Now that the dust of the Steam release has settled a bit, we can go back to weekly updates. As is tradition, new content this week in the form of a new simple advanced research.
Modding took a lot of effort this week... and I do not know yet if this effort was worth it. At the very least it was worth trying. Time will tell.
Thank you all for over 1000 copies <3 This is once again beyond my expectations.
Changelog
New advanced research
Miscellaneous bugfixes
Additional setting on artificial worlds construction
Added a new difficulty setting to eliminate colonist decay
Support for scripts in modding
Performed a very large optimization pass in the resource production loop, improving its performance (by dropping useless operations) by about 30%. I intend to do more in the future.
Good Tuesday!
As promised in the previous announcement, I wanted to enable the Steam Workshop for this game. As part of this update it is now available. After the update, launching the game will now go through a very light launcher first, where you can manage your mods order.
I also included 8 mods on the workshop. 7 of which are AI translations. I expect them to be awful. However, someone motivated enough could take one of these mods, fix it and make their own translation out of it. The original language files are available in the game files and look exactly the same if you need a reference point (there are tools for comparing two JSONs files out there).
The 8th mod is a mod that adds a new research, a new resource and a new building. It's a great template to add many more resources, researches and buildings if you wish. For example, it should be possible to add an "Ore" resource, modify the ore mine to produce ore instead of metal, add a new building for sorting ores into, say, iron and copper, add a building to produce steel, change the electronics factory to consume copper, etc.
At the moment we are starting small with mods, only allowing modification/addition of parameter files. Later on I will also allow custom classes.
Changelog
- New light launcher that enables mod support. Also allows selecting a different save for loading, which could prevent hard locks.
- No balance changes but a light antimatter battery rework to make it more stable which can result in a small nerf at a high framerate.
- Drop downs have been completely redone for compatability on some setups.
- Auto pause settings.
- Added UI scale 80%.
- Added nanobot cap on the resource sidebar.
- Added a log to script console output.
- Space mirror facility advanced oversight can now use fractional assignments.
- Many misc bugfixes.
- Fixed a rare crash.
Good morning.
I did not think I would wake up to selling over 300 copies. Thank you so much!
I need to repay this of course. So I am going to be adding more things to this game. First thing I want to do is start getting more art in. There are some epic story moments we can illustrate, and character portraits could be fun. I have some ideas.
As for what I am doing next well... I really want to get the Steam workshop going for this game. The potential for modding is there. Adding new buildings and projects is totally doable, and not even that difficult (I will make a template mod). More importantly, it will also allow the playerbase to make fan translations if they want. These two things together definitely makes it worthwhile.
Then there are some reworks I want to do that will probably show up as a difficulty setting (so it can be opt-in). The first one I want to talk about here is "space access capacity". The space elevator is too powerful currently. In practice you would need multiple (thousands?) of elevators to do the kind of things we do in this game. And on some worlds (like Venus) a space elevator is practically impossible so you need alternate solutions (such as skyhooks).
Thank you again <3
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Steam news for Terraforming Titans
This page aggregates Steam news feeds, patch notes, and developer announcements for Terraforming Titans, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Terraforming Titans statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.