
A deep automation and programming game on a frozen alien planet. Write real code to drive rovers, run power grids, fabricate parts, and fly drone fleets across the world. Your scripts run while you plan your next move. The more you terraform, the more the planet responds.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best UK #67, worst DE #88 · 3 markets collected
About
FREE DEMO IS AVAILABLE: Download and play the game now.
You've been sent to a frozen alien world. Your ship is silent. Sensors offline.
The only way to bring this place to life is to write code.
Code: Terraform is an automation/programming game where every action happens through scripts you write. Not visual programming. Not drag and drop. Real code, in a language modeled after Python, with a full editor, console, and documentation built into the game.
You don't click to mine. You write the mining script. You don't manage a power grid by hand. You script the policy that runs it. Solar trackers follow the sun because your code reads the clock. Drone fleets fly because your code dispatches them. The more systems you script, the more the planet responds.
Bring your base online one script at a time. Calibrate sensors. Activate solar power. Read raw instrument data and turn it into meaning. Every system is a component you interact with through code.
Your solar tracker follows the sun. Your rover surveys distant sites and drills the ones worth mining. Your smelter refines what comes back. They all run at the same time, your code working while you plan your next move.
Earth sends contracts. Data processing challenges with real rewards. Parse signals, filter datasets, compute solutions. The harder the contract, the bigger the payout.
Earn credits. Buy machines. Deploy modular rovers and Pioneers, swap nav and sonar and drill modules to suit the job. Smelt ore into ingots. Fabricate parts: pipe segments, machine frames, circuit panels, turbine rotors, cargo pods, thruster assemblies, battery packs. Ship orders to Earth's contractors for credits, recipe unlocks, and tech upgrades. Scale from a single solar panel to a planet spanning industry.
Drill water from underground reserves. Tap oil wells. Cap geothermal vents for steam. Pipe each medium across the planet, balance backpressure, and feed tier three machines that demand continuous flow to run at full output. Bridge crossing pipes with overpasses. Wire power subnets with line segments. The infrastructure layer is tile by tile, and yours to design.
Mark I machines bring you to a thin atmosphere. Mark II push you to breathable air. Mark III demand fluid input but unlock the climb to terraformed. Earn upgrade packs through orders, apply them to deployed machines, watch your output curve bend.
Plan pipes, power lines, and outposts in a tile based blueprint editor. Send a Pioneer with a Constructor module to execute the plan. Lay infrastructure piece by piece, exact tile by exact tile, the same way a real engineering crew would.
Assemble drones from chassis, thrusters, and modular pods. Plant outposts in the richest territory and operate them remotely. Write flight scripts that haul ore home, ferry supplies out, recover stranded fleets. Charging stations and refueling pads keep the fleet airborne. Recovery bays airlift the ones that don't make it back. Distance becomes a function of battery and fuel, not track. Share a route once as a library script and every drone uses it.
Full code editor with syntax highlighting, autocomplete, signature help, type aware completions, rename refactoring, and inline docs that jump on Cmd+click. Multiple scripts running concurrently. Library scripts for shared code: import a function once, use it everywhere. Breakpoints, log points, conditional breakpoints, three step modes for real debugging. Dock the editor to code and watch the results side by side.
Sensor readings that don't match. Warm patches where nothing should be warm. Structures that weren't there yesterday. Mission control asking questions they shouldn't need to ask. The more you terraform, the more the planet responds. Not to your equipment. To you.
No cutscenes. No cinematics. Every story beat arrives through the systems you already use. Briefings, sensor data, encrypted transmissions, contract anomalies. The truth unfolds while you work. Pay attention to the details.
There are docs and hints. No tutorials. Figure it out, like a real engineer would.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 201 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not another automation game where you drag conveyor belts around. Here the code is the game — you write the actual scripts that drive rovers, manage your power grid, and keep your bio lab fed. Nothing runs unless you make it run. The docs are decent, but they don't hold your hand. Expect to break stuff, read errors, and debug your own logic more than once — which is honestly the fun part if you're into that. Quick heads up before you dive in: there’s ongoing chatter about AI involvement in how parts of the game (and even documentation) were crafted. Fair complaint or not, that's a separate conversation from whether the core game is good. And for what it's worth: we're all going to be working alongside AI, but that doesn't mean you stop learning to code. If anything, it's the opposite — you still need to know what's happening under the hood to fix things when the logic breaks. This game makes you practice exactly that. A solid pick if you actually want to write the logic yourself instead of just clicking through someone else's. *Will be playing this game from time to time to fully complete it
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Hours played at review time, across 202 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like the idea of this, but in practice it feels like the dev had AI (claude/codex) write a leetcode simulator with a barebones version of vscode embedded. If you'd like to write real code in a programming game, this might scratch the itch, but there are better options out there. The music is all AI slop.
