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Terraformental

Terraformental

by Shady Games

★ 97%
Price $5.99
Avg Players 30
Reviews 373
Released Jan 28, 2026
AdventureEarly AccessExplorationIdler

Media

Video
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 30 days

Peak 48 · Low 17

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

v0.6.1.26 - Hotfix

57 days ago
Work is going well on v0.7, and with this hotfix done, I'll now be focusing almost entirely on the new content.ContentAlt Desc:Climb into Crater before finding climbing gearClimb Up to Roof after Lift LockdownSearch for Santorini before/after Read Face 2 Report and Read DiaryInspect Cryopods at Astrape before checking at least 2 other setsAlt Log:Check Other Cryopods in Talos after Search for Talos in LaurionRover out of power outside Laurion, or any Strabo or Pneuma buildingRead Diary after Read Face 2 ReportNew Death Message:Leave Santo's blast radius before it's destroyedReworded:Log for Open Mining Wing 1st time to specify counterweights pulling the door closedRepair Tram Air is visible but locked (with alt desc) once you Inspect Tram AirOptimisation Reduced the number of screen redraws caused by flashing buttonsBugfixesFixed crash if you change options then hit Escape/Close instead of SaveSaved popup no longer scrolls the log panel up under some circumstancesSwap Rover Solar Panels only refunds a power coupler if it's currently connectedWater refiller reserves space in your suit while it's active and you're in the roverTime dilation is recalculated if a boost is dis/enabled after hovering it when it's not currently progressingPrevented saves with ? in the nameBonuses for upgraded drill on equipment tab reference the centralised valuesUpgrade Rover Motors CAction in Strabo Hangar doesn't show when motors are already installedFill Water Bottle at Astrape doesn't double-apply damage effectors when loadingWhen ActionsWithCharging have an effector applied to their cooldown, they maintain their current cooldown percentageAction Groups reevaluate height when any Action Group finishes animatingLogs for seeing Santo explode on tram when you've never died to it don't spoil itPortals can't be placed in elevatorsAdded power usage to computer actions in Summit WorkshopActions with partial familiarity for their entire duration show familiarity textMultiple Touch Matter Artif...

v0.6.1.20 - Hotfix

65 days ago
ContentAlt Desc:Finish Cooling Unit before learning howAlt Logs:Inspect Projects at Astrape after reading Laurion's general analysis, before Face 3 ReportLift Anchor Lockdown from rover on east sideWalk to Anchor 1st time after lifting lockdown from roverSearch Viral Lab Body before/after triggering artifactReworded:Log for arriving at Strabo's hidden lab to state the rocks should shelter the roverUIResource Cost/Gain always shown with 2 dpBalanceCheck Weather Forecast is hidden if you have the rover display runningFace 2 Specialised Drill bonus 1.5x -> 1.25xIncrease base time for Face 3 from 1200s -> 1320sBugfixesFixed another, less common hover panel crashCorrected drill having old multiplier when you Take Drill rather than Search DrillAdded save migration so saves which already have the drill with the old multiplier get the new oneAdded save migration for saves which lifted anchor station lockdown before .16Codes actions at Strabo Comm/Weather marked Completions Persist if you looped with PDAFixed "Take & Synth Ration" having incorrect lock reasonDilated Total/Remaining correctly shows infinite on actions with x0 multiplierActions with resource drain no longer show Grants Resource with x0 multiplier

v0.6.1.17 - Hotfix

67 days ago
Apologies for all the issues people have been having with actions (especially travel actions) not completing properly. For those who've missed my responses on the Discord and Steam forums, the bug only occurred if you were hovering over certain actions when they completed, which is why it wasn't noticed sooner. I believe (but haven't been able to fully confirm) that this was also indirectly responsible for some saves becoming corrupted.If you have a save which still doesn't load properly in this version, you'll need to load an earlier save. If you have any saves made on this version which have any kind of crash, please report it along with an exported save from before the crash occurred, and steps of what you did to cause the crash.BalanceReduced upgraded drill power drain 1.5x => 1.25xGeneralOptimised drain rate calculations for actions with resource drainBugfixesEquipment tab only enables if you have the PDAFixed null reference on tooltip lock reasonThis should fix all the "actions don't complete properly" issuesFixed actions with resource drain sometimes using base drain rates instead of multiplied drain ratesError Details box doesn't auto-expand (so it won't go off top/bottom of the screen for long errors)Fixed persistent icons showing on unknown persistent actionsPark, Charge & Gather at Santo Central is repeatable

Posts come from Steam's official announcements feed.

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