TerraTech Worlds on Steam - User reviews, Price & Information

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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

TerraTech Worlds is a early access, base-building and open world survival craft game developed by Payload Studios and published by Mythwright and 4Divinity & Cube Game.
Released on March 22nd 2024 is available only on Windows in 10 languages: English, Japanese, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Korean and Russian.

It has received 1,809 reviews of which 1,134 were positive and 675 were negative resulting in a rating of 6.1 out of 10. 😐

The game is currently priced at 29.99€ on Steam, but you can find it for 6.67€ on Gamivo.


The Steam community has classified TerraTech Worlds into these genres:

Media & Screenshots

Get an in-depth look at TerraTech Worlds through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: 4-core CPU @ 3.4Ghz or similar
  • Memory: 16 GB RAM
  • Graphics: nVidia GeForce GTX 1060 6GB or AMD Radeon RX 580 8GB
  • Additional Notes: Minimum requirements may change over the course of development.

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2026
TLDR; let the devs cook, the game isn't a prequel to OG TerraTech. Many people will critique this game based on comparisons to the original game, at the moment I don't think that is fair comparison which I boil down to two points. 1. The game is still in early access and has only been around for 2 years. 2. The game is not intended as a true sequel to the OG TerraTech and seeks to change some (not all) core mechanics of the game. - Addressing point 1. This game at the moment of review is barley two years old and the studio may only have so many resources to develop it, only recently have I seen an increase in content updates and it coincides with slowing down development of the OG TerraTech. Because of this I think it is a bit premature to complain about mechanics changing or calling this game inferior to the other one, they are not at the same stage of development and still require time to mature to a full fledged, out-of-early access game. As for the bugs... At the moment they are trying to focus on getting content out, game balancing and working out the future vision of the game which is time consuming, so bugs are definitely not being addressed nearly as quickly as I would hope. But they are fixing them! I Recently did help report a recent bug it got resolved in the next update/hotfix they posted. All in all here, I think we should just let them cook! - Addressing point 2. The game changes the dynamics of the first and makes it more of a campaign focused arc, opting for more elements of design optimization (through reactor load and parts having a cost to add) and encourages the player to make more variation in tech design and subsequently awarding them for doing so (via a more effective tech). Which is contrary to the first game where you could make a giga tech that just has everything and has so many parts it effectively becomes invincible. You could say that this can discourage creativity in one light, but encourage it in another light as it is trading a MORE sandbox style game for specific design choices. Basically, the game is more focused on making trade offs in part choices, placement and creativity with part attributes to make a more effective tech. With that I do understand why players of the first TerraTech don't like this game as much and your points are valid but only to a more personal extent. I like the game, it isn't bad and it has a lot going for it. I think it is still within the same fandom of OG TerraTech but some fans just need to play/buy the OG and leave this one for players who want a TerraTech that is a bit more structured. And there isn't anything wrong with wanting to play the old one, it is a great game to play alone or with friends, I would even say it is a legendary game and I will return to it after playing this one at some point. Thank you for reading, have a good day and get to exploring!
Expand the review
March 2026
A great game with lots of potential I love the Terratech franchise passionately, there's just something about building badass planes, tanks, cars etc, and then driving them around blowing everything to kingdom come. Doing missions and killing outlaws, all that is so much more enjoyable when you're doing it in something YOU built. There are a few minor problems in my eyes that somewhat hamper my experience, but the potential this game has for greatness is worth it! Being the sequel to TerraTech and sharing many of its features, I will be making comparisons between them. To condense everything, I will be abbreviating TerraTech to TT, and TerraTech Worlds to TTW. GSO's the name, prospecting's the game In the original TT, you played as a prospector; and as the name would imply, your job was to prospect the planet, mining and selling resources and completing missions for 7 (as of right now) quirky and stylized corporations. In TTW, you have a similar job, but this time with a real end goal. Your job is to Build and maintain a base, kill some outlaws, activate some interstellar beacons, and generally explore the planet. This planet isn't yours to explore. In the original TT, you had a variety of unique and fun ways to explore the world. From Cars, Tanks and Planes, to the "underground" techs such as Hovercrafts, Anti-Gravity Ships, and Helicopters. In TTW however, you're limited to Cars, Planes, and the addition of Boats; which in my opinion is a huge shame. I personally very much enjoyed the underground techs, and too see their absence here is very disappointing. Personality and Style Another thing I'm disappointed to see is the moving away from Corporations and their Music Themes. In TT, there were 7 unique corporations, each focusing on a different playstyles. For example, the Better Future Corporation. Better Future was a futuristic, sleek white corp, with a focus on underground tech like hovercrafts, anti-grav, and heavy laser weapons. Each Corporation had their own music theme that played when fighting an enemy that used their blocks. Most corps have an intense frontier guitar theme that leaned into the style of their corp. In TTW, the Corporations take a backseat, and are very bland. There are 5 corps in TTW, and they are all pretty generic. You never hear from them, and the only real difference between them is color, and slight differences in if they are blocky or round. The music is also now biome specific, and not very intense. Even when facing 7 outlaws at once, the most you get is a suspenseful guitar; which doesn't really match the intensity of taking on a massive group or boss fight. I built it with my bear wheels! A big focus in TTW is the improved base building. While TT also had base building, there it wasn't very important; and could be completely ignored if the player wasn't interested. In TTW, it still doesn't feel super impactful. The biggest issue in my opinion, is that I don't really see that much reason to build and maintain a big fancy base. In TT (and TTW early in the beginning), you used bases to construct blocks; a very important use for bases! However, TTW now uses a licensing system to obtain blocks; you take the blocks you shoot off of enemies back home and pay to purchase them permanently. This removed the biggest use for bases, and now their only purpose is to build better base structure to better maintain a base you don't really need. Its very possible to beat the game without placing so much as a Tech Yard (spawnpoint), which is a huge shame. They call me an Engineer, the way I make these Techs The Tech building section of the game is also fundamentally different from TT, which isn't a bad thing on its own! TTW introduces a size restriction on your Techs, in the form of each cabs Reactor limit. Every block has its own Reactor cost, with more complex blocks like guns and wheels costing more. There are a few ways to get around this, certain blocks like axles and gun mounts half the reactor cost or certain other blocks attached to them; and if you have Fusion cores, you can add Fusion reactors to your Tech to further increase its Reactor capacity. There is also a classic gamemode that removes this feature. On top of that, the classic 1x1x1 block has been restricted to creative only. Overall, I like the Reactor mechanic, but I feel its a little too restricting; that and also not having the 1x1x1 blocks sucks, they