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Techtonica News

Nominate Techtonica in this year's Steam Awards!

Since we started development on Techtonica in earnest, we've had a core goal as our focus: we're working to make a factory automation game that rewards players with a relaxed, zen-like state as they play.

We only started our Early Access journey with Techtonica in July of this year, but the future looks both chill and bright for Groundbreakers seeking some peace and quiet in their factories after a long day of work, school, or other real-world responsibilities.

So, please vote nominate and vote for Techtonica in the Sit Back and Relax category for this year's Steam Awards.



Thank you for your support, Groundbreakers! We'll see you extremely soon with the Base Building update.

These are the pieces that will make your bases in Techtonica

Over the last few weeks, we’ve teased some of the outposts that we’ve been working on as we test the waters of the Base Building Update in Techtonica here behind the scenes at Fire Hose.

Here’s one I built, for example, to house a small Quicklime and Cement assembly depot.



Everything you see in this screenshot, aside from the machines and colored lights, is completely new with the Base Building Update.

This week, we’re pulling back the curtain on the base building pieces and deco that you’ll be able to work with when we drop the update next month.

As always, here’s the video, and you’ll find the post below.

[previewyoutube][/previewyoutube]

Let’s dig in!

[h3]A sampling of the pieces at your disposal[/h3]

Base building in Techtonica works with our universal grid. Everything’s voxel-based, and that means your bases will be as clean and organized as you’d like them to be.

That also means, in order to offer as much variety as possible, we’ve been working on a whole slew of unique pieces. When you mix and match things? Well, a whole lot is possible. One of our artists, Ryan, spent some time building a smattering of floor and wall concepts that the rest of the team could use when building bases. It looks cool enough that I thought we should share it with you folks.

[previewyoutube][/previewyoutube]

Let’s take a look at a few of these pieces now.

We’ll start with three flavors of floors, below. A 1x1, 3x3, and a 5x5.



And here are some of the wall choices you’ll have available.



Next, curved pieces for a decorative touch or the impression of support.



Doorways? Of course.



We also have some railings for UNIHAZ safety.



Finally, my favorite, a few of the lights!



[h3]What’s a good home without some potted plants?[/h3]

We’ve heard, since we announced the game, that players want a way to build their own greenhouses for all the beautiful neon fauna at home on Calyx. So, some of the early decorations we’re including in the Base Building Update are the potted plants you’ve been after.

Here’s a greenhouse that I built specifically for this section of the update!



The deco extends beyond one-sized planters, too, as our art team’s cooked up plants of a host of sizes and varieties. That includes these wall planters that I can’t stop staring at.



[h3]On art and inspiration…[/h3]

What were we trying to accomplish with our approach to base building in Techtonica? To answer that question, I turned to our art team.

With the Base Building update, we’re really interested in player-produced storytelling. I’m not talking about the narrative we’ve constructed in the game. I’m referring to the bits of story you tell as you build your factories and outposts. My greenhouse above is a great example of this. But, how about this peaceful retreat one of our team members built last week? It tells a small story of its own!



We wanted the stories you tell with the Base Building Update to feel at home in the world of Techtonica, too, so we’ve worked to give you a set of pieces that create a brutalist, industrial, minimalist feel. And that process can be seen in our concept art and inspirations.



Here’s a look at a much, much earlier iteration in-game of some of these tools we were toying with. Not all of these pieces are present in the update, before you ask, but versions of them might be soon.



We’re really looking to give you the ability to be creative beyond just laying out your factory or terraforming, and we believe the Base Building Update will provide the tools and materials you need to really have a lot of fun with our game. That was the true inspiration.

[h3]There’s a lot more to come after this update[/h3]

“Is this everything?” you might be asking. No. There’s a lot more coming with the Base Building update that I didn’t specifically call out here. You might see it in screenshots or the video above, or you might not see it until you get your hands on the update next month.

In addition to the pieces we’ll have ready for you this December, we’re working on a plan to give you more to build with on a regular basis. Nothing to announce here and now, but, in the new year, we’re hoping to be able to share our approach to growing the base building side of Techtonica.

We hope you look forward to it!

[h3]Heads up! Techtonica’s going on sale…[/h3]

That’s right! Starting tomorrow (November 21st, 2023, at 10am Pacific), Techtonica will be 20% off on Steam as part of the annual Steam Autumn Sale. The discount will run through November 28th, 2023, so grab a copy (or tell your friends to grab a copy) now.



Get the game at a discounted price ahead of our Base Building update next month!

As always, you’re invited to come hang out in our Discord–home of memes, dreams, and our friendly team.

New intermediates and an overhauled Tech Tree

The Base Building update in December features more than just PT XRAY and Base Building items; we’re adding a whole slew of intermediates and reworking the Tech Tree.

Today, we’re diving into the new intermediates and taking a look at the new UI! I spoke with several team members (Ryan, Andrii, and Allie) to get all the deets.

