
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
The description/trailer made me think this game would feel a bit more simulate-y and I was going in expecting something much more sandbox-y like a single-player version of Screeps or HackMUD. It feels much more like a somewhat linear game with standalone programming puzzles and the amount of different systems interacting with each other feels kind of low. Scaling up your production usually feels like just copy/pasting code you've already wrote from one module to a new one and doesn't seem to offer any new challenges. The game's description also says "no handholding" but very often the docs just flat out tell you what to do or the process is extremely obvious. This has been the case for most of my first three hours of play and all of the puzzles have been exceptionally easy and feel like I've been spoonfed all of the answers. I'll give props where it's due, the in-game code editor and debugger honestly feel *surprisingly* damn good. The game's description says that the visuals and music are mostly AI-generated, which... I just turned the audio off and I was thinking this is the type of game where I wouldn't care too much about AI-generated visuals (it's practically a text-based game). But it seems to go much deeper and that and a lot of the actual game systems feel like they're designed by AI, and the same goes for a lot of the writing. A lot of the early-game progression and decisions feel very haphazard. I might try playing this game some more as I'm already over the 2 hour refund period, and I might update my review if it gets significantly better as it goes. But as it stands it did not leave a spectacular first impression.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 202 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm revising my review. I have no problem with AI generated content, but parts of the game just don't work. I played the demo and identical code for loading reagents in the biolab work in the demo but breaks in the full version. Use AI. Go for it. Not everyone can afford to hire an artist. But make sure the generated code actually works.
Amazing game. Great Soundtracks! Tutorial? Genuinely one of the worst I've seen in a game. Don't get me wrong, it's thorough but it's written like the target audience is already fluent in programming, with zero acknowledgement that most people buying a programming game are new to programming. Instead of plain language, it drops you straight into the deep end with jargon from step one. It got to the point where reading the solution code was faster than reading the tutorial explaning it. I had to use the code to translate the explanation of the tutorial, that should tell you how absurd it is. To the dev, this is a game, not a university lecture. Fix the onboarding.
i like it... needed a bit of python-experience and the only other game in my mind (Somewithing with a replaced Farmer) isnt using full python. Idea for this game in the future: support javascript/bash/powershell, maybe as alternative starts... especially bash... which would help a lot of peeps introducing into terminal-linux ;)
The game is amazing. The Developer is amazing. The community is amazing. There is so much depth to this game, it's crazy. You can tell a lot of work went into it. Do not be deterred by people complaining about the use of AI for certain assets, it in no way, shape, or form, affects the gameplay. Give the game a try and determine for yourself, you will not be disappointed.
This game is great already and honestly a steal at $15 USD. I'm about 16 hours in and i'm having a blast programming all my machines. I even set it up so one of my solar panels says goodmorning and goodnight with the sun. If you are worried you don't have enough expierience programming for this game. I am an amateure programer at best, it's only a hobby. I had a few years in high school and i've programmed tiny things for the office I work at. I've had no expierience in python before, only stuff like visual basic and c++. With the aid of the documentation provided in game i've been able to do just fine solving the puzzles and setting up all the machines. Some can take me a few hours to figure out but most of the time is spent on deciding what way to solve the situation. The whole thing is so open ended there are many options for each one and it's up to you. For example, there is a little scan grid of the area around your base and you have a rover that can run around picking up things on the surface. The scanner is easy to figure out, just have it sweep the grid. The rover on the other hand needs to "look" around it and then move one grid at a time to the scanned object from the scanner while managing it's heat. You could, and it's encouraged in the guide, have the rover build this entire path around the grid based on where things are scanned. I choose to have the rover build it's path as it goes, searching in an outward spiral from it's location. I even made it report when it was done and drive back to base. I think a game that gives you that much freedom is awesome. By the end of this i'm going to have an army of machines talking to me, saying goodmorning and goodnight. My only worry is the game is going to finish before I do much lol. I only set up one of each thermal, o2, and pressure but they keep unlocking things while i'm messing around.
As someone who enjoys a good Leetcode, this definitely scratches that itch. I really like the concept that you're using your code to solve 'real' problems, sometimes even with the assistance of visual cues. For instance, in one challenge you're tasked with scanning a X,Y grid for useful space elements. When you fire off your attempt, it's not just running in the background and telling you whether you've succeeded or not. It pops up a nice little grid image and shows you each coordinate as you iterate through it. These tasks and visual hints pair well and get my problem solving juices flowing. If you're even a little familiar with programming concepts (arrays, dictionaries, matrixes, searching, etc) then you will find something to enjoy here. You will also learn something too!
Fun and interesting way to learn python style programming language concepts. Much more compelling method compared to standard online learn-to-code websites.
I was really happy about demo, lot of potentional, but full game didn't delivered. 1) issue about game release - postponed, than month without any update. Simple message "no ETA, minimum X weeks" will be enough and understandable, not everything in live works first time. But to refresh page just to see "any updates?" since mentioned issues could be resolved in hours, days or months. They built hype and failed to manage it. 2) scripts dont "click" together - you're tasked at start to write simple "one-off" scripts that are never used, revised or in some case even available. 3) no clear progresion path to understand "where to focus", each system is isolated, so many "minigames", but no overall goal/optimalization between them with exception of power, that you need for everything 4) research tree is seriously broken, you need titanium pretty much from start, yet its locked behind two research that you can't reach easily. I get that core of this game is "grind" the terraform, so wait time is fine, but I would like to spend my waiting time optimalizing. Right now there is nothing to do just wait as I exhausted my options in game, 4) I dont like mechanic that each machines has to have its own script, i would like to have a script and load it into machine. right now you can create library with all code, but still you need boostrap code in each device just to run it. it adds no value, but to clutter UI. 5) it may be my OCD, but game about coding should be pricise as well. outposts are misaligned as origin is "almost" left corner, its not a left corner, its not a center - wtf? 6) developer said game ready, took another month to "refine it", yet simple check/playthrough will discover most of this issues. please do better, this game has a lot of potentional, but currently fails short. I will revisit this review if some balancing are released soon. if this was some bigger developer or not a first project, I would refund long time ago.
Dev is a great dude, constantly communicating with the playerbase on discord. Has implemented so many small fixes people have asked for. As for the game, its a fantastic take on the coding/automation genre. Lots of small coding puzzles that feed into one another into a truly grand spectacle where you can look back at hundreds of scripts all working in tandem. A great vision, and well executed so far. The dev continues to update very regularly and is always on hand to support players with "not bugs" (aka, when their code doesn't work because its got errors). Highly recommended if you enjoy coding puzzles. Ignore the AI hater reviews, its barely noticeable, and frankly for the scope and quality of the game its totally reasonable too.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 4.1K | 77% | $20.79 | |
| $1.6M | 1.6K | 87% | $29.99 | |
| $1.3M | 1.7K | 75% | $19.99 | |
| $346.2K | 670 | 84% | $10.49 | |
| $109.3K | 112 | 88% | $24.99 | |
| $95.5K | 232 | 69% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $169.5K | 1.3K | 92% | $4.99 | |
| $169.5K | 979 | 91% | $9.99 | |
| $169.5K | 1.9K | 64% | $4.99 | |
| $169.4K | 330 | 77% | $19.99 | |
| $169.6K | 500 | 88% | $14.99 | |
| $169.6K | 194 | 91% | $24.99 |