimate rather than a promise. If feedback points somewhere that takes longer to build properly, I would rather say so and extend than ship a 1.0 that isn't finished — and if that happens it will be said in the update notes rather than quietly dropped.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„More depth in the systems that are already here rather than new pillars bolted on: additional production chains and machine tiers, a wider building roster for the town, and more contract content across the rival companies.

Which of those grows most is set by what players actually engage with during Early Access. I'd rather commit to that honestly than publish a feature list now and quietly drop half of it.“

Was ist der derzeitige Stand der Early Access-Version?

„Fully playable, start to finish. The factory and its production chains, the town economy with residents and shops, the S&G-15 market, and the raid layer are all implemented and working, with a tutorial that walks you through the complete loop.

It is a working game with rough edges, not a vertical slice.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„The price will likely increase as content is added. Buying during Early Access gets you the full game at its lowest price.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„Through the Steam Community discussion boards for the game. Bug reports, balance complaints and "why can't I do X" threads all get read, and the ones that change what gets built next will get said so publicly in the update notes.“
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Infos zum Spiel

Site 12. One pod, one core, and whatever you remember.

Terraform Co. runs the off-world division, and you just got posted to an unsurveyed plot on a green planet with nothing built on it. The company wants two things out of the rock, in this order: a working operation, and a profit.

You are #15 of 15 on the S&G-15, the planet's stock index. Fourteen companies are above you.

Factory feeds depot, depot feeds town, town pays for the next factory

That's the whole company, and it's the loop the entire game runs on.

Start with your hands. Clear dirt and rock with a pickaxe, tranq a native grazer and carry it back to a pen — grazers breed, and a full pen is a livelihood. Then stop doing it yourself. Belts haul while you're somewhere useful, automated miners work the ore you were chipping at, and machines turn all of it into things people will pay for.

  • Ore — crush, smelt and forge it into alloy, with sand, slag and glass falling out as byproducts you'll want to recycle rather than dump.
  • Premium metals — pulverize ingots to dust, enrich it with acid into pure alloy, and turn that into power cells.
  • Electronics — etch crystal dust into wafers and foil, assemble microchips, then smartphones, then laptops.
  • Food — the grazer line, all the way up to a suspiciously premium burger.
  • Chemicals — vats, acid, glycerin, dye and fragrance, gluing the organic and mineral sides together.
  • Five tech tiers, gated behind what you've actually produced — not a menu you buy your way through.

Then build the city that buys it

Product isn't money until somebody buys it, and nobody lives here yet. So you lay the first road.

Buy and place buildings, and the town grows on top of your factory's output. Residents move into your houses, drive and walk the streets you laid, and spend money in the shops you placed. But shops don't conjure stock — you supply them. Belt goods into a Cargo Depot and it runs vans out to every shop that wants them. New building types unlock from production milestones, so the town's growth is paced by the factory's.

It's a second economy stacked on the first, and it's alive down to street level: cars queue at junctions, pedestrians cross at the kerb, vans pull into loading bays.

Climb the S&G-15

Coins come from selling. Rank comes from contracts.

Each of the fourteen rival corporations has a fixed ladder of supply contracts in its sector. Clear a ladder and you overtake that company — a headline runs, and their trade secret becomes a permanent perk of yours. Ladder contracts are untimed, so they're the campaign; timed spot orders pay the bills in between.

A live headline engine moves sell prices with booms, bubbles and shortages, and rumours land about a day ahead of the effect — so a factory that's paying attention can build toward the spike. The market terminal puts the index board, contract ladders, spot orders, a price grid with sparklines and the news feed in one place.

Clear all fourteen ladders and Terraform Co. tops the index.

And the raiders

Alien raiders drop on the landing pad and run at your core — they want it shut down, and they'll help themselves to your stock on the way. It's an interruption to build against rather than the job itself.

Your bat never runs dry, which is the whole appeal of it. The tranq gun takes things alive. Raider types keep fixed identities from the first raid to the fortieth — runners are always faster than you, armored always shrug off the first few swings — so the pressure comes from numbers and composition, not from a stat slider quietly outpacing you.

Built to be looked at

Grounded industrial art direction: worn matte machinery, honest materials, real proportions, with saturated colour reserved strictly for the things you need to read at a glance. If it's glowing, it means something.

The build browser's icons are photographs of the actual buildings, taken by the game itself — so they can't go stale, and what you see in the menu is exactly what lands on the ground.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.

Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.

Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.

Systemanforderungen

Windows
macOS
    Mindestanforderungen:
    • Betriebssystem: Windows 10 64-bit
    • Prozessor: Quad-core 2.5 GHz
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: NVIDIA GTX 1050 / AMD RX 560 / Intel Iris Xe (2 GB VRAM, WebGL2 support required)
    • Speicherplatz: 2 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: A dedicated GPU is not required, but integrated graphics older than Iris Xe will struggle once the factory and town are large.
    Empfohlen:
    • Betriebssystem: Windows 11 64-bit
    • Prozessor: 6-core 3.5 GHz
    • Arbeitsspeicher: 16 GB RAM
    • Grafik: NVIDIA GTX 1660 / AMD RX 5600 XT or better (4 GB VRAM)
    • Speicherplatz: 2 GB verfügbarer Speicherplatz
    Mindestanforderungen:
    • Betriebssystem: macOS 12 Monterey
    • Prozessor: Apple Silicon (M1) or Intel Core i5
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: Integrated Apple Silicon GPU or Intel Iris Plus (WebGL2 support required)
    • Speicherplatz: 2 GB verfügbarer Speicherplatz
    Empfohlen:
    • Betriebssystem: macOS 14 Sonoma
    • Prozessor: Apple Silicon (M2 or newer)
    • Arbeitsspeicher: 16 GB RAM
    • Grafik: Apple Silicon GPU, 10-core or better
    • Speicherplatz: 2 GB verfügbarer Speicherplatz
* Ab dem 15. Februar 2024 unterstützt der Steam-Client keine 32-Bit-Spiele mehr sowie macOS 10.14 oder älter.
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