Terraria Meets Teardown? My Latest Demo Project is Wild!

Okay, so hear me out… I’ve been working on something super cool, and I’m really excited to share it with you guys. If you’re into games like Terraria and Teardown, you’re gonna want to check this out.

I’ve built a demo project that takes inspiration from both of these awesome games. For those who don’t know, Terraria is this 2D sandbox game where you dig, build, explore, and fight. Teardown, on the other hand, is a 3D heist game where everything is destructible. Think chaotic, voxel-based destruction.

My demo project aims to blend that creative building and exploration vibe of Terraria with the satisfying, physics-driven destruction of Teardown. Imagine being able to dig through a 2D world, mine resources, build structures, but then being able to flip over to a 3D perspective where you can actually blast through your creations or the environment around you with realistic physics. It’s pretty wild.

This project is really about showcasing what’s possible when you mix different game mechanics. As someone deep in computer engineering, focusing on AI, I’m always looking for ways to push boundaries and experiment with new concepts. This demo is a perfect playground for that. It allows me to flex my coding muscles and explore ideas that might not fit into a traditional project scope.

But it’s not just about the code for me. This demo is designed to be a strong foundation for content creation. My goal is to use this project to share insights into game development. I’m planning on doing tutorials, explaining the tech behind it, and maybe even streaming some of the development process. I want to pull back the curtain and show you guys how these kinds of projects come to life.

Think about the possibilities: creating unique levels, destructive puzzles, or even entirely new game modes. The core idea is to provide a flexible system that can be built upon, both by me and potentially by others in the community.

I’m not gonna lie, it’s been a ton of work, figuring out how to handle voxel destruction in a way that feels smooth and performant, while also incorporating the 2D-to-3D transitions seamlessly. But the end result is something I’m really proud of and think is pretty unique.

So, what do you think? Does this sound like something you’d want to play or learn more about? Drop your thoughts in the comments below! I’m super curious to hear your ideas and feedback. Let’s talk game dev!