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Terraformental

Terraformental

by Shady Games

★ 97%
Price $5.99
Avg Players 48
Reviews 379
Released Jan 28, 2026
AdventureEarly AccessExplorationIdler

Media

Video
Screenshot
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Screenshot
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Terraformental combines survival and mystery with incremental mechanics, asking you to scavenge and automate systems across a derelict facility while uncovering what happened to its previous inhabitants. Unlike typical idle games that reward doing everything at once, this narrative-driven experience requires you to make meaningful choices about resource allocation and exploration, with story progression tied to understanding the world rather than just grinding through areas. It appeals to players seeking substance beneath the idle framework, where reading and decision-making matter as much as

About this game

Players, last 73 days

Peak 206 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 16 hrs
Fell in love with the game immediately. It's a lot like Increlution, but unlike in that game, you simply cannot do *everything* each time. You have to choose. You actually have to read what's going on to understand where to go, it's not just "do everything there is in an area, proceed to next area, repeat". The solution isn't always straight-forward (though it's also not that complex either), but more intuitive.

I dunno, I completely recommend this game to whoever is into text-based idlers.

Though I have to say, it's not exactly an idler like "leave the game open for a day" or something. It's more like a text-based adventure with idler elements. I dunno, it's awesome, don't wanna give too much away cause spoilers.

OH and the setting? I've always wondered why so many people go into the over-saturated "magical" style, and none of them made something sci-fi. Well, here it is. You literally start on another planet.

I got it fullprice, and I personally don't feel like I wasted my money. But remember, it's text-based, don't expect any graphics apart from like 10 icons or something.
17 found helpful Steam ↗
▲ Recommended 19 hrs
This game is legit.

Though it's billed as an incremental game, Terraformental is much closer in spirit to a classic text adventure game. The only graphics are a UI indicating your status and actions, a simple map, and a PDA for notes, and almost all of the information about the game world is delivered through text narration. Your goal is to navigate the world, solve puzzles, manage resources, and solve the mystery of why you seem to be the only person left alive on a half-terraformed alien planet - and why you are stuck in a time loop to boot.

The world is nonlinear, and in its structure and design it actually reminds me a lot of a Metroidvania or Soulslike. You move from facility to facility, investigating their unique features, scavenging for supplies, and searching for answers. Some facilities are more or less derelict, and each of them has their own unique set of flavor, puzzles, and problems for you to overcome. Some problems require resources, tools, or abilities from other facilities to solve, and all of them are interconnected in various ways that keep traversal fresh and interesting.

The game is chock full of shortcuts, alternate paths, and unlocks. Since you're in a time loop, and everything physical resets at the beginning of each loop, your greatest weapon is knowledge - and this is also how Terraformental keeps you pushing forward despite starting at the same place every loop. Unlike some incremental games where your individual actions attain ludicrously blazing speeds on an exponential scale, Terraformental is more reserved: each time you perform an action does make it faster as you grow more familiar with it, and these speed bonuses really do add to your efficiency, but the game is not designed around you simply beating your head against an action until you can finally do it so fast you can brute force a puzzle. Most actions won't ever get more than two or three times as fast, even after dozens or hundreds of repetitions.

Rather, you progress faster by learning more, as your knowledge is the only thing that loops with you. Hack a security door one loop, and though you may run out of air with your hand on the door handle, next loop you can waltz right in with the code already in mind. Spend one loop scouting an alternate route between facilities so that next loop you can cross the distance in half the time. Drink your last bottle of water while downloading all the data in a computer, and next loop you don't need to bother with it. In doing this, each thing you learn incrementally (heh) pushes you a little further and makes you a little more efficient. As well, certain collections of actions will, if performed together enough, eventually be collapsed into individual actions, and this is represented diegetically: rather than having to concentrate on each individual action to, for example, repair your rover vehicle, the game eventually says "you've done this so many times you can do it in your sleep" and collapses it to a single button press.

Solving puzzles is complicated by resource management, but unlike most games that track your vitals (where you just have to push a button every once in a while), this resource management is an integral part of the game. Time is your enemy, and you are always working against several clocks: food, water, air, power, weather, and even more esoteric deadlines. Your remaining resources determine how far you can go and how much you can get done before you die, and every loop is a balance between acquiring those resources and advancing your goals. Depending on your goal, sometimes the investment into retrieving a cache of supplies is not worth the supplies themselves, and so your actions must be purposeful and efficient. The game isn't extremely punishing - and after all, if you die, you can always just start a new loop - but I found it to be just the right level of challenge and mental investment, requiring me to think critically and plan ahead to succeed.

Terraformental impresses me in many ways. It is well written (a rarity in games), the game world is tightly designed, the facilities and their puzzles are interesting and satisfying to solve, and the game does a good job of deflecting the expected tedium of doing the same actions every loop. It's good enough that I'm violating my normal "don't play Early Access games until they're done" policy and will be eagerly following its development cycle.

(Also, demo progress carries over seamlessly into the retail game, so there's nothing lost in trying it out.)
16 found helpful Steam ↗
▲ Recommended 14 hrs
Edit: I should preface by saying I disagree with the negative critiques conclusion, but I understand their frustration. This is an issue of balancing effort to reward, and making sure repetitive actions don't become too repetitive - or further ways to simplify them.

