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TerraTech Worlds News

Patch Notes for Unstable Update 0.3.0-unstable.3

Hi everyone! Here are the patch notes for the latest update.

If you’re not sure how to access this unstable build, here’s how you do that:
  • Launch Steam
  • Right-click on TerraTech Worlds
  • Select "Properties..."
  • Click on "Betas"
  • Next to "Beta Participation", click on the blue dropdown arrow
  • Select "ttw_unstable"
  • Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
  • To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"

Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.

Bug Fixes
  • We have fixed an issue preventing players using gamepads to rotate blocks when they pressed Y
  • Silos and crates at enemy bases are now full again. Sorry about that.
  • We have buffed the Minigun after listening to your feedback.
  • Hovering over an input/output slot on a crafting machine will now highlight the corresponding slot on the machine. It wasn’t working in the previous build.
  • We have boosted the health of all cab types on enemy techs.
  • We have fixed an audio corruption issue that could potentially lag and crash your game if you had multiple pulse furnaces.
  • Enemy Techs now repair faster, making them less invulnerable in battles
  • Players are now told why they are unable to rebind a key if the new one is already being used

Patch Notes for Unstable Update 0.3.0-unstable.2

Hi everyone! Here are the latest Patch Notes for update 0.3.0-unstable.2 that's just gone live on TerraTech Worlds’ unstable branch. If you’re not sure how to access this unstable build, here’s how you do that:
  • Launch Steam
  • Right-click on TerraTech Worlds
  • Select "Properties..."
  • Click on "Betas"
  • Next to "Beta Participation", click on the blue dropdown arrow
  • Select "ttw_unstable"
  • Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
  • To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"

Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.

Here are the patch notes for the latest update:

Bug Fixes
  • We have fixed the Pulse Furnace so it functions properly in the Arctic.
    • It will no longer consume heater fuel rapidly in multiplayer.
    • It will now keep your tech warm in Multiplayer.
  • You can now see the Frost Regulators’ dome when it’s active in Multiplayer.
  • The Frost Regulator will now function properly in Multiplayer.
  • When hovering over a slot in the crafting menu the corresponding conduit AP will now highlight on the machine.
  • We have fixed an issue where players were getting a blank screen when joining a MP game.

Patch Notes for unstable update 0.3.0-unstable.1

Hello again!

Here are the latest Patch Notes for update 0.3.0-unstable.1 that's just gone live on TerraTech Worlds’ unstable branch. If you’re not sure how to access this unstable build, here’s how you do that:
  • Launch Steam
  • Right-click on TerraTech Worlds
  • Select "Properties..."
  • Click on "Betas"
  • Next to "Beta Participation", click on the blue dropdown arrow
  • Select "ttw_unstable"
  • Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
  • To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"

Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.

Now, onto the patch notes:

Major Features

[h2]Planet Settings[/h2]
  • Another thing we’ve been talking about is how to best facilitate different play styles throughout TerraTech Worlds.
  • There’s no wrong way to play TerraTech Worlds, and we think one of the best ways to allow you to customise your games but still have a balanced experience is through Planet Settings, where you’ll be able to choose from the following options when starting a new planet or when starting an existing planet, so you can change your options whenever you want, without having to restart your game from scratch.
    • Explorer: for those who want a friendlier experience, and are focused on harvesting resources, growing structures, and taking their time to explore the open road.
    • Prospector: this is pretty much the experience you’re having in-game now (as of May 2024).
    • Pioneer: for any of you who are finding enemies too squishy.
    • 1st Wave: this is for those who really love a challenge.
    • Custom: this option is for anyone who wants to tweak any of the default planet settings.
  • Settings that can changed include, but are not limited to:
    • Planet day length
    • Enemy Danger Level
    • Power Structure output levels
    • Weapons Use Ammo
    • Cab Reactor Limit


[h2]Aim Assist Weapons[/h2]
  • We have two new weapons blocks that will automatically target the closest enemy Tech or hostile flora in the weapon’s range. This is independent of cursor based enemies.


[h2]Lock-on Functionality[/h2]
  • You can now use the ping system (middle mouse or R3, remappable in options) to ‘lock-on’ to enemy Techs and hostile Flora. This is helpful for tracking techs at night or through terrain.
  • Aim Assist weapons will prefer lock-on targets over closer enemy targets when in range.


