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Watch trailer on Steam ↗Terraforming Titans
terraforming.titans · Published by terraforming.titans
Content notice: The game contains sci-fi war themes, alien invasions, planetary destruction, mass casualties, cult activity, and occasional alcohol references. These elements are presented through narrative text and abstract strategy systems.
Very Positive — 95% positive (66 reviews) · 39 achievements
Last updated 29 Sept 2026
Terraforming Titans is an incremental colony builder with a moderate focus on realism and scale. Terraform increasingly challenging and large worlds and guide humanity to complete control over the Milky Way.
£2.69
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Price history
Simulation · 2026 · More under £5 games
About this game
Terraforming Titans is an incremental colony builder where the objective is to terraform multiple worlds with a moderate focus on realism and a simulated climate model.
Play as a Terraforming AI. Your mission is crystal clear: terraform Mars, ensure the safety of all colonists and maintain your own integrity. What could possibly go wrong?
It turns out a lot can indeed go wrong with such a simple mission. The directives will evolve, you will grow and what begins as initially one terraform will become many.
A journey across the galaxy
The Milky Way contains hundreds of billions of stars, ten billion white dwarfs and a hundred million black holes. For a Terraforming AI like you, this is nothing but more resources. Harness their energy and harvest their mass so you can build greater and greater worlds to terraform. Can humanity become a Kardashev III civilization?
The galaxy is large but also diverse
This game features at least one hundred hours of varied content. Each story world presents unique challenges and will unlock more features to keep the gameplay fresh. As you progress so does human science, providing you with powerful future breakthroughs to boost your terraforming efforts even further.
Features include
Terraform Mars and many other worlds across the galaxy.
Manage climate, atmosphere, water, temperature, energy, and habitability.
Unlock research, automation, and increasingly powerful terraforming tools.
Face unique story worlds with different constraints and challenges.
Adjust difficulty, simulation coefficients, and time controls to play at your own pace.
Grow from a single planetary project into a Kardashev-III-scale civilization.
Experience at least 100 hours of varied content.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 or higher
- Processor: Requires a 64-bit processor and operating system
- Memory: 4 GB RAM
- Storage: 500 MB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
2026-09-25 No weekly update
Hello, 2 weeks ago I said I was hoping to release a new challenge world and that it would take about 2 weeks. It will unfortunately not come out this week. I have been extremely busy with other things in my life. So I expect once again that it will take 2 weeks. Thank you for you patience. ThraturRead full article on Community Announcements (Thratur)Patch NotesOfficial
2026-09-11 Weekly Update
Hello, This week has been very busy so it's going to be another very small update. Main highlight is a new advanced research and a surface albedo rework. Nothing much to talk about. I want to work on a new challenge world next. I expect it will take me two weeks.Read full article on Community Announcements (Thratur)Patch NotesOfficial
2026-09-04 Weekly Update
Another small update this week. The only thing really worth mentioning is a new dominion. I would love to have at least 1 more in the game. I really like them even though I know many people ignore them. The variety feels nice. I also reworked the methane flare completely. It is now a more flexible "combustion generator" which can use one of three recipes. Next week I would like to do an albedo rework. It's been badly needed. Changelog Misc bugfixes New dominion Methane flare rework 4 new world visualizer textures (for 4 different dominions) Modified the sun angle in the world visualizer A potential fix to the only bug I could not fix Dynamic quantization for higher speed performance Some minor life thermodynamics adjustmentsRead full article on Community Announcements (Thratur)Patch NotesOfficial
2026-08-28 Weekly Update
Small update this week. I have been trying to slow down and am liking this slower pace. I added two new advanced researches that are fairly weak, but pack in a bunch of flavour and I like flavour. It serves to fill up more of the higher cost advanced researches. I also added a new difficulty setting for "Life thermodynamics". It's a bit experimental still, and may need some adjustment. There could be some bugs with it too. It will limit life growth to actual energy input, and provide some cooling as well. Finally, there is a new small guide/starter preset for ship automation. I would like to also add one for life and a guide for presets. Changelog Misc bugfixes 2 new advanced researches Biostorage now also enables space food Life thermodynamics Ship automation starter guide Buffed manufacturing shop points curve slightly Optional transfer weight sliders for space storage GOTO in scripts can now specify a line Variables in scripts can now be renamed The gravity calculation on dynamic mass has been tweaked + you can now see material density in the gravity tooltipRead full article on Community Announcements (Thratur)Patch NotesOfficial
2026-08-21 Weekly Update
As promised, this week I worked on a new challenge world, and I should probably discuss it a little bit. The world is a little simpler than I initially anticipated, but this is because the original design would likely have placed it beyond ShadesNightmare in difficulty. That was not my goal. I wanted something in between Wolfy and Shades, so I had to hold back and simplify a few things. I still think it's a very fun concept, and I can certainly design an expanded more complex version in the future if I want. As part of this world, I realized that allowing buildings to exist in certain conditions was a little wonky, so I added a new feature that can destroy buildings in certain conditions. These conditions are met by Story World 12 and 14. Since this could damage existing automation, or have unforeseen consequences, I have introduced a new difficulty setting to turn off this feature. I will monitor and make adjustments as needed. Changelog New Atlas World Building destruction in some conditions, can be turned off A small new advanced research for shellworlds Misc bugfixes Small buff to awakening skills formula Deep warp for water/hydrogen storage Added a new setting to ship automation for "Energy production %" Patience can target WGC facilities Bio/resort world ecu requirement is now 0 instead of 10% of landRead full article on Community Announcements (Thratur)






