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Steam News25 November 20257mo ago

TerrApocalipse: Small and simple game...

Terra... Apocalypse... a few years ago, I came up with the idea of ​​creating my first, small and simple educational game, centered around destroying asteroids and defending the planet Terra.

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Full TerrApocalipse update

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  • Gameplay
  • UI and audio
  • Performance
changedTerra... Apocalypse... a few years ago, I came up with the idea of ​​creating my first, small and simple educational game, centered around destroying asteroids and defending the planet Terra. However, that kind of game isn't my favorite genre, so a more ambitious plan matured while learning the technology that would allow me to create a game that I would want to play for hours.
addedThe game is slowly taking shape, and I'm adding more features. Currently working on mining asteroids. I also plan to rework and improve the user interface to make it more flexible, which will allow me to more easily add new features that expand the gameplay.
addedThe main strategic part of the game takes place in our solar system. Where possible, and realism doesn't compromise playability and balance, I tried to add realistic values, such as the appearance and proportions of planets. In some cases, in a 2D game, this is obviously impossible, as the Sun or Jupiter are enormous compared to planet Earth (Terra in Latin). But the moon (Luna), Earth, Venus, Mars, and Mercury reflect real proportions, as does the rotation of the planets. Not much, but for the youngest players it is knowledge that they can gain while having fun. Steam post image Movement during mission is based on principles of physics. Of course, different types of propulsion (chemical, ion or futuristic plasma engine technology) will allow spacecraft to achieve different performance and additional upgrades to each technology will develop additional interesting effects, but don't expect time travel or subspace jumps, TerrApocalise draws from sci-fi, but not that far from reality. Steam post image Different weapons have different interesting attributes. For example, the laser has a virtually impossible miss, but its range and damage are lower than other weapons. Projectile weapons can miss because each projectile also moves according to the laws of physics. In some cases, the planet's gravity can bend the projectile's path, which should add to the gameplay. Almost every weapon type has nine upgradeable parameters that can be improved through multiple levels. By improving damage, range or rate of fire, players essentially create their own weapon type, which will determine their gameplay style. Weapons, spaceships and space stations each have three more powerful variants that can be unlocked over time. I hope you'll have fun exploring their capabilities. Steam post image That's all for now. Keep an eye on my social media, where I often post updates about new features or funny mistakes made during development. If you have any suggestions, we'd love to hear about them in the comments.

TerrApocalipse changes

changedTerra... Apocalypse... a few years ago, I came up with the idea of ​​creating my first, small and simple educational game, centered around destroying asteroids and defending the planet Terra. However, that kind of game isn't my favorite genre, so a more ambitious plan matured while learning the technology that would allow me to create a game that I would want to play for hours.
addedThe game is slowly taking shape, and I'm adding more features. Currently working on mining asteroids. I also plan to rework and improve the user interface to make it more flexible, which will allow me to more easily add new features that expand the gameplay.
addedThe main strategic part of the game takes place in our solar system. Where possible, and realism doesn't compromise playability and balance, I tried to add realistic values, such as the appearance and proportions of planets. In some cases, in a 2D game, this is obviously impossible, as the Sun or Jupiter are enormous compared to planet Earth (Terra in Latin). But the moon (Luna), Earth, Venus, Mars, and Mercury reflect real proportions, as does the rotation of the planets. Not much, but for the youngest players it is knowledge that they can gain while having fun. Steam post image Movement during mission is based on principles of physics. Of course, different types of propulsion (chemical, ion or futuristic plasma engine technology) will allow spacecraft to achieve different performance and additional upgrades to each technology will develop additional interesting effects, but don't expect time travel or subspace jumps, TerrApocalise draws from sci-fi, but not that far from reality. Steam post image Different weapons have different interesting attributes. For example, the laser has a virtually impossible miss, but its range and damage are lower than other weapons. Projectile weapons can miss because each projectile also moves according to the laws of physics. In some cases, the planet's gravity can bend the projectile's path, which should add to the gameplay. Almost every weapon type has nine upgradeable parameters that can be improved through multiple levels. By improving damage, range or rate of fire, players essentially create their own weapon type, which will determine their gameplay style. Weapons, spaceships and space stations each have three more powerful variants that can be unlocked over time. I hope you'll have fun exploring their capabilities. Steam post image That's all for now. Keep an eye on my social media, where I often post updates about new features or funny mistakes made during development. If you have any suggestions, we'd love to hear about them in the comments.

Terra... Apocalypse... a few years ago, I came up with the idea of ​​creating my first, small and simple educational game, centered around destroying asteroids and defending the planet Terra. However, that kind of game isn't my favorite genre, so a more ambitious plan matured while learning the technology that would allow me to create a game that I would want to play for hours.

The game is slowly taking shape, and I'm adding more features. Currently working on mining asteroids. I also plan to rework and improve the user interface to make it more flexible, which will allow me to more easily add new features that expand the gameplay.

The main strategic part of the game takes place in our solar system. Where possible, and realism doesn't compromise playability and balance, I tried to add realistic values, such as the appearance and proportions of planets. In some cases, in a 2D game, this is obviously impossible, as the Sun or Jupiter are enormous compared to planet Earth (Terra in Latin). But the moon (Luna), Earth, Venus, Mars, and Mercury reflect real proportions, as does the rotation of the planets. Not much, but for the youngest players it is knowledge that they can gain while having fun. Steam post image Movement during mission is based on principles of physics. Of course, different types of propulsion (chemical, ion or futuristic plasma engine technology) will allow spacecraft to achieve different performance and additional upgrades to each technology will develop additional interesting effects, but don't expect time travel or subspace jumps, TerrApocalise draws from sci-fi, but not that far from reality. Steam post image Different weapons have different interesting attributes. For example, the laser has a virtually impossible miss, but its range and damage are lower than other weapons. Projectile weapons can miss because each projectile also moves according to the laws of physics. In some cases, the planet's gravity can bend the projectile's path, which should add to the gameplay. Almost every weapon type has nine upgradeable parameters that can be improved through multiple levels. By improving damage, range or rate of fire, players essentially create their own weapon type, which will determine their gameplay style. Weapons, spaceships and space stations each have three more powerful variants that can be unlocked over time. I hope you'll have fun exploring their capabilities. Steam post image That's all for now. Keep an eye on my social media, where I often post updates about new features or funny mistakes made during development. If you have any suggestions, we'd love to hear about them in the comments.

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Steam News / 25 November 2025

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