
Techtonica is a first-person factory automation game with a gripping mystery about mining your way out from the depths of an alien planet. Explore bioluminescent caves, mold destructible terrain, construct a massive subterranean factory. Dig your way toward answers & discover the secrets of Calyx.
Modeled estimate, not a reported figure. How we estimate →
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): 0.71/day in the week to Aug 20 → 0.43/day in the week after.
About
Welcome to the strangely beautiful, bioluminescent, and mysterious sub-surface alien world of Techtonica. You’ll begin with only the basics for digging, mining, and resource production.
Full Story Campaign
‘Techtonica’ is the only factory automation game to offer a complete, fully voice-acted campaign to play through. Something unknown awaits you beneath the surface of Calyx, Groundbreaker. Untangle and revive the efforts of an expedition gone wrong with the help of cubic companions who have motives, personalities, and secrets of their own.
Build Machines
Discovering everything in Techtonica demands unique equipment, power, and resources. Build specialized machines to optimize gathering and production as you arm yourself with the tools needed to dig higher to the surface.
Explore & Discover
Exploration pays off in Techtonica. Tunnel your way to massive ore deposits, research-rich facilities, and hidden caves to find new technologies, scan aging artifacts, and learn more about the mysteries of this world.
Terraform Entire Caves
Obliterate stone walls with a black hole gun. Drain deserts of sand with towering pumps to uncover what lies beneath. Sculpt the world to fit your subterranean vision.
Create Beautiful, Sprawling Factories
Take your mining operation to new depths by constructing sprawling, efficient factories. Automate production lines with Conveyor Belts and Inserters and a wide cast of machines. Deck out your factory with Eco-Brutalist Base Building parts.
SCI-FI MYSTERY. A genre-first, unravel the mysteries that lie beneath the surface of the rogue planet Calyx.
FACTORY AUTOMATION. Conveyor belts and unique travel systems make sprawling, automated factories easier to build, connect, and traverse.
BEAUTIFUL WORLD. Explore the cavernous depths of Techtonica surrounded by bioluminescent flora in first-person.
REWARDING UPGRADES. Start small and get massive with gameplay systems that continually evolve with new challenges and solutions.
DIG ANYWHERE. Carve out the perfect home for your machines using the MOLE, a black hole gun.
AURAL NIRVANA. Techtonica arrives with a build-inspiring original soundtrack from Cityfires (20XX, Catlateral Damage: Remeowstered).
CO-OP. Techtonica is entirely playable alone or with up to four-player co-op.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 3.3Kreviews | 65% | — | $3.8M |
| $7.49−75% | 663ratings | 86% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 831 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great Start, Disastrous Endgame – A Cautionary Tale This game starts off brilliantly. The early and mid-game are packed with fun, thoughtful mechanics, and a surprisingly good storyline. Building up your factory is genuinely satisfying, and there's clearly a lot of love put into the world design. But all of that is completely undone once you hit the late game — specifically when Crushers are introduced. Despite running triple the recommended specs (Ryzen 9 CPU, overclocked GTX 3080 Ti, 64GB DDR4 RAM @3600MHz on an ASUS ROG Strix board), the game becomes borderline unplayable. The issue isn’t the graphics engine — it’s CPU optimisation, or the lack of it. Frame rates become choppy and inconsistent, making the experience frustrating and joyless. If you’re not running the very latest Intel CPU, expect serious performance issues. This game chews through CPU resources in a way that suggests the endgame was never properly stress-tested or optimised. It’s genuinely sad. So much potential, derailed by endgame performance problems that should have been addressed before release.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, German, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Dutch, Korean*languages with full audio support
Hours played at review time, across 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I am torn about this game: [list] [*] The studio that developed it got closed. [*] Multiplayer is allegedly unplayable (I didn't try). [*] But my singleplayer experience has been great. [*] But only until endgame (~120h) when the game becomes unplayable due to low FPS. [/list] Until you hit the end game and realise how poorly optimised the game is, I have to say that it is very well polished. Very few and very minor bugs that most people probably won't even notice. A lot of nice Quality-of-Life features. The game kind of feels like [url=https://store.steampowered.com/app/526870]Satisfactory[/url] and [url=https://store.steampowered.com/app/548430]Deep Rock Galactic[/url], because of the 3D map. Fully modifiable terrain. The game is split into 16 levels, connected by a big lift, which on every level has 30 configurable input/output slots to move items between levels. Even though there are teleporters in the game, I never used them, as I build my factory close to the lift, each level specialising in something else. There are a lot of crafting recipes, I frequently get lost what is available and in which production building. Fandom wiki is poorly maintained with a lot of incorrect information. The world is quite nice, but becomes repetitive. I enjoyed exploring various collapsed constructions made from blocks available to the player, but placed not-aligned to the grid. Picking all of these blocks is a bit annoying, as you have to scan each of them for 1s, rather than mass collecting. I like the end-game