should be added as an endgame reward or something! Plains biome? More like plain boring! One problem that is carried over from TT is the lack of cool things to see, in a largely empty world. TTW added enemy structures, but they feel too far apart and spread out. I don't have much of a reason to go exploring, as there's not much reward for doing so. The enemy bases don't have super great loot, except for the base blocks themselves which can be stolen to build your own base with. And after you get all the blocks you need from certain enemies, there's no reason to fight them anymore; I often find myself ignoring enemies completely in the mid to late game, as the reward for killing them is money I don't need. Another personal gripe I have, when enemies spawn, they slightly deform the terrain they land on; in areas of high player activity, the enemy spawns start to form deep holes, to the point the enemies get stuck in them and can't pursue the player. Final notes I have been with TerraTech from very early on, and with TerraTech Worlds since the beginning, and I love both these games very much! To finish off, I'll leave you with some complaints I have, and some suggestions for how to improve! Complaints and Suggestions! Bases feel pointless right now -Bases don't have much purpose outside of looking cool. Maybe re-add the block crafting? I like the licensing blocks from enemies you kill, but licensing the blueprints to make them yourself (like how it was in the beginning) is a cool alternative, and adds more things to do once you've done most everything else. making the block blueprints expensive to license would encourage the player to start off getting the blocks from enemies, but get the blueprint when getting them from enemies get too expensive. Enemies attack base? -Having enemies attack your base at some points would give you a reason to be there to defend it. Adding turrets and armored panels would also give another reason to make a cool base. Some effects tank performance -Effects like being on fire or freezing tank performance. Adding an option for classic effects (like from early TTW where the block had an overlay) would keep the visual of freezing or burning without disabling all effects completely. Why fight later on? -Fighting enemies late game is boring, especially in the starting areas. Increase enemy difficulty and presence in completed areas/the longer you are present there. Reintroduce Corporations and Underground Techs through minibosses -Corporations were an integral part of TT's identity, TTW feels bland without them present in any real capacity. Adding rare miniboss techs that use the classic corporations and their themes would be awesome! Underground Techs were my favorite part of TT, hands down. Not having them here genuinely makes me sad. Having the miniboss be an Underground Tech would give the player a reason to seek them out. 1x1x1 blocks - 1x1x1 tech blocks are restricted to creative only, which is a shame. They should be added as an endgame rewards, or very expensive blueprint. Similarly, idk what happened to the 1x1x1 base blocks, but their absence is frustrating when I need something small to even out a structure that's using girders. "Limitation breeds creativity!" -This is less of a complaint and more a warning. While limitation DOES breed creativity, it's important to not be TOO restrictive, otherwise it's not very fun!
Expand the review
Feb. 2026
Fun but frustrating design choices. I was a big fan of the original terratech which is why I bought this. The building is fun like the original with a feeling of progression being more present with a farm more interesting world BUT there is many of pretty major gripes I have which made the general playing experience pretty infuriating at times which ill cover in bullet points below. But first let me preface that I love the terratech series and share these gripes with genuine hope of improvement for the game. 1: the enemy spawn range and quantity (especially in the swamp). This game has a tendency to spawn enemies directly ahead of you forcing you into fights you may not want to do (moving bastion parts or just farming) the swamp makes this problem even worse due to the alleyway like design forcing you to always fight or run through and take some major damage. 2:The effects (acid mainly) I found the acid to outright just be a very annoying mechanic, either you spend time and resources to build a single purpose building and sit an a blue pool for a limited amount of time resistant to the acid or you have to tank it being forced to use repair kits since you cannot swap techs while damaged. The acid would be less infuriating if its ticks where halved (instead of 2 instances of damage per stack make it one) and half the stacks from 10 to 5 this would make it not so crippling and infuriating to explore the swamp which already suffers from the enemy spawn issue 3:The plants. I love the idea of the plants and interactive but sometimes theres simply too many, like the balloon ones, fun sometimes until you hit like 5 of them in a row. 4: Resource stress. The fusion core idea is fun and an interesting way to do progression but the first fusion core and keeping it powered is a pain with no way of making a self sufficient base to run it without running back and forth over quite a long distance to refuel it on organics. I understand there is batteries and wind power but those are later in the game and require you to progress as far as the swap in which the problem becomes solved anyway through the swamp seed and a oil site. A solution for this would be making an oil site on the grassland too, it would show the player future technology when they start and offer a power solution after gaining the first seed. I say this because i love the game series and there work and i simply want to see the best for the game.
Expand the review
Aug. 2025
TTW is now finally in a state where i can give it an honest positive reveiw. With the addition of many more game settings, you can now make the gameplay feel much better / cater it to how you want to play the game. Want to play something close to the original Terratech? you can turn off the reactor system, the ammo consumption, and fuel consumption, solving many of the complaints people had initially. The game now has many more graphics settings as well, allowing this Ue5 game to run on a fairly middling computer without making it want to explode. It almost feels like a completely different team is working on TTW with how much better the game is now. (Now, do keep in mind that TTW is HEAVILY early access and it does still have some issues, but i'd say it's trying to pull a no man's sky, and I respect that, the launch may have been riddled with issues, but the devs are actually, actively improving the game, instead of turning the game into abandonware, which is a good sign.)
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July 2025
This is NOT a sequel to the first game! Reviewing this game as a new and completely different is difficult because I played the first one, and it was much better. So here is the breakdown: Pros: + Creative progression with some limitations is fun and creative + Fun Boss fights + New Fusion core mechanic makes it more difficult but also more interesting to build techs + Biomes offer many more variables/resources + Resource collection and refinement add a crafting and management element. + Free build mode is cool, but doesn't offer much of anything else Cons: - Lack of mobile gathering attachments makes it annoying to gather parts and ammo - Limitation on weapons is a huge blow to the creative appeal of the game - Having to build bases to access your licensed parts is very restrictive - Tech will sometimes lose parts out of nowhere, leaving your tech without pieces (wheels in my case) - Flying techs lack appeal and ease of control, and the lack of a gyroscope and hover panels is horrible - Ship techs are short lived and not used in anything worthwhile - Biomes are sometimes unnecessarily long and time consuming to navigate. - The Bosses could use lore, or some sort of backstory it make things more interesting - Techs lack the ability to be unique because of the limitations that are placed on reactor and cab capacity, limiting creative freedoms. Overall its a good game, but could be better and it seems like they didn't really put in the effort to make it more interesting. Its fun to play through... once.
Expand the review

