
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
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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
Unfortunately it seems like the studio doesn't care about this game anymore and are borderline abandoning it in favor of terratech legion, which is a shame. Unless they actually finish this game, I don't recommend buying it because at this point it doesn't seem like they intend on finishing it. I hate when I get invested in a game only to have the developers give up on it.
I bought and refunded this when it first came out. Me and my son love the first game and my son wanted this for his birthday. I tried to talk him out of it. I got both of us a copy - we have clocked 20 hours together in two days. Things have improved from when I refunded - the game may be dead at this point - not sure when the last good update came in. But for a dad and his 8 year old son we are having a lot of fun.
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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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
As a longtime big fan of Payload and TerraTech I gave this a wiiiide birth to recover. It's still "early access" as they release Legion, and aside from lush new graphics, a new frustrating method of transport (boats) and bigger boss fights, the structured areas feel railroad-y and locked in. Needing specific parts to survive these areas that can be destroyed and ultimately send you back to base from evironmental effects isn't very fun. On top of that they dialed back from the Corporations (factions) of parts and muddled them together with just hints of what could be. I was looking forward to making hulking GeoCorp tracked work platforms again, and sleek Hawkeye combat builds. Sadly we get none of that. In fact Tank tracks as a whole are just straight up missing. This feels like abandonware with every update being a tiny increment. Aircraft building is STILL not great, just as frustrating as it was from the first TT. Boats love to nosedive and wobble, arguably the worst way to fast travel. IF this ever gets a full release with more variety of parts, I will change my review. But until then I can't recommend buying a game that feels very DOA too big for the britches. Sorry Payload, my faith is shaken. This was release more than 2 years ago as of the writing of this review.
I'm not really into writing reviews, but looking at recent reviews made me want to defend this game(and the developer) from what I think is somewhat of a bad wrap. The idea that a game that has over 2,000 good reviews gets dropped down into "Mixed" territory because 16 people that most of which didn't say that it is bad, just that they did not like the direction it is going. gets turned on that easy is just wrong. I have always known Payload Studios to be top notch. I personally see nothing about this game that could remotely be considered unplayable. I found it a remarkably solid bug free experience. It's a beautiful game graphic wise and everything just works as it should. You could argue that the first game was better but that's personal preference. Money well spent in my opinion.
Вообщем я не буду оценивать терратеч миры как что-то связанное с первой игрой. Если читать это всё не охота можно начать с конца. Проходил я игру на харде и мне есть что сказать... Сложность действительно себя оправдала сложнее всего было сражатся на последнем и предпоследнем континенте где у врагов появляется оружие с каким то неадекватным параметром отбрасывания. Буквально с пары ударов улетаешь куда-то на километр после чего враги просто респаунятся и по новой, сизиф какой то, не говоря уже о растениях которые тебя тоже готовы запустить в стратосферу в любой момент при невнимательности. В игре на момент обзора есть 3 планеты которые кроме как расположением биомов и ключевых локаций никак не отличаются. Я если честно после прохождения нибиру думал что следующие планеты будут хотя-бы с другими биомами и квестами не говоря уже о ресурсах или каких то фишках. Но нет всё совершенно то же задания боссы локации... То как тут реализовано копание и добыча ресурсов мне до слёз противно - вроде бы изменять рельеф можно да вот только на пару сантиметров. Взять в пример астронир или эмпирион где копать можно практически без ограничений ну небо и земля. Копающие лазеры же к лейтгейму становятся вообще бесполезны так как проще просто принести кусок ресурса на базу и там его уже обработать и больше дают и платить не надо. Ещё хочу упомянуть воду - плавать максимум прикольно не более того. По прогрессу в игре скорее всего пересядешь на самолёт потому что банально быстрее да и врагов воздухе нету. Было бы намного интереснее были бы задания хоть как то связанные с океаном и его покорением а не обычным перелётом. Из хорошего - здесь таки реализовали нормальные базы которые можно создавать действительно вменяемых размеров, то что я мог в одной из локаций построить себе мост через стены или лестницу к нефти вообще шикарно. Вроде как тут ещё есть кооператив без красных стен которые не дают отходить друг от друга дальше чем на пару метров(игроки терратеч знают про что я, хоть и говорил что я эти игры не сравниваю), но у меня правда нету друзей с этой игрой чтобы доказать наверняка. Выдумаю то что это правда и поставлю плюсик. Вообщем минусы явно перевешивают плюсы в моём представлении. Дал бы цену ей в рублей 400-500 но большинство явно не согласится с такими большими цифрами. Реиграбельности тут ноль и даже меньше. В терратеч я играл часов 400 и мне не то чтобы надоело там строить, тут же я поиграл часов 40 и с трудом хочется играть в неё снова по крайней мере одному. Кстати уважаю тех кто прочитал это полностью.
in its current state feels like a downgrade from original therratech. yes it has "high quality" graphics but it feels too limiting for what you can do.