sand mechanics (infinitely falling sand that you have to keep pumping out), however it feels like artificially and unnecessarily prolonging the game. Also, the final levels do not share the power with the earlier levels, and there is no water for easy power production. You cannot build a small factory and leave it running overnight, you have to build really huge factory, that produces a lot of fuel, so you can have 30 huge pumps pumping out all the infinitely falling sand... And to it the aforementioned poor optimisation which makes the game unplayable, and [b]I think the last two Steam achievements are beyond reach[/b]. [h1]Great QoL features[/h1] [list] [*] No inventory limit. Items never drop on the ground when you deconstruct something. In worst case you will get encumbrance and reduced moving speed. [*] When mining and holding the LMB, the height does not change, guaranteeing the area to be flat. [*] Various highlighting when placing conveyor belts - makes aligning them very easy. [*] Mining drills have extendable arm, which keeps collecting further cubes once the first layer is mined. Drastically reduces amount of micromanagement needed. [*] A tool to change buildings in place to their different version. [*] Conveyor belts can be rotated without picking them up, and this even includes lifts - both in which direction they are transporting, and in which direction the input/output face. [*] Storage chests have a flexible limit - they can be configured to have as little as 1 cell in the inventory grid. [*] A lot of toolbelts with easy access to items that you use frequently. 10 in total, with 2 of them visible. [*] You can copy an object with a single click - no need to have it on the toolbelt. [*] When you open a crafting machine, the ingredients in your inventory get highlighted. [/list] [h1]Bad UX[/h1] [list] [*] Huge technology tree does not have any search option. [*] Monorail station has very large storage, that cannot be limited (like the storage chests). This makes it unusable for mining operations that require fuel, as both sender and recipient station will collect huge amounts of fuel. [*] Blast Smelter and Blast Drill use explosive charges as fuel, and they always use them all, no matter how many are loaded. It makes it super annoying to configure as you have to limit the input, while also making sure that output is always collected. Otherwise it leads to great waste. [*] Some kind of blueprinting option (copying an area) would be really great. I don't need a blueprint library to save things, but when chaining machines with multiple inputs and outputs, placing all the conveyor belts and inserters manually 1 by 1 gets a bit boring. [*] When using a jetpack, when you get close to any object (wall or ceiling), the jetpack turns off. [*] Highlighting of ingredients when looking into machine's inventory doesn't work for Crusher. [*] There is no way to delete unwanted items. Only some can be run through a cycle of machines to finally smelt them to ash - smelter allows smelting ash to produce less ash than inserted. Dealing with the 3 production outputs when you only need one of them gets really annoying, as the only viable solution is placing a lot of storage chests (and connecting them with inserters and conveyor belts). [/list] [h1]Bugs[/h1] [list] [*] Controls that are used to switch toolbelts when out of inventory do something else while in the inventory. You will quite often end up changing items on your toolbelt, rather than switching to another toolbelt. [*] Count of new things doesn't disappear from journal/crafting. [*] Omni Directional Seeker tool shows a signal of chests that have been collected, and even deconstructed. [*] When opening the big lift's storage, the user's inventory is sometimes locked. Requires closing and reopening the storage. [*] When mining manually (to make space) the highlighter does not always use the right symbols. [*] It happened to me about 2-3 times that conveyor belt became unresponsive to interactions - I couldn't rotate it, change it's type or delete it. However, deleting the area 3x1, with the faulty conveyor in the middle, successfully deletes it. It's possible that reloading the game fixes it, but I didn't try. [/list]
If I could refund it… I absolutely would, without hesitation. The devs claim the game is “finished” and maybe by EA standards, it technically is. The whole experience is odd at best. It feels slow and strangely padded out, as if you’ve done a lot while somehow accomplishing absolutely nothing. The pacing is completely off. It genuinely seems like the devs made the first two hours engaging on purpose, only for the progression to hit a brick wall immediately after. You’ll spend 20 minutes mining your way to a “secret,” only to find… nothing. Or maybe a chest. Or a few machines you can’t even use yet because you’re not far enough in the game. Not exactly thrilling exploration. Then there’s the elevator a boring gateway to another “level,” offering little more than a loading screen with ambition. As I mentioned before, the game feels padded out purely to waste your time cumbersome, crude, and overall unpolished. Research is equally non-engaging. You need to craft cores, place them down, and the number of cores determines your research points. It takes up a ridiculous amount of space, can’t be meaningfully automated, and ends up being a massive disappointment in a game supposedly about automation and “exploration.” Speaking of exploration… it’s underwhelming to the point of comedy. You spend hours wandering around cave systems only to find nothing or, if you’re lucky, a random structure that contains basically nothing. All around? A solid 3/10. Save yourself the frustration and go play Satisfactory or Factorio. Both have active dev teams, real support, and actual gameplay depth.