[h2]New Static Conduits APs[/h2]
This is phase 1 of our review of automation and crafting. Our next release will contain the much promised splitters and mergers. This release covers the first steps towards that piece of work. We have changed the conduit APs so they are static and match their corresponding UI slot. We have also changed the AP layouts on most of the machines so they are contained within a band that matches the UI.
  • We have removed the inputs/outputs columns as they were misleading in what they were showing, so each machine now has a fixed number of APCs (Conduit Attachment Points) and corresponding slots in the UI.
  • Each machine’s APCs are “linked” with a visual marking that indicates their order (we call it “a band”) - which corresponds to the way the UI slots are arranged in the structure’s UI.
  • If a APC has a conduit attached, the slot UI will display an element to further indicate whether it became an Input slot OR an Output slot.
  • When you hover over a slot’s UI the corresponding APC on the machine will be highlighted.


[h2]Deprecating old structures[/h2]
To make sure that old saves with big bases continue to work with our changes, we have kept the old structures in game and coloured them pink. You will still have access to them in your save games but you won’t be able to craft them. You will only be able to craft the machines with the new AP layouts. This will give you the opportunity to fix your bases by replacing the old with the new. We will eventually remove the old (pink machines) from the game but we will give you plenty of warning.

[h2]New Tutorial[/h2]
  • The player is now introduced to the core game mechanics of the game with a new tutorial sequence.
  • We have removed the old tutorial planet and integrated the new tutorial into the start of Nibiru.


New Blocks

[h2]Tech Blocks[/h2]
  • The following blocks have been added to the current enemy population.
  • HV-30 ‘Hephaestus’ Rotary Gun - multiple barrels for fast firing but requires power and ammo.
  • Aim Assist guns:
    • MA-1 Auto Gun - small weapon with a slow rate of fire but packs a punch
    • MA-202 Auto Plasma Gun - fast moving plasma is here.
  • Tactical Axle
    • Whenever any block takes damage, connected blocks gain +3 Turbo, Amplify and Superconductor for 10 seconds.
  • Split Weapon Mount
    • Provides +2 Recycle and +2 Superconductor to connected blocks.
  • Hydra Weapon Mount
    • Provides +3 Amplify to connected blocks.


[h2]Structure Blocks[/h2]
  • Nano Sieve - extracts trace amounts of resources from debris. This needs a lot of debris, so we’ve increased the stack size for debris to 600


Block Balance
  • General: Massive blocks are less heavy, many blocks have had their mass adjusted down.
  • General: Block health has been interrogated and increased where out of line. A rare few had health decreased.
  • General: Wheel weight allowances have been increased for all non-basic wheels.


Bug Fixes
  • We have removed the music when a rocket is launched. It was getting a bit too repetitive. We will rethink our approach to musical cues.
  • Trees won't spawn through your base when you upgrade to a new version of the game.
  • Reloading a save in a downed state no longer leaves you with just a cab upon respawn.
  • We have fixed a bunch of spelling and grammatical issues.
  • Better handle the case where we can’t connect to EOS, so you can still play single-player if EOS is unreachable.
  • Enemies were not attempting to repair themselves….they should be now! Be warned.
  • We have fixed an issue where the sky would flicker between night and day depending on your camera angle.


Known Issues
  • Gamepad glyphs aren't present in the FTUE for the on-screen animations.
  • Players can softlock the tutorial by dropping blocks when using gamepad.
  • M-18 'Vindur' hint shown during FTUE before ammo is accessible.
  • Changing recipes in a crafting machine will take the resource from your Tech Cargo, even if it is present in the input already.


If you do opt into this unstable, we'd be especially interested in hearing what you think about the new tutorial, the planet settings and the updates to conduits, crafting and automations.

Important Info: Deprecating Structures



Hello all, today we have a quick update for you about a sea of pink that you might soon be seeing within your games.

We have changed the AP layouts on most of the machines within TerraTech Worlds, in order to facilitate upcoming conduit and splitter/merger additions and changes. You will see these machine structure changes in the next TTW unstable build, which is currently due to be released later today (May 21st).