Great game! Found the demo by accident and gave it a try! Spent over 30 hours playing the demo and now I'm looking forward to more! Can definitely recommend if you like programming games. Python is a nice touch! I love all the puzzles and I look forward to the mechanics that were not available in the demo.
I really want to like this game. It has a lot of great ideas, but the documentation is absolutely horrible. Most of the time, I'm not struggling with the coding or problem-solving itself; I'm just trying to find the actual methods and functions I need to get the job done. As you progress, it becomes increasingly unclear how various processes work because they aren't explained well at all. I've had to rely on trial and error just to figure out the systems. I love a good coding challenge, but this is just tedious. It's not fun digging through over 1,200 pages of badly written, likely AI-assisted documentation just to find the tools you need. There is also a lot of AI-generated content. I don't mind that too much, but selling the AI music separately as an "original soundtrack" is pretty ridiculous.
AI generated content.
Despite the fact that i like the premise, th game itself is made by someone who does not play games(?) or never understood why some games are playable and some are not. I wont go into the AI thing here, the whole game is clearly generated, so lets forget about it. What i cant forget about is how every system in the game, starting from UI and finishing with docs, is not meant to be used by humans. I list some of my gripes: - Data that should be easily avalaible is not available unless you click on a specific tab - sensors is the biggest offender here. THose are your "main" stats over there - why not make them always visible. - Documentation is there but its like it was not meant to be read by humans. And there is also two types of it - "info" for (kinda) quick overview and main docs with the details. And they both suck coz while i can program it takes me a while to actually understand what the hell do i even need this specific system for! - We have nice graphics for rover movement (kinda) but input/output stacks are invisible unless we access them programmatically. Or i could not find em, which kinda sucks. Bio lab interface itself takes so much ♥♥♥♥♥♥♥ space and is made like a friggin manga - you read it from top left tp bottom right. Who the hell does that? You look at those properties and those items and all thise crap and it all does not make sense. Its not a game, actually, its a set of disconnected puzzles which you ahve to connect to each other at some point. Overall while i like the idea the vibecoding went very wrong here. Claude cant make a good idea into a good game. Go play Planet Crafter. Much more enjoyable. I will probably avoid AI games from now on. I bought this one to check what is possible and i'm not impressed.
Interesting idea with a mixed execution. The contracts often feel like LeetCode problems with a terraforming theme: solve an isolated coding puzzle, transmit the answer, get credits. The actual machine scripting is much better. Writing persistent scripts for solar tracking, oxygen production, pressure control, harvesting, biology, etc. does make your code feel connected to the world and progression. I was hoping for something closer to Bitburner, where automation is the main game. Code: Terraform does get closer to that as it opens up, but it still mixes those systems with a lot of standalone coding challenges. Good concept, but the balance between automation game and coding-puzzle platform still feels a little off for me.
A vibe coded game about writing code is a bit ironic.
[h1]idle game + Python с приятным интерфейсом. [/h1] Имеем синтаксис Python и различные алгоритмические задачки с инкрементальным уклоном геймплейно. [b]У проекта есть демо — очень советую ознакомиться. Контента там более чем достаточно, чтобы понять, нравится ли вам игра. Более того, одной демкой уже вполне можно наиграться.[/b] В отличие от литкода, тут мы не увидим замеров потребления ОЗУ или КПУ для каждого решения и какого-то спортивного интереса. Зато встречаются и довольно непростые алгоритмические задачи, если рассматривать уход в оптимизацию самого алгоритма. А просто поиграться в idle с входом в золотую середину время/затраты по написанию игровых скриптов - похоже на обычный игровой процесс, что здорово, обернуто все довольно таки амбициозно. За пару часов игры (включая демо до релиза) продукт минимально разочаровал меня только отсутствием корректного переноса сохранения из демки в полную версию. Сейвы лежат в %APPDATA%\io.codeterraform.*, однако ветки, видимо, сильно различаются, поэтому пришлось вручную переносить сами скрипты из внутренней папки. Если успеете много сделать в демке, переходить на полную версию будет тупо неудобно.
🌱 Code Terraform isn't just terraforming a planet — it's terraforming you. 🐌 In today's fast-paced development landscape, Code Terraform dares to ask: what if slow? 🚀 THE GAME IS GOATED. 10/10. It — brings — back — how — fun — it — is — to — write — code — without — AI. If you like reading through docs — solving problems — and coding the old fashioned way — pick this game up 📋 [EDITOR'S NOTE — REMOVE BEFORE PUBLISHING] [INSERT PERSONAL ANECDOTE ABOUT PLAYING THE GAME HERE] [Also confirm I have played this game] Co-Authored-By: Claude
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