
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.
Game Design Tweaks:
- Doubled the amount of basic blocks available in shops.
- Temporarily disabled some of the new Mountain sub-biomes that were proving tricky to navigate; these will be re-enabled again at a later date
- Tuned the F1 wheels.
Art Tweaks:
- Various tweaks to the biome height-map generators and environment parameters.
- Added signs to the R&D Test Chamber Stunt Rings to explain what type of challenge they are.
Bug Fixes:
- Fixed enemies and missions spawning on top of scenery.
- Grassland Biomes are now safe from Invaders again.
Known Issues:
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- 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.
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