
Build crazy vehicles out of modular blocks! Hunt down enemies, shoot parts off them and scavenge the remains, to make your vehicle harder, better, stronger and faster.

Build anything you can imagine! Heavy battle tanks? Yes. Fast scout vehicles? Indeed. Flying carpet bombers? Why not? Simply drag and snap new blocks onto your creation, and get straight back into the fray!
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here
IMPORTANT NOTE:
We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5.
New features / content / improvements:
- Added an onscreen Hints System to provide useful gameplay information to the player as they play the game.
- Player Techs can now be stored in SCUs and the Tech’s blueprint can be used to load multiple versions of Techs from the SCU as long as the required blocks are available.
- New snapshots will be saved inside a dedicated Snapshots folder, with each Tech in its own sub-folder.
Game Design Tweaks:
- Added several new sub-biomes to appear in the game. Sub-biomes are alternate versions of the existing biomes but with different terrain height patterns, textures and resource distribution. The sub-biomes that can be played in the game include:
[list] - Grasslands:
[list] - Grasslands - the old grasslands
- Copse of Trees - a more sparsely populated grasslands with less trees in small groups
- Rocky Ridge - undulating hills with less trees and more rocks
[list]
[/list]
Art tweaks:
- Various minor fixes for missing attach points, filled cell issues and collision material errors.
- Updated desert terrain textures.
Known Issues:
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Minimum Setup
- OS: Ubuntu 64-bit 12.04 or higher
- Processor: 2.33Ghz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3 Compatible GPU with 1GB Video RAM
- Storage: 1 GB available spaceAdditional Notes: Three-button mouse strongly recommended. Spec may be subject to revisions.
[ 6471 ]
[ 1696 ]
[ 1977 ]