
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 832 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nicht zu Ende gedacht und voller Probleme Ich wollte Techtonica wirklich mögen – die Idee eines unterirdischen Fabrik-Aufbauspiels klang super, aber leider ist die Umsetzung eine Enttäuschung. Das größte Problem: Die Performance ist eine Katastrophe. Selbst auf einem leistungsfähigen PC gibt es ständige Ruckler, und je größer die Fabrik wird, desto schlimmer wird es. Der Multiplayer ist fast unspielbar, weil er ständig desynchronisiert – Maschinen laufen unterschiedlich schnell, Spieler sehen nicht die gleichen Dinge, und am Ende bleibt nur Frust. Dazu kommt die unnötige Komplexität: Das Spiel wirft einem haufenweise Rezepte an den Kopf, von denen man gefühlt die Hälfte nie braucht. Statt einer durchdachten Progression fühlt sich das eher nach Ballast an. Und das Schlimmste: Die Entwickler haben das Spiel scheinbar aufgegeben. Seit Monaten keine Updates mehr, keine Bugfixes, keine neuen Inhalte. Das Spiel ist in einem halbfertigen Zustand einfach zurückgelassen worden. Schade um das Potenzial, aber in diesem Zustand keine Empfehlung!
Media

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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 832 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я играл в эту игру еще на раннем доступе игра заинтересовала возможностью построить мега базу подземлей и вайбом неон-сатисфектори.Знаете игра хорошая, задумка интересная очень даже, НО игру попросту ограничили. Даже скорее не игру ,а игроков понять для чего был добавлен грузовой лифт можно но по отзывам люди особо не думают. Скорее всего это сделали чтобы связать все в сюжет и разграничить четкие точки развития игрока (когда можно включать сюжетные разговоры). Как итог игра потеряла в масштабности строительства базы потому что один уровень это по факту одно часть производства, а чтобы нормально транспортировать что из одной части в другие тебе надо работать с лифтом который сделан через жопу потому что нормально настроить выход у тебя не выйдет из-за фильтрующий манипуляторов. Да ты можешь построить базу где нибудь где пространства много, но это все равно не отменяет тот факт что игра сильно потеряла в интересе у игроков. Главное что сейчас надо делать тем кто купил игру закидывать еще отрицательными обзорами чтобы разработчики вышли из комы и выпусти нормальное обновление. Теперь чтобы построить мега базу нужно выбирать вторую карту которая не доступна после релиза
The game looks promising but don't be fooled. The devs decided to stop development when the game was going to be in version 0.6, and instead called it the final version. Game play: The game is good, with tons of variety in machinery and recipes. Performance: Just like any factory game it tends to lower when in the end game. However, there other game modes that can be enable that in my experience, reduce performance by a lot, especially the no light mode where all the cave are dark, and the only lighting in the one you place. Story: I ma be real, i didn't care for it.
I have done virtually everything there is to do and completed the final quest, and with that I feel I can give an informed review. Techtonia is a wonderfully complicated game of logistics, discovery, and tech trees. It is without a doubt in my top 5 PC games of all time, and that's saying something because I've played A LOT of games. I played solo and, if you aren't working with a team, it is a LONG game. At least 80-100 hours. At its heart it is about collecting resources and transforming those resources through chains of complicated actions done my machines (with the help of many, many conveyer belts and trams). There are no enemies and no health bar, but you will have plenty of things to worry about screwing up. There are a few hundred different items but only a handful of basic resources. Through excavating to deeper and deeper levels, and exploration of those new levels, you will locate story items and unlock technologies. It will get very tricky and sometimes you may feel stuck or overwhelmed, but that just indicates you haven't fully understood the technologies you have access to or haven't put in the time to organize your assembly lines well enough. I couldn't recommend it more to anyone who likes tech trees, manufacturing, logistics, and intensely rewarding gameplay. Ignore the people complaining about the change to the elevator - it's an entirely logical and very rewarding way to pace the progress.
This game got abandoned by the devs in a BARELY playable form. Not worth it at all!