Don't waste your money. This game was more or less abandoned and there are much better options available.
In short: This game rocks. In detail: I rarely write reviews. I've played Techtonica for over a year now, well before the most recent, final version was released. Everything from the game play itself to the atmospheric immersion is wonderful. The details are incredible. That lil plant you see growing on the wall? Scan it; there's an entire research entry for it! So, why now? Why write the review? I gifted the game to my friend recently and couldn't help but notice all of the negative reviews. I was shocked and honestly a little frustrated. WHAT the heck was going on? Game rocks, where are the poor reviews coming from? They'd been incredibly positive last time I looked. After reading them I decided to make this review to just outline a couple of things. The devs have been very clear in discord, but since not everyone is in there I will go ahead and paste a quote from them. @devs, I hope this isn't wrong to do; your transparency should be seen across all platforms and honestly my heart hurts reading some of these reviews. Your hard work does not go unnoticed, thank you. "We love Techtonica and would love to keep working on it but we need to eat and pay rent, and right now sales aren't enough for us to keep working on it. Of course if sales improve then things could change but right now we're not doing more development, 1.0 was our final push." The game is complete. If you're reading this, wondering what all is going on and questioning whether or not you should buy it: yes. 100% yes. The game is great. Would I like to see more development? Also yes. Are there bugs in the game? Yes. Do I wish I could rename each Nexus? Yes. Is that a minor detail? To me, yes. The story is fantastic, the execution is stunning, the mechanics are so much fun. Lastly, I just want to say that I'm not trying to undermine anyone's review. It is so important that we can freely discuss games here, and its not about that. I'm just trying to provide some context and wanted to share how much I love the game. Seriously, it is incredible.
Did the developer abandon it? Probably. Did it fail to live up to its potential? Definitely. Are better games out there? Always. Despite that, Techtonica is still a unique take on the factory genre. I like its approach to storytelling more than its competitors, and the bioluminescent caves are beautiful. I'm glad I gave Techtonica a chance.
So fun at the start, feels like a game rich with story and good mechanics - but then as you build up the hours the game grinds to a halt (I experienced 120fps down to 20fps) and you realise that it's essentially abandonware and the story/game goes absolutely nowhere. Poor show.
First and foremost this is a rushed ending abandonware. The concept is ok, having a story to go along with your factory game can be fun as it gives a direction for the possibly endless amounts of stuff you make. Balancing on this game is horrendous, partly again due to devs rushing to finish the game before they shut down. Almost every alternative recipe is objectively worse than the base unless you refactor the entire base to use the new item set. Pacing is rough, up to point Sierra can take you a day or two simply ferrying items between assemblers without needing too much infrastructure outside of some basic component smelting. After Sierra the devs added a tremendous wall on one of the levels and then cut the difficulty back to like 20% after that. That singular level will take more time than the rest of the game to get past. The choice to switch from a singular open level into 16 tiered levels during EA just to give a better meaning to the elevator wasn't great. It limited the exploration aspect and the story progression/level layout doesn't make sense after that. We dig up for the elevator from easier to harder levels and all the top floors require you to dig down?? Optimization is terrible, after building only a few hundred objects (floor, machine, belts..) the game starts to hitch like crazy. I have a Ryzen 5900x, 32Gb ram, and a 3080 I shouldn't be struggling this hard this quickly. Multiplayer has it's issues, typical problems I've found so many games to have including: unlocks re-highlight every login, connection to host issues, achievements not unlocking and the like. If it wasn't for the fact that I like hunting achievements I'd have stopped playing long ago as my last ~30hrs have been jumping from 1 and 30fps waiting for an ungodly amount of time wasting crafts to finish for the playtime buffer level...
Sadly this game was abandoned and the studio closed at the time of release, leaving it with massive game-breaking multiplayer bugs. It's a real shame as the game mechanics and concepts are good, definitely a solid foundation. Multiplayer is unplayable once you get past a few levels due to extreme lag/stuttering (up to several second pauses at a time) every time any player interacts with any machine in the game.
It was such a promising game. The devs abandoned it to slap the 1.0 label on it though, while changing the entire game. Avoid this abandonware.
Selling now
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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.
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