Feels like abandonware. Updates aren't going to happen now that they have another game, also flying is very weird. Pieces and "companies" in game are now missing and under one thing, which makes it lose all identity. Graphics are nice.
TerraTech Worlds(Terra tech 2) is a sandbox mecha builder. The core loop revolves around assembling vehicles and automated bases on alien planets to harvest resources, fight enemy techs, and expand your operations. [b]The Short Answer: Is It Worth Buying?[/b] In my opinion, you're much better off buying the first TerraTech. It's far more entertaining and mechanically complete—at least right now. [b]Playtime[/b] 5/10 If you don't obsess over building every single possibility, it takes around 20–30 hours to clear current content. [b]Story[/b] 2/10 There is essentially no story to speak of—even the first game had more narrative framing than this. [b]Music[/b] 44/10 Very underwhelming. The combat music is repetitive, and changing locations doesn't alter the tracks at all. [b]Graphics[/b] 4/10 Upgraded cartoon aesthetic. [b]Mechanics[/b] 3/10 It feels like the sequel completely stripped out a massive number of features that made the original great. The game design shifted, turning the core loop into a dull grind. The first TerraTech let you build awesome, quirky mechs with decent handling—not perfect, but genuinely fun. Here, they added weight physics and modifier systems that don't necessarily make the game harder, but the strict Reactor/Core capacity system (which limits total blocks) completely kills any desire or freedom to build something creative or ridiculous. Aircraft and naval builds are an absolute nightmare: they removed tons of stabilization blocks, leaving flight feeling gutted and frustrating. You won't even want to mount weapons on flying techs. Shields and similar defensive modules work completely erratically. The game lacks proper numerical feedback—it doesn't show clean damage numbers, block energy drains, wheel torque specs, or engine outputs, leaving you to guess how things work. Logistics are equally frustrating: you can't properly link bases across different continents, bases can't automatically pull blocks into storage, and there are no dedicated transport storage containers. Automated factories operate on a rigid "if it's not directly inside the machine, it doesn't exist" logic. Resource extraction feels unrewarding, and early-game energy production is far too slow. [b]Personal Take[/b] A very disappointing sequel. The original game was infinitely more fun because it provided proper stabilization blocks and didn't slap restrictive block caps onto your vehicles (which in TerraTech Worlds is only disabled in specific creative modes). The economy is terribly balanced—you are constantly broke, and block/license prices need to be cut by at least 3 to 4 times to feel reasonable. Merchants and trading mechanics need a complete top-to-bottom overhaul. [b]Overall Score:[/b] 64/100
It's like building lego cars that shoot at eachother, only bad part is after 10 hours into the game you'll be 20 minutes into optimizing a build and the crippling realization that you might be a little too autistic hits you like a truck.
