A save function has been added.
In addition to the existing auto-save feature, you can now save your progress at three additional points of your choosing.

With Update #28, it is Update Thursday again and this week we've got a quality-of-life focused update. With this update, we've added a new helpful filter to look at things in any market based on what specific Service and Service Level offers them, added 2 new tattoo options, added VFX to make Dumpshock and Bleeding out more obvious, added infoboxes to every dialog to make the speaker's name, type and faction clear, improved looting balance again, fixed active Trap display and fixed a bunch of smaller, rare bugs that might trip up a player.
Thanks for all the support and for playing, posting and sharing out game with others. If you are enjoying the pace of improvements, please be sure to leave a review.
First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.
With Update #28, we've added filter that will be very helpful in finding the newest weapons, armor, items, cybernetics, programs and decks that you've unlocked by Contact Limit Breaks, storylines or Power Plays. The filter allows you to look at all of the Service and Levels (Street Guns 1 VS. Street Guns 2) and decide to only check what is available from a specific service.
This is really helpful in Cybernetics too as the offerings are spread across slots and it can help you get a feeling for what your latest new options are.

Two new tattoo options have been added with Update #28 - roughly described as a horizontal stripe and a cheek cross. These are the first two new cosmetic options coming out of a new set that we are working wrapping up and finalizing. We're looking forward to sharing more hairstyles, accessories, cybernetics and scars.

While important status effects like Stun have always had a constant VFX to help warn they are there, two other very important effects have not - Bleeding Out and Dumpshock.
These constant VFX have now been added, making it much easier to spot a Bleeding Out merc or a Dumpshocked Hacker. Purple little whirly-gigs circle a Hacker for Dumpshock and a red bubbling warning of blood radiates from a Bleeding Out mercenary (in addition to their selector ring being red).


There are a lot of mercs and Contacts flying around some times between stories, proc-gen mission offers and Legwork - whether or not they are recent arrives or old standards. Regardless, we've now added dialog speaker boxes to the bottom right and left of all dialog screens as a reminder of who is talking. For Contacts you can see their name, faction and position in the underworld. For mercs, you can see their name and classes.
For the Matrix in the last update, we improved the text around Traps but there was one set of active traps that were not handled properly. With this update, we now have covered the type of Trap that becomes active after triggering and continues to have on-going affects, like Diamonds.
We also fixed a host of other smaller bugs. Check the full release notes below for the extra small and rare things that were fixed. Thank you for your F10s! Every one helps improve the game.
- Added Service Level filter for all market/cyberware lists (Street Weapons Lvl 1, Street Weapons Lvl 2, Rook Prototype Lvl 6, etc)
- Added 2 new tattoo options - horizontal stripe and cheek cross
- Added constant VFX to show whenever Hacker is suffering from Dumpshock debuff
- Added constant VFX to show whenever a merc is Bleeding Out
- Added infoboxes to bottom of all dialog to list character name, profession/type and faction
- Improved looting for higher level teams that were only turning up the same result repeatedly
- Fixed issues with Trap display in Matrix for Traps that have on-going effects (-10 AP, etc)
- Fixed bug with Cyberdeck screen always showing Programs 0/0 at the start
- Fixed rare bug in crafting and inventory when there might be one item in the list that you couldn't select for no reason
- Fixed bug that could cause a lock up in a multi-Overwatch scenario (Overwatch gunfight)
- Added better in game notifications when crafting of Items complete instantly
- Fixed bugs in HUD and Hover that might leave HP bar out of sync with real value
- Improved alert when minting a file set

Fun UFO 50 event happening this weekend (August 29-31)!
Cherry Rush is a three-day charity marathon organized by members of the UFO 50 community to show off the game and raise money for Partners in Health, a nonprofit that works to provide high-quality healthcare around the world to those in need.
During the event, skilled players will be taking turns collecting ːufocherryː in all 50 games in UFO 50. There will also be races and other fun challenges.
See the Cherry Rush website for more info: https://www.cherry-rush.org/
Hope you can check out the stream! First run is BARBUTA on Friday, August 29 at 8am PT.