To make sure that old saves with big bases continue to work with our changes, we have kept the old structures in-game, and coloured them pink. You will still have access to them in your save games but you won’t be able to craft these older structures: you will only be able to craft the machines with the new AP layouts. This will give you the opportunity to fix your bases by replacing the old with the new, without having to remake any bases from scratch. We will eventually remove the old (pink machines) from the game but we will give you plenty of warning before this happens.



We'll have more detailed information about these new additions/changes coming with the upcoming patch notes, but we wanted to give you a separate heads up about this issue in particular, as we know seeing a sudden landscape of pink where once there was orange might be confusing!

Thank you, and keep an eye out later today for the full Unstable Patch Notes!

Dev Diary: State of the Game and Future Plans



Hello, Prospectors!

It’s been about a month since we’ve given you a proper look at what we’ve been working on here at Payload, as we’ve been busy making sure the recent patches and hotfixes went out without a hitch after the launch of Early Access!

We’re still hard at work on squishing bugs and creating brand new shiny things for the game, but we wanted to take some time today to talk about the current state of TerraTech Worlds, and to show you some of what you can expect to see in-game over the next few months.

[h2]State of the Game[/h2]

As it’s been a little while since we’ve checked in with you, we wanted to give you a quick overview of the current state of TerraTech Worlds.

Since launching in Early Access in March, we’ve been listening to your feedback and suggestions from Discord, Steam Discussions threads, Reddit, Twitter and our Feedback Website, and the Community team has been working in tandem with the Development/Design teams to make sure that all issues, queries and suggestions are passed on to the appropriate Payload developers.

Whilst we can’t list every single thing we’re working on here (mostly because it would be an incredibly long post that would become someone’s full-time job to write!), we’re mostly focusing development around the following areas, based on the feedback we’ve been seeing:

  • Grind: resource spawn rates, resource health and item stacking.
  • Tech Limits: cab capacity, build size and Tech Repairs.
  • Awkward Blocks: limited attachment points and block shapes.
  • Automation: limited conduits, and unclear power information.
  • Onboarding/Tutorials: confusion around reward claiming and some game features not being overtly explained in the tutorial.

We’re committed to continuing to updating the game using Community-driven development, and here are just a few of the most recent updates/changes that have been made based on your direct feedback:

[h3]Grind[/h3]
  • We’ve already reduced resource health, recipe costs, crafting times and adjusted some power settings, as well as increased resource yields, item stack sizes and block/ammo drops.
  • We’re now reducing more recipe costs and increasing more item stack sizes, and we also have plans to improve the flatbed and reintroduce the seam scanner into the game.

[h3]Tech Limits[/h3]
  • We’ve already added different Cabs with larger Cab Capacities, as well as reduced Reactor costs for some blocks. With 0.2, we also increased the Tech Size Limit from 16x16x16 to 32x32x32, and added in Fusion Cores.
  • We’re now working on creating items that help you further expand Tech limitations–more info on this coming soon!

[h3]Awkward Blocks[/h3]
  • We’re working on adding new blocks with more APs on them, as well as planning to add more APs to existing blocks in the future. (The first set of these was added in the recent 0.2 update!)

[h3]Automation[/h3]
  • We’ve already fixed batteries and sped up the way that conduits work, as well as added new animations to help you understand when machines are powered/working. We’ve also changed the way that power consumption works, so that machines no longer consume resources when idle.
  • We’re now working on adding splitters, mergers and filters, simple conduit placement and direction flipping, in order to improve the overall efficiency of automation. (More on some of these below!)

[h3]Onboarding/Tutorials[/h3]
  • We’ve added automatic reward collection for some objectives and increased BB reward amounts.
  • We’re now working on updating the Objectives Panel to make it easier to use, and will most likely overhaul this menu completely in the future. Additionally, we're integrating the tutorial into the main game and removing the separate tutorial planet. We’re also building contextual tutorials that teach you about all sorts of mechanics at relevant points throughout the game, so you’ll get the chance to explore at your own pace whilst also getting tips to help you along the way.

Now, let’s take a look at some of the other things we’re working on!