"Short" review as I've got little time. Overall: Buy it. Right now (5/31/2026) its got a Mixed rating but I don't believe it's deserved. This is honestly a great successor and worth your money, as someone who's put in over 300 hours on TerraTech and nearly 40 on this (enough to progress to the end of the Swamp), its got its issues but nothing truly awful. Early Access right now but worth getting into, there's plenty of content atm for around 60 hours of playtime and they're not even done yet. The original pretty much went the same, and it was really cool to see it shape up over time. I see their vision with this one and it's good. Positives: - Very fun. It plays different from the original TerraTech, but feels similar enough to where you aren't totally lost. - Building system is good, and quite interesting. A flaw (or trait) of TerraTech was just how quickly you could outscale your enemies. This one gives you a "reactor power" limit which forces you to keep your techs within a certain power level. There are settings you can change to adjust or even remove the reactor system entirely. - Bases are are MASSIVE improvement over the original game. Previously they were janky, hard to use, and limited in usefulness, not to mention you're almost always moving so you'd want a base you can pack up easily anyway. This game encourages you to MAKE bases and outposts. They are implemented smoothly and feel great to use. The devs definitely saw the limitations of either Unity or their own spaghetti codebase and said screw it, let's make it as best we can in the new game. It definitely works, except for when you're trying to put parts on the S.E.E.D structures... - Combat is gritty and satisfying. I went with a 6x mining laser tech while my buddy used the available guns, it's a lot of fun. Enemies actually feel threatening but don't bother you CONSTANTLY like in the original. Combat music is a smoother transition and doesn't annoy the crap out of you. By the time we were venturing into the Swamp, enemies were putting up a fight, and when we started scavenging for the S.E.E.D structure parts, I had to run in and yank it heist-style because for the last part they throw some nasty enemies at you. It's nice you don't HAVE to kill them, you can just quickly run in and grab the part. Invest in Voyager wheels. - Funny moments. I found out there's an achievement for honking your horn constantly within earshot of a teammate. The plants (or rather the hostile ones) are funny as hell. They CAN get annoying, but like, they're often quite funny when playing with friends. The Swamp got pretty crazy though. - Progression. It's well-thought out and a great improvement over how it was when we played our first 12 hours a year or two ago. It does take you a while, and acquiring parts for your tech feels a little awkward earlier on as licensing parts is expensive. And good news, if you need base parts, you can just steal an enemy's base! Like, the ENTIRE base! I'd recommend platforming over that lake you start out by, lots of space for a big base. - Licensing system / Hot-Swapping. AWESOME system that is a pretty big improvement over the original. Your destroyed parts can be recovered via the Tech Yard as long as you saved what you had at a tech yard. It's like an in-game save / checkpoint system. Only license parts you care about, it can get expensive! - Automation. It could use some work, but the fact there's automation with bases, and just in general how your bases can turn into Factorio-esque concrete monstrosities is great. I'd love to see them expand on this in the future. - Kid-friendly. While the physics aren't like how they are irl and there isn't a lot of learning to be had (apart from maybe the base system?), they don't overdo it like in the original game (that one is practically toddler friendly), but it keeps that charm from the original and you can just feel it in how it plays in general. It's pretty well-designed in that regard. Negatives: - Crashes. They were fairly rare, however. We didn't run into a lot of BUGS per se, but random crashes. No rhyme or reason, game would just crash every now and then. - Progression. As mentioned, its pretty rough early on. Progress is slow, but they DO offer you settings to change it to your preferred pace. I figure they are going to continue to smoothen and improve this as time goes on, it is still in early access. - Camera jank / block placement. This is also an artifact from the original game, and I figure is very difficult for them to fix. Be prepared to finagle your camera when placing stuff, reposition your tech when working on bases, etc. as this is something that just kind of comes with games like this. - Crafting. They need to improve this, bulk crafting just doesn't exist. You gotta click the same box so many times. It's almost always better to go out and salvage bases than craft your own parts. Then again, maybe that's what they're trying to encourage. I'm not sure, but eitherway, crafting could use some improvements. - Evil Game Design / Knockback. This is mostly from the plants, but some enemies can have cannons that do this too. There is a plant called the Puffball and it has a gimmick, its gimmick is not that it kills you, but rather it kindly relocates you. Onto your roof. Fifty feet away. Sometimes there will be multiple. They thought this was funny, so they made them SMALL and GREEN and HIDDEN IN FLOWERS in the Swamp. Be warned. - The Swamp. This isn't actually a criticism, because it's the kind of masochistic pain my buddy and I ENJOYED, like difficulty 10 in Helldivers II, but, if you do not enjoy that kind of pain, I would prepare as much as you can for it if I were you. Swamps in video games always (and should) suck. It did in Valheim, and it does in Minecraft. TerraTech: Worlds is no different. It comes after the Lightning Forest or whatever it's called, which is after the Forest biome you start in. - Restrictiveness in tech building. If you are desiring the absolute freedom to build your tech as large and whatnot as you'd like, the original game gives you much more leeway. This game is DIFFERENT (but not better or worse!) in that it forces you to make choices. Again there are settings if you do not like this or want to tone it down. So yeah, I loved TerraTech, and I love TerraTech: Worlds. Great game, and good job Payload Studios. Yes, I am autistic. How could you tell? :>
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Where this game's players are, estimated from review languages.
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