I actually disagree with the negative review about time-wasting, and I'd like to give the developer an alternative perspective. I personally hate time-wasting in games. It annoys me to ♥♥♥♥ that developers pad a 20 hour experience with 20 hours of worthless content for a 40 hour slog. Worse are the games that intentionally make mechanics worse to make you spend more time on them. I absoltely hate getting my time wasted and have left scathing reviews for that before. That said, I separate time-wasting as meaningless time spent. Something that adds nothing to the experience, or takes away from it. Games like this that use part-idle mechanics have an important reason to waste your time. It gives weight to your success. Progress is meant to be taken step by step, and the time spent is part of the meaningful progression. This is why some people love Runescape, and others absolutely hate it. When you remove the time component of the game it begins to fall apart, because it was central to its experience. This is why people hate modern Runescape. Hell, the devs have done a complete 180 to try and recover their game.

Some people won't like the time element to the game, but I do think it's integral to the experience. Especially for a game like this where the story is centered around learning, adapting, and struggling to overcome obstacles. Each loop things are a bit easier, you're a bit more knowledgeable, you can go a bit farther. The game reacts to your progress and re-orientates your actions. The struggle part of that is directly tied to the feeling of progress. The time invested makes the outcomes meaningful. If it took 1 second to do every action none of it would feel meaningful. It would minimise the accomplishment of making it to the next facility, or discovering another piece of the puzzle. The only thing left to enjoy would be the story.

So that's my take. Though I don't see anything wrong with offering options to relatively speed up the game like Magic Research etc. does. Loving the game so far, and looking forward to more.
15 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

v0.7.0.64 - Hotfix

1 day ago
ContentNew CAction:Return to (and park in) Pneuma from tunnelsBalanceReworked Decanters so they have 2 actions: Decant Fuel Canister and Fill Fuel CapsuleCan't Enter Power Plant while artifact is retaliating unless the EM Canceller is activeBugfixesMerged Un/Load Water Recycler on Tram/Elevator into a single pair of actions which auto-works on any elevator (or tram)It was possible to drag a recycler onto some elevators, drop it and be unable to drag or unload itSolar actions are only cloned per vehicle that can have solarLight Rover remains pinned when you parkActions' containing areas get updated correctly as you move (should sort to correct Area)Actions List changes are ignored for pause/cancel wait if the game is startingNormalised scroll speed across scenes (scrolling load game on main menu isn't light speed)I had to get it back to the old speed by feel, so let me know if scrolling anything now feels too sluggish/fastDisconnect Solar Mount name when outsideInstall Generator name when outsideHeat debuffs were sometimes lost when loadingHunger Starts and Carbon Filters Fail events remain visible on loop 1 and 2 if you save/loadCorrected tooltip for Heat Transfer BypassedPrevented dragging motors off an elevator/tramRover transceiver works properlyFake 0.2/s air generation sometimes appeared in AstrapeDrag Propeller to Hangar CAction works if it's disassembledMigrations:Pre-v0.7 saves couldn't leave the rover at some minor locationsPre-v0.7 saves weren't copying completions for Find/Leave ShelterTypos

v0.7.0.62 - Hotfix

2 days ago
GeneralAlt Logs:Head for Strabo with a solar mount but no panelsExit Top Station 1st time on Snowmobile when the rover has a transceiverInspect Elevator on Power floor when it's already unjammedAlt Desc:Park in/Leave Shelter outside VTOL or LabBalanceRebalanced the end of the new facility:Retaliation 3 flat heat generation decreased from +1.5/s -> -0.5/sRetaliation 3 heat multiplier increased 2.5x -> 4xBypass Heat Transfer can now be 90% prepared before the next retaliationBypass Heat Transfer per completion slowdown increased 40% -> 50%Gather Supplies at Laurion (conditionally) includes Unlock Admin, Take Protein Bars and Take Cryo CoolantBuild Decanter is grouped between vehiclesGrouped the two AYUF ground routesBugfixesRepair Micro Fractures CAction unavailable if you already reconfigured the local airlockMigrations:Fix bonus not being applied to VTOL if power artifact was on it when migrating from v0.6Set HasCouplerAttached flag on rover's solar mount when migrating from v0.6 if it was connectedDisable legacy light rover charging transfer if it's still activePrevent crash when Pause on New Log and Write System Messages options are both enabledConditional effects can trigger even if their alternate effects can't (e.g. Charge Unstable Cell when you have 5/5 standard cells)Increase priority on Death Messages for reaching the dam early/late to match planning route to SantoClimb Back to {Vehicle} only available if the vehicle is actually therePneuma driving CActions specify "in {Vehicle}"AYUF artifact works properly on loopA number of logs, tasks and death messages weren't accounting for Strabo's direct routesFixed wordwrap on map for a new locationSeveral issues with Drag Recycler/Propeller to HangarNew Action count ignores hidden actionsTransceiver boost is per-vehicleGenerator didn't work if you had the controller, installed the generator, then loaded a save where it wasn't installed and reinstalled itChanging suits event checks if you're wearing a suit (instead o...

v0.7.0.59 - Hotfix

3 days ago
I say "the worst of the bugs", but honestly, none of these are too bad. Big thank you to my testers for helping make this the smoothest update so far!GeneralSwapped un/install quick filter actions to use ToolsBoostNew CAction: Gather Supplies on Astrape upper floor BugfixesMigrations:Fix saves which migrated to v0.7 with power artifact on Strabo towerRemove legacy VTOL generator fuel drainFix saves which migrated to v0.7 with the generator already installed somewhereTasks > Laurion's Lost Rover entries appeared earlyOpen & Enter Mining Wing no longer requires having bypassed itPneuma Try Vehicle Bay only available if it's not been done on any vehicleLots of {PrimaryAreaName} issuesGenerator works in Santo OutpostUn/Install Solar Mount respects whether or not the mount has a couplerBeing in an area with air generation > 0 but

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