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Teardown News

Version 0.5.5 live on main branch

Hello brick breakers!
Today we released the 0.5.5 version of Teardown on the main Steam branch (The one you have by default if you haven't been messing around with the experimental branch)

New for this release is:
Performance and AMD optimizations
Dennis and Ludde have spent some time deep inside the engine code to increase the the overall performance! This gives a quite significant boost when there is a lot of destruction going on. There are also specific optimizations for AMD graphics cards, where performance now matches similar Nvidia cards.

Editor
Access to the Teardown editor! This has been available for a while on the experimental branch, but now it's here on the main branch in all its glory.
Check Emil's Teardown Tutorial on how to work with built-in/local mods and how to access the editor (don't mind the part on how to access the experimental branch): https://www.youtube.com/watch?v=EUJuxCEkKKo
Drive To Survive
A new built-in mod where you must race your car through the roads by the Löckelle Golf Club before the time runs out or a bomb will blow your car to pieces (and most likely you too)!
This mod was previously available on the experimental branch and has got a few updates:
- Newer more beautiful intro screen
- If one dies while playing, you get to the end screen with options to retry or select another car
- Intro not shown if going back to select another car after playing the track
- Minor fixes on the level

Asset pack
The first release of our built-in official asset pack. This contains assets to get started with building in the editor.
This first release is focused on industrial assets, think Lee Chemicals. In future releases, this pack will be expanded to include more goodies.
It includes a scene showcasing all the assets, including a small demonstration area where the assets have been used.
Read the included readme.txt file on how to utilize the assets in your own mods.

Examples
Olle has put in quite some work in setting up a built-in mod showcasing a lot of different engine functionality, like ropes, buoyancy, door hinges, lighting, and a lot more.
Take a walk around this scene and experiment with the different stations.

Updated documentation
Deniz has done major work on updating the documentation, both the Lua API and the more general documentation around modding for Teardown.

Removed irrelevant mod levels
A few mod levels previously in the Create section of the game have been removed as they are no longer relevant due to the editor's release.

Have fun!
The Teardown team

Our favourite games of 2020


What’s up gamers? It’s 2021 and that means it’s time to round up the team’s favourite games of 2020. You’ll already know our selections if you read our annual Advent Calendar, but this post gathers all those words and games together in one convenient package.


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How Teardown made a great game from destruction


This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, Teardown.

Games about destruction tend not to do the whole destruction thing very well. Put it this way: for years Red Faction has been the banner for destruction in games, despite its most recent instalment releasing nine years ago and its core being rather more about shooting than destruction. While you can destroy lots of things in Red Faction, there’s not much of a game in it.


Thankfully, we now have a new banner destruction game: Teardown, a game in which you can destroy pretty much everything. But Teardown’s serendipitous and difficult journey from tech tinkering to release taught lead developer Dennis Gustafsson something important about the whole idea of letting players demolish stuff. “There’s this expectation that more destruction in games is always a good thing. But actually, it’s really, really hard to design something around a fully destructible world.” (more…)

We've been nominated

Starting as a technology experiment for destructible voxel environments, it took us almost a full year to figure out what would be a fun gameplay to encourage player experimentation and creative destruction. The journey took us through top-down racing games, stealth games, survival horror adventures and finally landed in the two-phase sandbox heist game that Teardown is today. Therefore we're particularly honored to be nominated in the category for most innovative gameplay.

If you feel like we deserve it, we'd be very thankful for your vote. Finally a sincere Thank You to all our players, streamers and modders who keep Teardown vibrant and alive.

The Teardown Team

Version 0.5.2 live on main branch

Happy holidays everyone!
We've just uploaded a new build to Steam, version 0.5.2!

New in this build is Challenges. Yes! Challenges are back, albeit in a slightly different form from the pre-early access versions. There are two challenge types:

Mayhem
Destroy as many voxels as you can within 60 seconds. To assist you in this task you have access to three sets of remotely detonated bombs, with two bombs and a detonator in each set. You are free to prepare your Mayhem, moving propane tanks and such, but as soon as you've destroyed 1000 voxels the timer starts.

Hunted
Valuables are spawned one by one in random locations on the map. Pick up as many as you can. There is no time limit.
Oh, I almost forgot, there is a very aggressive chopper chasing you.

Apart from challenges we've gone through the game and fixed a lot of smaller issues like floating furniture and stuff.

Both challenges are implemented in all the campaign environments. Just like in sandbox, you need to have reached the environment in the campaign.
Mayhem is available once you've played "The Lee computers" in the campaign, while Hunted is unlocked once you've played "An assortment of dishes".

The modding API also got an overhaul and the API reference and modding instructions can be found at http://www.teardowngame.com/modding

Have fun!
The Teardown team