
TerraTech Worlds is an open world, build-craft adventure game, set on an uncharted alien world. Play solo or with friends, explore your surroundings, craft unique vehicles, construct automated bases, and battle your way through hazards and enemies to harness the power of your environment
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 28 → 0.29/day in the week after.
About
TerraTech Worlds is an open-world, build-craft exploration adventure game, set on an uncharted alien world. Playing solo or with friends, you’ll explore your surroundings, craft unique vehicles, construct automated bases, and battle your way through natural hazards and challenging enemies to harness the power of your environment.

Expand your base with complex, automated production lines to refine minerals, scrap spare parts and keep you stocked with ammunition. Design intricate conduit networks to manage production, and scale up your power infrastructure to keep pace as the factory grows.

Create different Techs to meet different needs. From mining to combat, you can build the perfect vehicle for the mission! Visually customise your Techs and bases until everything is just to your liking, then optimise your Tech by taking advantage of powerful stat modifiers.

Expand and consolidate your planetary infrastructure by extracting exotic resources from the world around you. Resculpt the landscape to suit your needs with free-form terraforming tools - from flattening out a racetrack to creating peaks and valleys for base defence!

Explore a 300km² planet with no loading, no streaming and no limits, populated by rich and diverse environment biomes, with a day/night cycle, dynamic weather, dangerous plant life, hostile enemy factions and bases, and more. Venture deep into strange Woodlands, traverse the acidic Swamps, dodge lightning storms and enter the snowy Arctic.

Encounter and overcome a diverse range of enemy Techs as you expand your territory, scavenging and researching new blocks to upgrade your combat capability. Face down dangerous opponents, experiment with ever-more powerful and specialised combat builds, and team up with your fellow Prospectors to raid enemy bases and push back the frontier.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I recommend classic mode, the new reactor mechanics are just annoying.
The demo is quite large but doesn't represent the actual game's fit and finish, you'll find the many hiccups and oopsies annoying after a bit when you're just trying to go from point A to B. If you do decide to get the game, just stick to flat terrain and oceans, the procedural terrain has a lot of collision issues and you'll end up holding the 'Stuck Assist' button down for minutes at a time trying to go anywhere. Seems like an obvious miss, and you have to wonder why the terrain isn't designed for vehicles like in the demo and instead the matted and pitted mess. I keep trying to get into this game because their aren't many vehicle crafting games with an open world out there, and I keep getting punished for it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 53/day in the week to Jul 16 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Korean, Russian
Hours played at review time, across 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
boats cars planes ALL in one game? DUDE the devs are spoiling us in the original game we had to have mods but now?peak just peak though little tensive on my pc but thats ma issue plus H E L I U M T A N K
[h1]Solid Update, Great Potential—Needs Deeper End-Game[/h1] [i]Played through the game again after recent updates.[/i] The developers have done a great job addressing previous imbalance issues, making it genuinely fun to dive back into, though a few core systems still need refining. [hr][/hr] [h2]The Good[/h2] [list] [*] [b]On-the-Fly Tech Vehicle Swapping:[/b] Swapping techs feels incredibly slick. Requiring your tech to be fully repaired before transforming is a brilliant design choice—it prevents abusing the mechanics to wipe away damage mid-fight. [*] [b]Rebalanced Mechanics:[/b] Recent updates have cleaned up a lot of frustrating balance issues from earlier builds. [/list] [h2]Developer Feedback & Suggestions for Improvement[/h2] [h3]1. End-Game Progression & Bastion Towers[/h3] The Bastion Towers are a neat concept, but they need to feel unique. Making each tower award a special benefit—like a permanent passive boost to the specific biome it rests in—would make unlocking them far more rewarding. That being said, being able to use them to instantly teleport between unlocked biomes and traders as often as you want is great (even if fast travel working while unpowered might be an unintended bug). The additional Fusion Core boost provided while powered gives a solid incentive to keep them running. [quote=Maybe Needs Power Line Bug Report] On the first planet's swamp bastion, I powered it from a nearby beach using organics and diesel generators connected to a local oil deposit. I ran power pylons across the distance to bridge the gap. However, the connection range seems to reset or miscalculate upon saving and reloading. Every time I reloaded for a while, the line breaks, forcing me to return and reposition or add extra pylons to get the power flowing again. (though I may have finally added enough to get past this bug). [/quote] End Game things to do, not much to say here just: we need more of it! [h3]2. Nautical Exploration & Boating[/h3] Right now, you only need a boat for reaching the first planet's swamp, rendering watercraft almost useless afterward. [i]Feature Requests:[/i] [list] [*] [b]Suggestion:[/b] Add pre-built water structures (aside from the ocean trader) and ocean-focused quests to encourage sea exploration. [*] [b]Suggestion:[/b] Introduce an [b]Ocean Scanner[/b] tool/module to incentivize oceanic resource hunting or ocean structure detection. [*] [b]Suggestion:[/b] Implement hazardous [b]Storm Event Areas[/b] where boats are mandatory, keeping them relevant even after unlocking aircraft. [/list] [h3]3. The Recycler[/h3] Removing the Recycler entirely feels like a missed opportunity. It [i]was[/i] overpowered, but bringing it back with some tweaks would be a nice quality-of-life improvement. [i]Design Proposals:[/i] [list] [*] [b]Suggestion:[/b] Lock the Recycler behind deep end-game quests to avoid trivializing mining early on. [*] [b]Suggestion:[/b] Reduce the resource yield so it functions primarily as a clean-up tool for dismantling misbuilt structures without breaking late-game resource scarcity. [/list] [h3]4. Fabricator Construction Queues[/h3] Fabricating high-quantity items via fabricators currently creates an unnecessary gameplay bottleneck. [i]Quality-of-Life Request:[/i] [list] [*] [b]Suggestion (Crafting Queue):[/b] Fabricators should support construction queues or bulk crafting orders—especially for utility blocks like conduit blocks. Manually initiating each individual block and waiting for completion feels repetitive and pulls focus away from the fun aspects of building and designing. [/list] [h3]5. High-End Weapon Knockback & Despawn Ranges[/h3] Knockback force on higher-tier weaponry feels a bit excessive in specific combat scenarios. [i]Combat Tuning Request:[/i] [list] [*] [b]Suggestion (Tone Down Knockback):[/b] Higher-end weapons exert too much impulse force. On hilly terrain like the Desert biome, getting hit can send your tech sliding down a slope. If you don't lay down defensive walls beforehand, the knockback can easily push you past the enemy despawn boundary—causing enemies to instantly reset with full health and completely wiping out your combat progress. [/list] [h3]6. Ore Mining vs. Portable Ore Fragmenters[/h3] Flatbed vehicles (especially) and mining lasers (somewhat) currently feel obsolete as soon as fragmenters are accessible. It's much faster to terraform an entire chunk of ore out of the ground, drop inventory ore fragmenters on the spot, and use a tractor beam laser to clear stuck pieces to allow them to be drawn into the fragmenter than it is to haul raw ore back to base. [i]Balancing & Design Suggestions:[/i] [list] [*] [b]Suggestion (Gating Fragmenters):[/b] Ore fragmenters should require unlocking the matching tier of mining laser before processing higher-tier ores. Currently, there's no reason to buy higher-tier lasers (like Tier 5) when fragmenters are cheap and easy to power. [*] [b]Suggestion (Flatbed Rework):[/b] Treat flatbeds like Bastion storage. Storing ore inside the flatbed as