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TerraTech Worlds News

Dev Diary: What's coming in the next release

[p][/p][p]Hello Prospectors![/p][p][/p][p]Following on from our Early Access roadmap update last week, we want to share more details with the community on the upcoming summer update.[/p][p][/p][p]Here are some things to look forward to in the next planned unstable update which we’re aiming to get into players’ hands next week:[/p][p][/p][h3]Game Progression[/h3]
  • [p]Overhaul of the initial game experience to improve how things are introduced and explained to the player.[/p]
  • [p]Added lots of oil wells to the Swamp biome.[/p]
  • [p]New Polar and Desert biome progression objectives with new Bastion objectives.[/p]
[p][/p][h3]Game Balancing[/h3]
  • [p]Lots of revisions to offer a significantly more generous game experience.[/p]
[p][/p][h3]Enemies[/h3]
  • [p]Added enemy threat markers to let the player know how dangerous they are.[/p]
  • [p]Enhanced all four boss battles:[/p]
    • [p]Multiple stages with different behaviours and attack patterns for each stage.[/p]
[p][/p][p][/p][h3]Blocks[/h3]
  • [p]Two new wheel blocks.[/p]
  • [p]Block purchasing and licensing:[/p]
    • [p]New settings to determine whether purchase/licensing costs are fixed or increase linearly.[/p]
[p][/p][h3]Structures[/h3]
  • [p]Updated names and descriptions to make it clearer what their purpose is.[/p]
  • [p]Individual structures will now deactivate if there is insufficient power.[/p]
  • [p]2 new Tech Yard Modules:[/p]
    • [p]Scanner Upgrade Module - Increases the range of your equipped scanners.[/p]
    • [p]Intermediate Repair Upgrade Module - Increases auto-repair speed and adds an additional repair charge.[/p]
[p][/p][h3]User Interface[/h3]
  • [p]Revisions to the crafting interface, snapshots and Xpedia to provide improved clarity on how they function and the information that they telegraph.[/p]
[h3][/h3][p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team[/p]

Dev Diary: Roadmap Update - What's coming next for TerraTech Worlds



Hello Prospectors!

It’s time once again to take a look at what’s coming up in the world of TerraTech Worlds - and this time, we’re excited to share a major update to our public roadmap. This roadmap lays out our next two big releases: one landing this Summer and the other arriving in Autumn 2025. Both are packed with improvements, new content, and long-requested features shaped by your feedback.



Let’s dig into the details!

[h2]🌞 The Summer Update[/h2]
Estimated Release: Summer 2025

This update delivers a polished version of the Balanced game mode - our core survival experience in TerraTech Worlds. It wraps up the full gameplay progression for both the Polar and Desert continents, completes the Bastion builds on each continent with big multi-stage boss battles, and introduces a massive list of balancing and quality-of-life improvements.

[h3]Here's what’s coming:[/h3]

❄️ Polar and Desert Continent Progression
  • Complete progression and objectives for both continents
  • New Bastion (mega) structures - with powerful fusion core rewards
  • Enhanced, multi-stage boss fights with varying boss behaviours

🛠️ Full Balancing Pass
  • A comprehensive rebalance across all systems, including: ammo, reactor limits, harvesting, economy, etc.
  • More generous (less grindy) gameplay and rewards
  • Greater clarity on progression rewards and next steps

🎯 Improved Objective & UI Clarity
  • Clearer early-game guidance and better teaching of underexplained features (like seam mining and hot swapping)
  • Danger level indicators for enemy Techs and smarter weapon feedback

🏗️ Structure and Base Building Updates
  • All structure blocks renamed with clear, helpful descriptions
  • Visual indicators for power surges/trips with quick reset controls
  • Reduced structure health to make enemy bases more fun to tear down

[hr][/hr]
[h2]🍂 The Autumn Update[/h2]
Estimated Release: Autumn 2025

This is the big one - TerraTech Worlds 1.0. This update brings Creative Mode, meaningful Classic Mode progression, and a more intuitive onboarding experience for new players. It’s the moment we bring all our game modes into harmony.

