TerraTech Roadmap Update
Season’s Greetings Prospectors,
As TerraTech launched 4 months ago we thought now would be a good time to recap what we’ve released since then, as well as highlight what we’re working on going into the new year.
So, what have we done to TerraTech since 1.0 went live? Well there’s…
- New Corporation: Better Future has arrived in-game!
- New blocks including anti-gravity and a switch to turn bubbles, hovers and anti-grav off, and an upgrade to hover power.
- New Tech-loader: Search, filter and load your techs.
- Custom Control Schemas: Switch between different control methods created by you.
- Steam Cloud Saves: Save your games and snapshots to the Steam Cloud.
- More optimisation.
- Lobby/Matchmaking code rework: Not visible to players but this is a big step on the path towards co-op.
A lot has happened in a short space of time and we’re really pleased with the feedback that we’ve received so far. That being said, there’s still a lot more we want to do so let’s take a look at what we’re currently working on:
- Co-op Creative/Campaign: By far the most requested feature for TerraTech. We want you to know that we hear ya’ and we’ve got the best people working on it. We hope to run a co-op creative beta in early 2019 with campaign to follow afterwards.
- Switches – Giving you more control over individual aspects of your techs, such as weapons, propellers and anti-grav. This will be an ongoing effort so new switches will be added from time-to-time.
- Tech Hotswap: Replace (i.e. “hotswap”) your current Tech with one from a snapshot.
- Build Mode Improvements: Tweaking and fine-tuning build beam’s functions.
And this is just the stuff we’ve already announced. There are things in the works that we’re not able to talk about yet. We have every intention of releasing more content and features as we go – so watch this space!
You may remember we published a roadmap for the Future of TerraTech. As the development process is an ever-evolving one our priorities will inevitably shift. New features may present new opportunities that we’d love to explore. For example, the process of improving hovers meant we were able to take a look at controls in more detail and therefore develop new control schemes. So while this wasn’t part of our original roadmap, it has definitely been a huge step forward for the game.