inventory slots (rather than modeling physical 3D ore blocks) would resolve unwieldy physics bugs. [*] [b]Suggestion (Magnet Controls):[/b] Flatbeds currently require a dedicated fire group key to toggle the magnet holding ore in place. Because players are limited to 4 keys per fire group chain, this wastes valuable combat slots—and it isn't clear to players that this shouldn't be on the main combat channel. Consider moving magnet activation off the default fire group keybind channel and informing the player of this channel when they attach it to their vehicle for the first time (if the flatbed inventory rework isn't in the cards). [*] [b]Suggestion (Base Incentives):[/b] Apply a yield efficiency penalty to portable fragmenters if they aren't connected to a main base (a percentage penalty based on number of unique connected blocks, the more you have, the less the penalty or 0 penalty up for proper base size\unique attached block count). Alternatively, introduce a lower-tier portable version with this penalty, keeping the unpenalized version as a late-game unlock for players focused on creative building over mining runs. [/list] [h3]7. Controls & Rebinding UX[/h3] [i]QoL Improvements Needed:[/i] [list] [*] [b]Suggestion:[/b] Update the help menu. Essential controls like pressing [b]F[/b] to switch weapon group channels are currently missing from the keymapping docs. [*] [b]Suggestion:[/b] Expose every control binding in the rebind menu, as several key controls currently cannot be rebound to different keys. [/list] [hr][/hr] [h2]Final Thoughts[/h2] All in all, this is a super enjoyable experience and well worth revisiting after the update. If the developers flesh out the end-game loop and implement some of these gameplay tweaks, it will make an already great game even better.
Потраченных денег жаль. Лимит по установленным блокам на свою машинку (да, его можно увеличивать какой-то ♥♥♥♥♥♥, но зачем добавлять ♥♥♥♥♥ для увеличения лимита если можно было просто не добавлять лимит как таковой), лицензирование блоков, океан с ничем и обязаловка с постройкой базы. Эта "игра" тот случай когда можно было просто обновить графоний первой игры и добавить удобства и было бы заебись, а за место этого кусок говна за шиворот за 1.4к деревянных. Брал по скидке и даже так не стоит. Красная цена 250 рублей и то если вам заплатят за поиграть в эту поделку
Я ещё не до конца прошёл эту игру, поэтому изменю отзыв позже, но пока что рекомендую с большим НО! 1. Вес конструкций не ощущается, нет возможности сопротивляться розовым пуфикам и цветам из болотного континента. Ты строишь себе бронированную, грузовую черепаху, но улетаешь от маленькой штучки на земле, которая просто раздулась и выбросила тебя на 40 метров. Из-за этого пропадает ощущение того, что я строю именно громадного теха, а не хрен пойми что из лего 2. Гамма слишком яркая, даже в настройках можно сделать либо 1 - слишком темно, либо 2 - слишком ярко, настройка крайне костыльная, ты либо выжигаешь свои глаза, либо выдавливаешь, пытаясь что-то увидеть. 3. Строительство. Строительство крайне кривое и не понятное, блоки постоянно перепрыгивают с одной точки на другую, не позволяя поставить так, как надо. И в довесок скажу - все те балбесы, что говорят "это отдельная игра, её не стоит сравнивать с Terratech". Ребят, это буквально вторая часть Terratech, просто разработчики решили выпендриться и вписать вместо "2" на конце "Worlds".
I dont get all the negative reviews. I mean sure its not a 1:1 copy of the original terratech with an updated engine and stuff, i guess thats what these people want. Its a cool concept to have multiple planets and i guess its planned that you can travel between them later. Its a great game for the state its in right now, being in early early access and already having 3 planets, more blocks being worked on etc. It has a lot of content already, yes it fades out after a few hours but im the type of person that waits for updates, maybe another guy would just build crazy stuff when he played through the game. Keep the work up, and guys please stop reviewing it badly cuz you didnt get a terratech copy. Otherwise they will never be able to finish the project and maybe close the studio one day because no one buys the game cuz of the reviews.