I'm not going to judge the game by what it could've been, but by what it is - and it's fun and unique, if a bit unpolished. Over all - I'm glad I've played it, hence the recommendation
I really tried to like Techtonica but I couldn't. And it doesn't help that the game was abandoned, the game suddenly jumped from version 0.5 to 1.0 and everything that made the game fun was butchered to fit a badly designed progression system. In Techtonica you play as a "Ground Breaker", an employee of a mining corporation which build a base on the alien planet Calyx. When you wake up from cryosleep however, the base has become derelict, most machines are unoperational and all your colleagues have disappeared. The few you find had their conciousness transferred into strange alien cubes through which they communicate with you. Techtonica is an automation game that combines elements from Factorio, Satisfactory and even a little bit of Subnautica. But don't get too excited because the game tries some unique ideas that simply don't work. As usual in a factory game, you build mining drills to harvest ore, smelt said ore into bars and then produce a wide variety of items and machines from the metal. Grabbers and conveyor belts help you to automate the proccess so you can focus on exploration and base building. All of thi ssounds very simple and it is until you see the absolute horribly designed crafting tree. In Factorio, which most consider the gold standard in automation games, most of the early game items and machines are created from three simple materials: iron plates, iron gears and circuit boards. Iron plates are directly created by smelting iron ore and the plates cen be directly crafted into iron gear, so two of the important parts build into each other. Circuit boards are created by smelting copper into plates, then create wire and then use wire with iron plates to create the final product. If you look at this logically you notice that from iron plates alone you can create three finished products, the iron plates themselves, gears and the rest can be used to create the circuit boards. And from these items you then can create more mining drills, conveyor belts, grabbers and so on. How does Techtonica handle early game crafting? Iron bars can be converted into iron components, iron frames, mechanical components and electrical components. Copper bars can be crafted into copper components, copper frames, copper wires, mechanical components and (as wires) into electrical components. Wow, that's a lot of parts, surely we don't need all of them right at the beginning? Nope, you need all of them because all the early game machines need them to some extent. Mining drills, conveyor belts, grabbers, assemblers as well as the plant based production which is also part of the early game all need these materials to be constructed. And you can either rely on handcrafting to do that or automate all of that. Yeah, you get overwhelmed quickly and even the game lampshades this by saying "yeah, you might feel overwhelmed but just try to find it out yourself, that's part of the fun". And while they might have a point here, experimenting and finding out how to build a factory is what makes the genre enjoyable, overwhelming the player with an overcomplicated crafting tree right from the start is not helpful. There is a reason why Factorios crafting tree starts of simple but becomes complicated later on, it eases the player into the creation process and helps them to understand how to build up a working factory before facing more difficult problems. But crafting isn't the only issue, research was botched too. The game handles this in multiple layers. First you have an attempt to copy Satisfactories milestone system. You have a goal to deliver specifc parts to terminals and doing so unlocks parts of the tech tree. Then you have to scan destroyed machines to get access to other parts of the tech tree, just like Subnautica. And then you have to craft and place physical research cores to have enough computing power to finally gain access to techs you want. The whole tech tree is actually a glorified skill tree in which you craft physical talent points that you place in the world. Eventually you will fill up entire caves with these glowing orbs, I hope you have a good computer because your performance might suffer. Imagine if you had to place all the science packs you created in Factorio somewhere in the game world instead of sending them to a research lab where they are consumed. You would loose your mind at some point. The game tries to make this easier later by giving you a platform that automates the process, you just need to automate the production of the cores and send them to the platform, it will place them all on top of it. Eventually you still run out of space and have to place more of them but it saves you time. If you feel fancy however, you can try to build a house out of these cores. One of the worst examples how the full release was butchered however is what they did to the map. 0.5 had a big open map to explore, players could, once they had the drilling tool, go anywhere and find all the machine parts on their own to progress. The game would direct players to new locations by sending materials to the terminals, not what it currently does. That way players could naturally progress by doing the objectives or alternatively could explore on their own which was more fun. But the devs hate fun and decided "You know what this game needs? Layers!" So they cut up the map and put the pieces on different floors. Now you need an elevator to reach those (loading screen included) and said elevator needs to be filled with drill bits so it can dig the shaft for it to traverse. This is the main progression system of th egame, reach floor, learn new techs, automate dril bits, deliver drill bits to elevator so you can get to next floor. But the game wasn't designed to be cut up like this, so resources and technology are now only found on specfic floors. The first floor only has mining stuff, second floor starts with assemblers and the horrible crank generators that are required to power up electric machines, third floor has power storage so you don't have to turn on your crank generators every 10 minutes and the fourth floor finally has water wheels so you can automate energy generation. To fully automate your base you have to go through four different floors and do stuff in tiny steps, all while still having to go through the overcomplicated tech and crafting tree. This game could not have made the early progression worse and it goes on like this since there are of course many more floors to gatekeep you from the fun. Luckily you can delvier materials to the elevator and transport them to floors you need them on, but that's the bare minimum they could do to make this concept not entirely frustrating. And I like the idea overall, dig your way deeper down, deliver your goods with the elevator to where you need them, but this would have worked better if the game was designed with this in mind from the start, which it wasn't. It was designed for an open world to explore and you feel that. You constantly hit wall after wall because you are missing one resource, one tech or anything to automate your factory and it realy frustrates me. But luckily you still can play 0.5, the arguebly superior build, on a beta branch. If you want to buy and play the game, at least do yourself a favor and play that version of the game. But honestly, you are better off not buying th egame since the devs completely dropped the ball, there has been 0 patches since release, not even bug fixes. And everyone knows, no game comes out in perfect stae, there will be bugs that need to be afdressed and this game is no exception. I assume devs ran out of money, panicked and tried to rush it out, hoping that would attract more players but instead it flopped harder since the release was botched and so they gave up entirely. Which is a shame, the game has good visuals, a great world to explore and I like the overall premise of an underground factory game compared to all the other ones above ground.