As a reminder, there be spoilers ahead!

[previewyoutube][/previewyoutube]
[h3]We added a lot of intermediates
[/h3]

With Base Building, we aren’t just adding in new building pieces (we are adding those in, a lot of them, but this blog isn’t about that). We’re bringing in dozens of new intermediates to build those base building parts.

These new pieces (and their associated recipes) will likely change as the game evolves from now to our 1.0 launch. The intermediates may even exist in completely different biomes; we’re using them now to give players a chance to see them in action and share their thoughts.

As always, we welcome your feedback on all of our content and are especially looking forward to your reactions to these!

[h3]How an object goes from Design’s brains to in-game
[/h3]

When we create intermediates, it’s a multi-step process involving several teams!

First, we get a list of new intermediates from Andrii & the Design team. From that info, we put together a brief that lists all visual and technical requirements as well as reference images for each one.

We ship these off to outsourcing, and while they’re working on those, we also handle some of the concepting in house. For the Base Building intermediates, it was about 50/50 for outsourcing vs. in-house concept art.



We then go back and forth on concepts; usually by the third round they're approved. Outsourcing gets to modeling and sends those over for feedback as they complete them. Once the meshes are approved, outsourcing works on creating the materials and textures.

When we feel those models are excellent looking, Ryan takes a final polish pass on all of the materials and meshes (resizing, rotations, color tweaks, etc) based on how they look in-game.
After the art is done, there are a few hookups to get them into the virtual world, and we're all set!



[h3]Without further ado, some Base Building intermediates
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[h3]And here’s what they look like in-game!
[/h3]



[h3]The Tech Tree refactor
[/h3]
Adding all of these intermediates means a lot of new technology unlocks, and the Tech Tree was starting to get pretty full. We want the PTs to unlock their respective tiers in any order so that players who forge ahead can progress multiple things at once. This helps players feel more free to explore.

At the same time, the UI department (AKA Ryan) was like, “Hey, this is one of the older UIs in the game. Since we're going to have to re-organize it to accommodate the above changes to make it visually clearer that the tiers are grouped, we might as well make it look pretty, too.” This involved Quality of Life features like the quick-scroll buttons on the right and an improved left-hand panel with more information on it, as well as just generally re-arranging and tidying graphics up and adding new assets to make it shine a bit more, and be less "flat colored boxes".

[h3]Here’s a view of the old Tech Tree
[/h3]



[h3]Compared to the new!
[/h3]



If you hover over a tech, the info panel on the left will now show everything it unlocks, the Core and Power requirements, and its recipes. This is a massive upgrade!

We’ve also added an entirely new tab... Construction!



Construction will host all of your Base Building pieces, along with some helpful tech upgrades.

We also added new bookmarks to the right-hand side for each Production Terminal’s unlocks. By clicking these quick-scroll buttons, you’ll jump to the tech you unlock at that PT. Pretty neat, right?



That’s it for this week! With Base Building right around the (catwalk) corner, you should join our Discord for some sneak peeks and memes! discord.gg/techtonica

See you next time!

Introducing PT XRAY, the new Production Terminal in Techtonica

Production Terminals in Techtonica are meant to feel special. They should give Groundbreakers a sense of awe when discovered, and they should each stand with their own unique tone and definition.

Think of the moment you see PT LIMA as you exit the cryo-chamber at the start of the game. Or, consider when you M.O.L.E. your way from LIMA to PT VICTOR and go from confined tutorial caverns to your first open factory space. Those segments are intentionally crafted to feel really special.

We’re aiming to do it again with the Base Building update and its new Production Terminal.

If you want to wait until you find it for yourself when it’s added to Techtonica with the Base Building update due in December, consider this your spoiler warning. We will reveal PT XRAY in this post and in this week’s video update.

To the Groundbreakers who want to learn more, hello!

[previewyoutube][/previewyoutube]

Ready to meet PT XRAY? Let’s dig in.

[h3]Well hello there…[/h3]

When the art and design teams started sharing mock-ups and ideas for PT XRAY, it immediately became my new favorite point of interest in Techtonica. This new terminal and its location on Calyx are an amalgamation of nearby flora and world design, and that makes the space both familiar and hauntingly alien.

Just, look at it!



PT XRAY echoes elements of LIMA and VICTOR with its cantilevered design, presence, and lighting, but it immediately feels like its own distinct place. That comes thanks to its green color scheme and its mix of fungus and dripstone environments.

PT XRAY also features a U-shaped silhouette, a new look for PTs on Calyx, and it includes a garage-like area with embedded Monorail Depots.



[h3]Early concept art for your consideration[/h3]

If you were with us ahead of launch, we typically took some time in these weekly updates to share some concept art for the new environments, machines, and tech we were making for the game.

You can expect that to continue as we move away from Quality of Life updates and into brand new mechanics and features. So! Here’s some of the concept art that helped bring PT XRAY to life.



