$24.99TerraTech Build it, drive it, fight with it
Design vehicles from blocks, prospect an infinite open world, and battle rival miners for territory and profit.
Is TerraTech worth it?
TerraTech is worth it if…
- you loved the idea of your childhood builds actually driving, flying and shooting
- you want a survival crafting game where the base has wheels, or wings
- you enjoy engineering solutions and do not mind when physics humbles them
- you want a sandbox to share, building together or blowing each other up in Sumo
- you like games where the next machine you design is the real progression
Screenshots
Prospecting on a hostile planet
You land as an Intergalactic prospector with profit and glory in mind, and the planet does not hand either over. You gather and process natural resources, build storage, refining and construction bases, and turn raw ore into new blocks for your machines. Rival miners want the same deposits, so defending what you have takes time, resources and skill: every block you equip can be damaged or destroyed, which makes staying armed part of surviving, not an optional extra. Success opens new territory and new lands to exploit. The worlds are procedurally generated and infinite, so there is always another mountain range, grassland or desert over the horizon with more resources in it.
Better with friends in the cab
TerraTech is at its best when someone else is riding shotgun. Team up in Co-op Campaign and prospect together, or build side by side in Co-op Creative without any enemies to interrupt the engineering. When the cooperation runs out, head to the Deathmatch Arena or Sumo and settle it properly. The building is the heart of it: two people pooling blocks and ideas tend to end up with machines neither would have made alone, and the physics makes sure the results wobble, tip over and fall apart in ways worth laughing about. One thing to know: playing with friends on a private setup is the smooth way to do it, since public sessions can attract griefers.
A vehicle built your way
Every machine in the game, yours and your enemies', is made from the same thing: blocks. Guns, wheels, wings, cabins, boosters, all of it snaps together, so a Tech can be a lean scout car, an armoured battle tank, a flying gunship or a sprawling rolling factory, and nothing stops you from bolting all three ideas onto one chassis. Blocks come from several Mining Corporations, each with its own brand of technology, so parts have real character: heavy-duty frames from GeoCorp, high-performance recon gear from Venture, the strange weaponry of Reticule Research. When an enemy tears your vehicle apart, you can grab their blocks off the wreck and attach them to yours on the spot.
Seven corporations, one ladder
Progress runs through the Mining Corporations. Completing missions and discovering blocks for each one raises your standing with them, which unlocks the more sought-after components in their arsenal. Each corp has its own speciality: GSO gets the job done, GeoCorp is built for strip-mining at scale, Venture zooms, Hawkeye works with military efficiency and a stealth focus, Better Future brings technological superiority, and Reticule Research experiments with bizarre weaponry. That standing system shapes what you build: the Venture Hail Fire Rifle that just tore your vehicle apart can be yours, if you prospect for the resources and craft it in a Venture fabricator you earned by beating their time trial challenge in the mountains.
Three ways to play alone
Campaign sends you out as a prospector in search of profit and glory, balancing building, trading and fighting rival miners as you expand. The Gauntlet Challenge pits your Techs against the clock, a neat way to find out whether that glorious contraption actually handles. Between the three, the game covers both moods: structured progress with stakes, and quiet engineering sessions where the only deadline is your own patience. The building is the part people keep coming back to, and Creative is where it gets the most room.






