The Re-Logic team sat down this past month for one last parsing of the list of items remaining. Some things were deferred and others prioritized - all in an effort to arrive at something we have been looking forward to for quite a while: an internal launch window. Up until this point, the timing has been somewhat fluid based on additional content needs and unexpected bugs and such. We are not quite ready to share that timeline publicly just yet, but we have informed all of our internal partners (DR Studios, etc) of the plan so that we can work together to make this happen. More than ever before with 1.4.5, this is truly the final push.
Speaking of the release of Terraria 1.4.5, we are hoping for and planning on this being a global launch. What that means is that we are aiming to release on all platforms at or around the same time. That includes PC, Consoles, Mobile, China Mobile, etc. We are considering this somewhat of a "dry run" for the post-Crossplay world - which is something we hope to bring to fruition in very short order once 1.4.5 is out and all hotfixes are done. This requires a lot of coordination and planning for things like localization and submissions. As mentioned above, that process is well underway.
Happy to answer questions from anyone as we can, but things are really coming into focus now...
As for spoilers this month, the team thought it might be fun to look at some of the unsung work that goes into these updates. Bug fixes, tweaks, and changes that may not have a lot of visual flash and sizzle, but certainly impact the Terraria experience. We've shared an example below:
Ticket TER-2230 - "Better convey the existence of player defense multipliers in Expert/Master+ worlds"
The issue at play here is that Player Defense in Expert and Master+ worlds is subject to defense values being multiplied by 1.5 and 2.0 respectively, but this information is never conveyed to the player, resulting in players mistakenly believing defense becomes less and less valuable as the world difficulty increases. This leads to players making suboptimal build decisions. However, just increasing the defense number also can create confusion, so there needs to be some way to communicate both the increase effect and the fact that it is tied to a given difficulty level.
Lots of ideas and discussions then occur - do you just increase the numbers, do you do a hover-over tooltip, maybe a graphic element, etc. - until we arrive at a final decision, shown below:
In 1.4.5, the Defense Shield shape and colors change along with providing an explanation for how much damage is mitigated for that level of Defense on a given difficulty.
There are countless little things like the above that go into each update - alongside the bugs that we all know and hate being squashed underfoot. Speaking of bugs, nearly 900 bugs have been closed during the development process of 1.4.5!
Again, we are in the final push now. The content list is locked in, the bug and ticket list is locked in and the internal timeline is set. We are hopeful that we will be able to share something more publicly soon!






Click the banner above to check out the Terraria Workshop!
Trying our very best to narrow in on that elusive launch window...

Hello everyone!
On September 1st, the monthly update release of tModLoader will go live. As always we are grateful for the massive amount of community participation in developing and testing new features each month.
This month's release contains new interaction options for NPCs and projectiles, as well as a full rework of our code analyzer now called tModCodeAssist. We'd like to encourage modders to experiment with the new ModAchievement feature that will be available on the preview branch. We know modded achievements have been a highly requested feature for some time, so we are excited to see mods use them. Testing and feedback will help ensure that this feature is ready for everyone next month.
Modders and users should also keep an eye out for our monthly Steam announcement on the 1st where a complete listing of bug fixes and API changes for this month's release will be listed. The in-game news button on the main menu will direct you directly to the announcement once it is live.
We look forward to seeing how mods make use of these new features. As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on github or reach out to us at our Discord.
The TML Steam Workshop has over 10,000 mods for you to enjoy! Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!
More features, continuing to evolve and grow what TML can do... and getting ready for 1.4.5.
As always, you can keep track the current progress and much more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)
Developers who are willing to contribute may do so by doing PRs to the tModLoader/tModLoader branch. (See tModLoader/tModLoader)
Hey there, Terrarians!
It has been a fun month indeed, working with Re-Logic towards the internal deadline for Terraria 1.4.5 while also preparing for the additional work that will go into ensuring a smooth launch across console/mobile and the world. Don't think that we have forgotten about Crossplay either, as plans are underway to try and get that out to everyone as soon as possible. We also are working on a few other ideas for improvements down the line, but more on that later. For now, let's have a quick peek at another of the amazing furniture sets coming your way soon...
What could this set possibly be named? There must be a clue somewhere...
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Until next time, Console & Mobile friends - thanks for all of your love and support!