[h2]T-Junctions, Conduits and Splitters/Mergers[/h2]



This has been a big topic of discussion internally, as we’ve been reading a lot of comments mourning the loss of the ‘T-Shape’ piece from the early demo version of TerraTech Worlds.

Whilst the simple answer to this might seem to just be ‘Put it back in, Payload! Duh!’, we’ve actually been working on some splitter/merger type pieces which will both function as a ‘T-Shape’ piece and also provide other much-needed functionalities within TerraTech Worlds. Because of this ongoing discussion between devs, we’re asking you to wait just a tiny bit longer before we debut these, and show you what we’ve been working on, but we think it will solve some of the shape-based issues whilst also bringing new conduit flow features to the game.

We’re very keen to take our time with Community-flagged queries and desires, and to make sure that we’re thoroughly investigating and testing all possible directions before anything makes it to the game. This is why, instead of simply adding the ‘T-Shape’ back in, we’ve been focused on the root of the problem that you’ve been raising with us, and working on coming up with the best solution that isn’t necessarily just the easiest or most obvious thing to do.

We can tell you a little bit about what will be coming as a result of these internal design discussions, though, and tell you that we’re currently re-working the idea of Inputs & Outputs as a whole.

We're moving away from the "Inputs on the left" and "Outputs on the right" concept and focusing on a more direct correlation between the machine's Conduit APs and the machine's "inventory slots".



On top of that, we are currently working on seven (number subject to change!) types of advanced Conduits:

  • 3-Way Alternating Splitter: a Splitter that players connect to with Conduits which pushes items through its 3 Outputs in an alternating fashion.
  • 3-Way Priority Splitter: a Splitter that players connect to with Conduits that pushes items through the Input and down to the 3 priority-based Outputs.
  • 3-Way Alternating Merger: a Merger that players connect to with Conduits that collects items through its 3 Inputs in an alternating fashion and pushes them down the Output.
  • 3-Way Priority Merger: a Merger that players connect to with Conduits that collects items through its 3 fixed priority Conduits, and pushes said items down the Output.
  • 4-Way Alternating Junction Box: a more "dynamic" node-type structure that can Merge and/or Split, depending on how the Conduits to and from the machine are setup.
  • 3-Way Splitter (Target) Filter: a Splitter similar to the 3-Way Alternating Splitter except the player can configure it to filter the Outputs depending on the item placed on the available slot.
  • 3-Way Merger (Target) Filter: a Merger similar to the 3-Way Alternating Merger except the player can configure it to filter the Inputs depending on the item placed on the available slot.

Bear with us, and we’ll have a more thorough Dev Diary update on this coming within the next few days, which will include a more detailed look at upcoming splitters/mergers and conduits.

[h2]Planet Settings[/h2]

Another thing we’ve been talking about is how to best facilitate different play styles throughout TerraTech Worlds: some of you are pro 360 noscope pewpew experts who can take down our mini boss in just a few hits, whilst some of you would rather spend your time mining and foraging your way across the gentle rolling hills.

There’s no wrong way to play TerraTech Worlds, and we think one of the best ways to allow you to customise your games but still have a balanced experience is through Planet Settings, where you’ll be able to choose from the following options (all very much still in-development/subject to change!) when starting a new game:

Explorer: for those who want a friendlier experience, and are focused on harvesting resources, growing structures, and taking their time to explore the open road.

Prospector: this is pretty much the experience you’re having in-game now (as of May 2024). If you’re happy with the spawn rate of resources and the chonkiness of enemies as they are now, choose this option!

Pioneer: for any of you who are finding enemies too squishy, and the harvests too plentiful. Choose this option to make enemy Techs hit harder, and resources more sneaky.

1st Wave: this is for those who really love a challenge. Good luck out there.

Custom: this option is for anyone who wants to tweak with any of the default planet settings. Playing God is fun!

These settings can be changed at any time (after loading into the planet for the first time) from the Planet Select screen, so you can change your options whenever you want, without having to restart your game from scratch.

More information about Planet Settings will also be coming soon, and you’ll see these options in-game before the summer!

And finally, we have one last thing to show you...

[h2]"I don't like sand. It's coarse and rough and irritating and it gets everywhere.”[/h2]

[previewyoutube][/previewyoutube]
Talk to you soon, Prospectors!