
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 211 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is actually a wonderful game! Played the demo first, and then proceeded to the full game. It has a very "planet crafter" (or "blossom: seed of life") vibes, but without the RPG elements. Simply automate your base--sadly with python, but that's a controversial opinion of mine--and see the planet terraform in real-time! I'm loving it! Thanks devs!
I am a professional game dev and I miss writing lots of code to pew pew, because there was no other choice, reason for which I loved it. I miss alternating between feeling dumb and, 15 min later, feeling genius. LLMs have flatten my coder drama to absolute infinity. This game brings it all back. Thank you!
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Hours played at review time, across 212 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
-Game progression- Game progression was not properly thought through. Having sunk some time in, I have been able to clear most of the basic levels and heading towards base expansion. However, progress is locked behind just "idling" and letting the atmospheric fixers do its thing. Iron and silicon mining was manageable, but then orders started requiring titanium and its craftable components. Titanium is locked far down TWO separate tech trees - one for scanning and one for mining. I did find at least my overall terraforming efforts unlocked what seemed to be a major mechanic present on the world map - the biosphere. However, that required you to have a bioscanner which can only be used by drones. Surprise - they are only unlocked 5 orders after clearing the titanium ingots order. I don't know if the target playerbase are people who do not know how to code and hence thereby spending more time understanding the coding process and hence also more time idling, but if you are a pretty experienced programmer - while the problems can be fun to solve in silo - you will face pretty huge timegates down the road. Sure you can try to optimize automating your base by then, but why should a programming game timegate you if you are capable of solving the next set of challenges? I was personally optimistic about seeing how these systems would have started to connect together after unlocking some research, but I don't think I would have seen those in a reasonable amount of playtime. -Documentation- FWIW, I was able to navigate the documentation pretty comfortably. I understand why some people may get put off by it, but in reality a lot of programming is about constantly referring to the APIs and figuring out how to use it properly. I do understand a lot of people wouldn't want to play a game to work, so if you're one of those people expecting a fun time, don't bother picking up this game -AI- Sure, a lot of assets seem to be AI generated. It didn't affect my enjoyment of the game so it was a non-factor for me. I still think the game progression was a bigger problem, if the developer did not properly playtest the game.
Disclaimer: I know Python well, even if I haven't worked in it significantly in ~8 years. Probably not great for brand new coders. It doesn't hold your hand that much and you do need to read documentation, which is very good but not amazing if you don't know what is going on. I like it. Starts you very small, working on tiny components. Build up a couple interconnected components. Tech tree looks like it goes pretty deep with some impactful upgrades. Not very far, but enjoying the puzzle aspects and getting to hand-write some Python again.
Definitely a very good learning tool for people who have learned the fundamental basics of coding and are now tackling Leetcode problems. The IDE is extremely robust and very akin to VS Code which was kinda shocking. It's not a 1-to-1 match, but it gets the job done. My Claude's been super busy with BitBurner, but I haven't had the need for it just yet thankfully. I'm pretty sure I'm going to need it eventually though because I'm hopeless when it comes to higher-level abstract thinking.
Недавно окончил курсы по программированию, сам далек от этой области... Вчера наткнулся на демку, пол ночи не спал... понял что это провал, курсы ничего не прояснили, лишь общее представление получил. Вместе с ии искал решения, китаец СинийКит что-то шарит в этом, что-то получилось. Но это всё равно не сам, не очень удобно что всё на английском, но это не портит сам процесс. Чем больше вникаешь, тем в более глубокие дебри приходится вникать... Эта игрушка дешевле того курса, что проходил во много раз... Но если её осилю - результат будет гораздо лучше. Ещё б сюда внедрить работу с базами данных, собирать и группировать для получения необходимой нужной информации для создания алгоритмов и анализа.... да много чего сюда можно добавить... возможно оно тут и есть, просто не дошел до этого... мозг скрипит - и это хорошо.... значит есть чему скрипеть.) Очень понравилось.
Recomendo dar uma chance! O jogo se trata de uma resolução de puzzles via Python ambientado num mundo futurístico onde você controla tudo via código. Embora as avaliações em inglês todas falam de forma negativa sobre o jogo ter sido feito por IA, a musica ser de IA, e etc.. Eu curti o jogo por ele despertar algo que eu fazia bastante antigamente quando a IA não era hype: Ler documentação, fazer código na marra, testar e quebrar a cara até resolver. A medida que vc avança no jogo os sistemas começam a ficar mais integrados entre si e a complexidade da gestão vai aumentando. É um bom jogo para se desafiar e as vezes até relembrar pequenas coisas que acabamos esquecendo por tanto utilizar IA no nosso dia-a-dia. Vale a pena!
An amazing and highly unique game! This can be considered Sandbox Programming, which combines loads of tasks, puzzles, automation, components, and much more that you can program in your own way to achieve the tasks of terraforming the planet Nocturna. From Solar Generators to Supplies Stations to BioLabs to Vehicles, you'll be neck deep in programming of all varieties. Having genuine freedom like this makes this game deep, absurdly deep, and almost feels as if you're teaching yourself how to program while playing. To programmers of any skill level, this is the game that you've been waiting for, highly recommended!
Oh! A manual ... let me download that ... WHAT?! 1200+ pages? Oh is that how this game rolls? Some games are complex, while others need a degree. Guess I'm becoming a master in Python and Planetary Logistics & Development. On the surface this game looks like a fun little automation game. If you thought that? Walk back very slowly and go to the next item in your wish list. Only a lunatic would be crazy enough to fully automate the terraforming of an entire planet. You've been warned! Note: I'm a lunatic.
Fun game. If you are into these kinds of games Bitburner is also a strong recommendation.
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Active players
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