Click the banner above to head to http://terraria.org/store now!




Hello Terrarians!
Chris here, lead developer at Paper Fort Games. In this month’s Terraria: The Board Game designer diary, we’ve got exciting news about the game’s development, final sample images, an updated gameplay video and more.
Grab your pickaxes and let’s dig in!
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LAST CHANCE TO BACK - LATE PLEDGES CLOSE ON SEPTEMBER 30TH
If you missed the campaign but still want to grab a copy of the game, now’s your chance! Late pledges will close on 30th September 2025. After this date, the world playmat will no longer be available, and any remaining Kickstarter editions will only be sold through our website, at a higher price.
For the best deal (and to secure the playmat), make your pledge now at: Pre-order ⛏ Terraria: The Board Game on BackerKit
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DEVELOPMENT COMPLETE!
We are *very* excited to announce that apart from the rulebook (which is going through the layout and graphic design process), we have now submitted all of the game’s final files to the manufacturer! This is a massive milestone, and a huge relief, as it means that development is complete and that final production will begin shortly!
Wooden components, miniatures and dice have already been manufactured, so we’ve got a bit of a head start on the process, and we’re hoping that Gameland will be able to send us some photos of production over the coming weeks so that we can share the manufacturing process with you!
As well as the rulebook, the lion’s share of last month’s workload was performing ‘consistency passes’ on the game’s components. In the end, our consistency document contained almost 150 checks that need to be performed on every component.
There were also some additional checks for particularly tricky and/or technical components. For example, all transparent cards in the game have a ‘white layer’ (shown as pink in the GIF below) that is printed first to ensure that artwork areas are opaque – we needed to check that every transparent card’s white layer and art layer matched up exactly.
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SAMPLES
Foiled Box Lid
Here’s the game’s cover, complete with foil-stamped logo! Though it doesn’t seem so in these images, the ‘THE BOARD GAME’ subtitle is quite hard to read when foiled, so we’ve opted to keep that part foil-free for the final cover, but otherwise we think this looks beautiful, and will easily set the Kickstarter versions of the game apart from retail.
Character Pack
Hellstone backers will be receiving the wooden character pack as part of their pledge; below you can see how it can be swapped out for the foam block so that it can be stored inside the game box!
Foiled Pwnhammer
Here’s the limited-edition, uniquely-numbered, Pwnhammer card in all its foiled glory!
Foiled Boss Cards
Boss cards have also received the shiny treatment, with some areas spared for readability.



Promo Pack Boosters
Backers will be receiving the Developer Promo Pack (containing the Dev Set vanities) and the Seasonal promo pack (combining the Christmas and Halloween Promo cards); here are the boosters that they’ll come in (these samples are unsealed so we can check that all the cards fit inside… they do!)
Slime Graveyard
Finally, in last month’s update I mentioned that we had a drawer full of rejected samples, including a slime graveyard! Some of you were keen to see that, so here are just a few of the iterations we’ve gone through over the past few months…
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UPDATED GAMEPLAY VIDEO
Earlier, this week, we re-uploaded our playthrough featuring Chippy, Alex and Hannah – this version is higher resolution and has been colour corrected, so the shots match more closely. This video is also public and shareable, so feel free to share with anyone who might be interested!

The Terraria community is filled with incredible fan media. We love to browse Terraria associated social pages and check out the creative minds sharing wonderful creations. We wanted to spotlight some of the trending media that caught our attention this month. Please let us know if any of the shared media has a different original creator.
(CLICK A GIVEN IMAGE TO HEAD OVER TO THE THREAD WHERE WE SAW IT)
by bilibilijnylgj












Hi Everyone,
The demo has been released for almost 3 months, and I appreciate everyone who has taken the time to try it out. But I did the silly thing of releasing a demo without any way to collect feedback! To fix that, here is the invite to a brand new discord server.
I would love to hear some feedback about the game, or just join to have a chat with me about anything and everything!
Ready to romance those cores? GOOD!
Aperture Dating Simulator is available NOW on our Itch page.
Just follow this link and you'll be well on your way!
Have fun! Or don't. I'm not your mother.