
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 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
不是,你整一堆弱智设定强迫玩家进行一堆必须的弱智操作是何意味?强行拉长玩家游玩时间?比起一代来说你不会觉得折磨玩家就显得你们很专业很会做游戏吧???
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 2,402 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 81 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
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.
Much better than at launch. Enjoy the new exploration aspects and balance over the original TerraTech. Miss the bombs and auto aimed missiles but makes up for it with modifiers and revamped weapons. Overall an amazing game I think everyone would enjoy.
Kinks to work out, but great overall! It's like pretty Terratech had a freaky, capitalist child! <3
[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.
一句話:別買。 最多人完成的成就是40%,第二個就降低到1X%基本上就說明一切。 在最前期就感覺到各處都有屎。 高低差嚴重、載具手感差、到處都有陷阱環境。 砍個樹也能把自己砸了,在其他遊戲還好。 但這款你得開著車想辦法在斜坡停住還得小心砸爆自己,各種勸退。 前期限制一堆,cost受限、零件得花錢,看似自由其實一點都不。 不跟著主線跑啥都別想玩,枯燥的作業感比前作還嚴重,樂趣還比前作少。 製作組應該連自己做的屎都沒嘗過。
Loving this game so far and cant wait for the full version!
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
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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