[h3]Why call it “XRAY?”[/h3]

First of all? It just sounds cool. We won’t hear differently on this one, PT XRAY is a really cool name for a Production Terminal on Calyx.

There’s a narrative-focused reason for the naming of Production Terminals, too, but we won’t tip our collective shadowy hand on that one just yet. Curious Groundbreakers will have to wait for the story to unravel to fully understand that tidbit.

Instead of worrying about the secret narrative, let's focus on the happy accident pointed out by Will, our narrative lead. X-rays are for bones, and PT XRAY is focused on base building. Bases are the bones of your factories.

See? Perfect.

[h3]Of course it comes with tiers of tech[/h3]

We’re not ready to share the precise suite of upgrades you’ll tap into with PT XRAY, but we can say that you’ll have more to unlock with each PT tier. And that tech also brings a ton of new intermediates.



In the coming weeks leading up to the launch of Base Building, we’ll talk about the machines and intermediates you’ll discover when the new content reaches Techtonica.

[h3]Oh, and a note about stairs and power![/h3]

The Base Building update will feature different sets of stairs, and we wanted our current stairs to match what’s being added. So, we’ve updated the stair model for the 1x1 stairs.

That’s not all, though, we’re reworking some elements of the power system, and we’ve made it so all stairs now conduct power. No more having to run a pillar of Power Floors behind your stairs to get juice to a second floor. That sweet, sweet electricity will run through the steps.



Why did we talk about this in the post focused on PT XRAY? It’s a small tidbit that we wanted to share but didn’t have room to in other stories. So! It lives here, with PT XRAY. Which is a great home, if you ask me.

By the way, the video update for this week features the stairs, too, but I may have slipped a peek at some Base Building update parts in a small base I built myself. Might be worth a look if you’re interested!

As always, join our Discord and chat with us, like, a lot. https://discord.gg/techtonica.

See you there!

https://store.steampowered.com/app/1457320/Techtonica/

Base Building Release Window & Roadmap Update

Techtonica v0.1.2, our second planned Quality of Life update, is out now, so it’s time to look ahead to future updates.

We’ve updated the roadmap with a lot of information about Base Building, and we can finally announce a release window!

[h3]Base Building will hit Techtonica in December.
[/h3]

And now, check out the new and improved roadmap!



Let’s chat about what we’ve added! We will go more in depth on these items in the coming weeks as we get closer to launch, but here’s a brief overview of each bullet point.

[previewyoutube][/previewyoutube]

[h3]New floors, walls, catwalks, lights, decorations & more
[/h3]

Here’s a single sneak peek at a Base Building asset. This might get updated with new textures, but look at it? It’s amazing. Perfection, no notes.

I do my little turn on the catwalk.

Technically this is two parts: catwalks and railing. But you can’t have one without the other, right? Safety first.

[h3]PT XRAY & fresh upgrade tiers
[/h3]

Yeah, that’s right, a brand new Production Terminal with its own upgrade tiers. And a fancy new cave for it, too.

[h3]More caves, abandoned facilities, & points of interest
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The Techtonica map is expanding! Get ready to go spelunking in new caverns, mysterious abandoned buildings, and more things I can’t talk about yet.

[h3]Additional narrative & voiceover
[/h3]

A conspiracy will be buried within the new facility ruins that Groundbreakers will explore; one that will shed new light on the Expedition and introduce SPARKS and PALADIN to a hidden past.

[h3]Blast Smelter, Blast Drill, & new production loop
[/h3]

We’re adding two new machines and a full production loop with them. And yes, blast means more explosives. We’re ‘splodin more stuff. Boom.

[h3]New materials & intermediates
[/h3]

New machines mean new materials, and then intermediates for Base Building parts. Your factory is gonna get a whole lot bigger.

[h3]Tech Tree enhancements
[/h3]

We’re adding a new page to the Tech Tree for Construction, and we’re revamping some of the UI.

[h3]Improved new player experience
[/h3]

The initial quest lines at Production Terminal VICTOR will be retooled to help Groundbreakers get on their feet with threshing, planting, filtering, and electrical power.

[h3]Roadmap general changes
[/h3]

We removed the numbers from updates. Why? Because we aren’t 100% sure how many major updates there will be. If we continued with the 0.1, 0.2, etc. nomenclature, it might seem like we’d need to land at exactly 10 updates for 1.0. We are really excited to keep developing Techtonica, and want to do so without needing precisely 10 major updates!

We also collapsed some of the older updates. The content is still in game, we just needed to condense the graphic to fit on Steam and our website. Say goodbye to all the old bullet points.

Over the weeks between now and the Base Building update, we’ll dig deeper into what’s coming. We have a lot to share from Techtonica, so stay tuned.

Have questions? Want to chat with us directly? Join the Discord at https://discord.gg/techtonica.

Until then, Groundbreaker, let’s get to work.