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 […]
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. […]
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! Base Building will hit Techtonica in December. And now, check out the new and […]
Techtonica v0.1.2 – QoL #2 Patch Notes
Techtonica v0.1.2 has officially arrived! This is the second of two Quality of Life updates that were added to the Development Roadmap immediately after our launch into Early Access. How did we get here? The two Quality of Life updates came because of your feedback. So, thank you! Our community has consistently delivered great feedback […]
Techtonica v0.1.2 Patch Preview: MKIII Belts, Save Slots, added ore, and more
Techtonica v0.1.2 drops this week! This is the second of two planned Quality of Life updates, and it features changes based on community feedback. Today, we’ll preview the patch in video form ahead of the complete patch notes that will arrive with the official update. So, what can you expect from Techtonica v0.1.2? Let’s dig […]
Save Slots are coming to Techtonica with the next update
Hey, Groundbreakers! We’re back with another weekly update for Techtonica. Today, we’re showing off the new Save Slot feature that’s coming with v0.1.2. This update, in case you don’t know, is the second of two planned Quality of Life updates. We added these updates to our in-flux roadmap right after we launched as a response […]
Mass gathering for plants will be in v0.1.2!
As we get closer to v0.1.2 QoL update–launching at the end of October or early November–the team is finalizing more features and bug fixes! This week, we enabled mass gathering for plants, a hotly requested accessibility feature. Today, we’re going to deep-dive mass gathering implementation, game balancing, and frobbable objects. At the end, I’m (Lauren!) […]
We’ve fixed a nasty HVC Monorail bug for 0.1.2!
This week, we’re pulling out the big guns, because we’ve fixed a big bug. The nastiest HVC (High Voltage Cable) and Monorail bug has been fixed for 0.1.2! As we continue to improve and fix bugs for QoL update 0.1.2, we’re posting more info about the bugs we’ve squashed and improvements we’ve made. Reminder, this […]
Machine Streaming improvements bound for Techtonica v0.1.2
Greetings, Groundbreakers! This week’s dev update will be centered around more of an in-the-background element of what’s coming in v0.1.2. It’s an important one that will help with performance, so we thought we’d get a little closer to it for a look at exactly what we’re providing and improving. Richard, our Game Director, helped me […]
Framerate limiting, Belt riding, and more QoL settings bound for v0.1.2
Settings! I mean this with complete sincerity, but I love that detailing Settings functionalities for Techtonica means so much to our community. You care about the gameplay experience you’re getting, and we’re really happy to be making so many Settings-based changes in v0.1.2. Selfishly, I care a lot about these, too. I’m most excited about […]