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Frequently Asked Questions

TerraTech Worlds is currently priced at 29.99€ on Steam.

TerraTech Worlds is currently not on sale. You can purchase it for 29.99€ on Steam.

TerraTech Worlds received 1,134 positive votes out of a total of 1,809 achieving a rating of 6.14.
😐

TerraTech Worlds was developed by Payload Studios and published by Mythwright and 4Divinity & Cube Game.

TerraTech Worlds is playable and fully supported on Windows.

TerraTech Worlds is not playable on MacOS.

TerraTech Worlds is not playable on Linux.

TerraTech Worlds offers both single-player and multi-player modes.

TerraTech Worlds includes Co-op mode where you can team up with friends.

TerraTech Worlds does not currently offer any DLC.

TerraTech Worlds is fully integrated with Steam Workshop. Visit Steam Workshop.

TerraTech Worlds does not support Steam Remote Play.

TerraTech Worlds is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for TerraTech Worlds.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 April 2026 00:43
SteamSpy data 22 April 2026 14:00
Steam price 30 April 2026 04:49
Steam reviews 29 April 2026 15:49

If you'd like to dive deeper into the details about TerraTech Worlds, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about TerraTech Worlds
  • SteamCharts - Analysis of TerraTech Worlds concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck TerraTech Worlds compatibility
TerraTech Worlds
Rating
6.1
1,134
675
Game modes
Multiplayer
Features
Online players
69
Developer
Payload Studios
Publisher
Mythwright, 4Divinity & Cube Game
Release 22 Mar 2024
Platforms
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