I’m a huge factory game fan. I’ve sunk countless hours into Satisfactory and plenty of others factory games, so I feel a saddened admitting that I almost skipped Techtonica because I let negative reviews put me off. Big mistake. This game is an absolute gem. There’s a ton of content, and the factories you build can get surprisingly complex. What really saddens me out is seeing how harsh some of the criticism has been. Calling this game “unfinished” is really unfair. Rough edges? Yes. Unfinished? Not at all. For the love of all you have dear, If you enjoy factory builders and you’ve been on the fence like I was, don’t let the bad reviews stop you. This game is absolutely worth your time.
Review after beating the game. I played roughly 40 hours prior to 1.0 in the old combined map, and then roughly 90 hours after 1.0. I think the game deserves a solid 7/10. Map Design I had fun with this game, both before and after 1.0. A lot of the issues I have, are at least similar to other people's issues: it's a regret of what was vs. what is now. To sum it up for those who don't know, the game had 1 large map (Looks like it was ultimately going to be 2 large maps) but it got divided up into nearly 20. The seams between the cuts are extremely rough. I get Why the cuts were done the way they were, but it makes some individual maps have 0 purpose. If you don't know what you missed, and you're interested in the game... what's there wont hold you back. Just know everything before a pretty obvious texture shift in terrain, was all 1 map at one time. Likewise, About 4/5 into the game is where I predict the funding and development stopped. Maps go from being genuinely impressive to behold, to having next to nothing on them. It's enough to undermine a couple maps entirely. Mechanics It's a standard factory game. There were some things missing, I found myself wanting. You can't top load containers or equipment pieces for example; but you could always add something to these kinds of games. The tech tree are useful to streamline your process and give you options. You have incentive to advance through the tech levels and get the new stuff, it drip feeds you utility up until pretty close to the end. There are some dead end techs and pieces of equipment... But by the time you get there, you're basically through the story. There should probably have been a few additional recycling options, to allow you to get a heap of raw materials back on a few of these... but it's not the biggest issue as resources are extremely plentiful. The big problem comes with some resources later in the game, requiring a significant time sink to get to. This is unavoidable, and there's a hard skill wall built in here, where you suddenly go from dealing with X problem to a 3x problem to a 27x problem. It's a leap, and even Knowing how to deal with the problem I found it daunting and frustrating to wait through. This problem kind of rears it's head at the end too, but it's an endless factory mode at the game's close. So I hardly think it counts. Story The story feels pretty decent, but has some odd shifts. There are a few tone shift points that feel hard, but ultimately it does all knit together. I was 50-50 on predicting and not expecting twists. Some things felt obvious, and some things genuinely surprised me; though, I think some of the timelines may not add up in the end. The best way to sum it up? It's a neat idea, but kind of a messy execution. I still felt it pushed me to Finish the game, so I could get the big explanation of it all at the end. Conclusion The map design is a big - for me, and the story has some rough edges; but, the story's idea and the mechanics themselves did make me want to finish the story through. I would recommend it, but yeah: 7/10.
Seeing a lot of bad reviews lately due to the rush-out from early access into V1. That is UNFAIR. This game might not be super polished but it is a very good and finished stable game. It has a rich story and you can play it relaxed (on easy) or very challenging (hard). There is a lot of atmosphere and mystery and if you like exploring then this game will reward you. Do not expect a pure factory building game. It has elements of adventure and puzzling too. The world is pretty big where you can easily get lost. Amazingly 3D environment. Yes, up and down too. You can change your surrounding using the M.O.L.E. to make room for creative building. Dig tunnels and passageways, add platforms. I have played during early access and now started anew with V1 and enjoying every minute of it.
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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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