[h3]Here’s what’s included:[/h3]

🧪 Creative Mode
  • True sandbox gameplay with no objectives, everything unlocked, infinite resources, and full freedom
  • Toggleable cheats like god mode and flying
  • Spawn enemies, customise the world, and build without limits

⚙️ Classic Mode Crafting Progression
  • Scavenge a block, license it once, then craft as many as you like using harvested resources
  • A full loop built around block acquisition, inspired by the original TerraTech

[hr][/hr]
[h2]Why this Roadmap?[/h2]
Our aim is simple: to serve all TerraTech players.

The Summer Update focuses on refining and completing the Balanced game mode experience, based on months of player feedback. The 1.0 Update ensures Classic mode and Creative mode players are equally supported, giving everyone the tools and freedom to play the way they want.

Whether you’re here for open-ended sandbox building, progression-based survival, or something in between, we’re building TerraTech Worlds to support you.

[hr][/hr]
We’ll continue to share more detailed breakdowns of each feature as we get closer to release. In the meantime, we’d love to hear your thoughts, ideas and feedback. Join us over on the TerraTech Worlds Discord and be part of shaping the future of the game.

Until next time, Prospectors!
- The TerraTech Worlds Team

Dev Diary: Payload & TerraTech Worlds - Status Update

Hello Prospectors!

It’s been a while since we’ve talked about what we’re up to at Payload. A lot has happened, and as many of you are aware, there have been some changes - but our commitment to our players and our games remains undimmed.

This last year was a tough one, and we didn't hit the mark with the Early Access version of TerraTech Worlds. This left us in a difficult position financially and we nearly didn't make it. This, against the backdrop of economic challenges affecting games companies across the whole industry, meant that we also unfortunately suffered some heart-breaking redundancies ourselves.

Payload is a smaller team now, and we have had to refocus our energies to concentrate on development of our games and future projects.

[h3]Looking Forward to the Future[/h3]

First up, we have some positive news: we have now partnered with Mythwright who will look after the marketing and distribution of our games. This allows the team to focus on development, but we will still talk directly to our players, as we always have.

We haven't updated the TerraTech Worlds roadmap for a while, and a refresh is coming and very much overdue! We remain committed to bringing this game to 1.0, and will be announcing our new roadmap next week. This will reflect what we plan to achieve with the new shape of the team working on the game.


We will also be sharing details of the next stable update, including enhanced and expanded boss battles - as well as lots more improvements to stability and quality. Lots of progress has been made and the work continues. As always, please keep your feedback coming; it all helps to make the game better.

In addition to the roadmap update, we have another announcement coming up shortly after this. This announcement is something the team has been cooking in the background for the last few months. For now we can say this is a new game in the TerraTech universe, which takes the familiar block-building experience in an exciting direction. This project does not impact the TerraTech Worlds roadmap to 1.0 launch.

[h3]To our players, thank you[/h3]
We want to say a massive thank you to our community. We'd just like to reiterate that we're hugely grateful for your continuing support and feedback we've received over the years. It has been a bumpy ride at times, but we are still committed to doing our very best with TerraTech Worlds and we hope the new roadmap and next updates prove this.

In an effort to make sure we are seeing and hearing all your feedback we will be streamlining our social & community channels. This will be happening over the next week or so, please do not be alarmed - we want to make sure we don't miss any crucial feedback from you.

To the future!

With love,
Payload Studios

Patch Notes for unstable update 0.6.4-unstable.1

Hi there prospectors,

Here's an unstable update with initial work-in-progress translations for the early game text for non-English speaking players.

Originally posted by author
⚠️Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version and may be unstable in places.

In the run up to promoting the latest unstable update to the default version of TerraTech Worlds, we want to improve the quality of the build by finding and fixing as many bugs as possible and refining how the game is balanced.

To play the unstable:
  • Right click TerraTech Worlds in your Steam library, then select the "Properties" option from the drop down list. Now select "Betas" and then select the "Beta Participation" drop down box. Select the "ttw_unstable - work-in-progress version" from the drop down list. Your game will now update, and you will be playing on the unstable branch.
To send us your feedback and join the community: Remember to always back up your save games before switching to the unstable branch.

[h2]Localisation[/h2]
  • Work-in-progress translations added for early game text for non-English languages.

Patch Notes for Update 0.6.3

Hi there prospectors,

Here's an update with initial work-in-progress translations for the early game text for non-English speaking players.

[h2]Localisation[/h2]
  • Work-in-progress translations added for early game text for non-English languages.