Very fun game, ive been playing on and off since launch and im happy to see a great deal of improvements to the game. Please could the devs have a look at collisions and bounce physics, i feel like the smallest tap can send your tech flying in the wrong direction. especially the shooting plants in the swamp
Ужасная недоделанная Хуе+та, я искренне не понимаю как можно создать хорошую игру в первой части и создать такой ♥♥♥♥♥♥ во второй. Море ужасно сделано, самолеты так же ужасно как и море. Я на машине летаю быстрее чем парень на самолете. Планеты маленькие ты буквально заходишь в другую локацию и ты уже на другом конце мира, А я уже не говорю о том что у меня игра вылетает просто из-за того что.. что? А НИКТО ♥♥♥♥♥ НЕ ЗНАЕТ потому что я играю с хорошего пк но игра попросту решает что раз я повернул блок надо вылететь, о ты посмотрел инвентарь? вот тебе краш репорт. Что ж ребята я жду когда я просто буду заходить в игру и у меня сразу игра будет вылетать.
Das Spiel hat gute Grafik und ähnelt dem Vorgänger. Es gibt Techs, Waffen, Ressourcen und Basen. Das Ressourcen System ist anders als zuvor, man braucht allerdings dafür immer eine feste Basis um die zu Nutzen etc, ansonsten hat man die in einem Inventar wie bei Minecraft. Man kann also nicht wie bei TerraTech eine kleine Basis aus seinem Endlosen Inventar bauen und da mal eben Craften. Was ich sehr nervig finde, da das Inventar in diesem Spiel begrenzt ist, man kann es zwar mit Fracht Blöcken erweitern aber es ist dennoch nicht die Welt, dann müsste man jedes mal zur Basis fahren, dort gefundene Blöcke aus zerstörten Techs verkaufen, da das nur bei seltenen Händlern oder der Basis möglich ist. Man kann jetzt nicht hingehen und bei einer eroberten Basis den Loot verkaufen, da da immer die Lizenz Blöcke fehlen. Das begrenzte Inventar find ich echt nervig, da man von Anfang an mit einem Blockspeicher spawnt, der aber nur in einer Basis funktioniert. Ich find es ja okey das Ressourcen jetzt keine Sammelpads mehr benötigen und dafür direkt ins Inventar kommen aber bei begrenztem Inventar müllt das nur sehr voll. Es gibt jetzt auch verschiedene Munitionstypen die man ja auch bei sich führen muss um Waffen zu benutzen, klar macht mehr sinn als beim Vorgänger wo man endlose Munition hat, aber das alles ist einfach nicht so schön gemacht. Es sieht alles so ätzend langwierig als auch kompliziert aus. Nicht dass das ein Problem wäre aber die Umsetzung von dem Ganzen ist einfach nicht toll. In TerraTech gab es auch immer random Gegner, hier in Worlds sind alle gleich, da ist kein randomisier drin was echt schade ist. Das Game hat soviel hinzugefügt und zu gleich alles an Tutorial gefühlt weggeschmissen, TerraTech ist simple gewesen, dennoch hatte man eine Leitung und musste einiges machen um voranzuschreiten, Missionen in denen Craften etc gezeigt wurde. In TerraTech Worlds gibt es so viel auf einmal, Abhängigkeit von Händlern da man seine Tech nicht so bauen konnte wie in TerraTech wenn man zu viel Loot hat das man einfach ein Turm baut, sondern man muss dann alles liegen lassen irgendwo ein Händler finden oder zu seiner Basis fahren. Das Game sieht gut aus, läuft Flüssig und hat auch einiges an Potenzial aber es wird so gar nicht genutzt. Vielleicht hab ich mir aber auch nur einfach was anderes erhofft als was was die Entwickler gemacht haben. Es gibt auch noch so viele Waffen, Blöcke aber es macht mir halt leider absolut kein Spaß das Spiel so zu spielen und es fühlt sich auch gar nicht toll an. Ich denke mit einem Endlosen Inventar spielt sich das Spiel schöner, man kann erkunden und Looten ohne was zurückzulassen oder aller 5 Minuten zur Basis zu fahren. Wer sich erhofft auf ein besseres TerraTech wie Ich ist leider von dem Spiel sehr enttäuscht.
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.
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