Compare Teardown prices across 50+ stores and find the best deal. Developed by Tuxedo Labs. Published by Tuxedo Labs. Released on 4/21/2022. Available on PC. Genres: Action, Indie, Simulation, Strategy. Metacritic score: 80/100.

A voxel heist sandbox where blowing a hole through a wall is always the correct solution. Destructibility is the mechanic, not the backdrop.

Teardown is a physics-driven heist game built around a single question: what if every surface in the level was genuinely destructible, and your job was to exploit that systematically? You are given a timer, a list of targets to tag, and a map made entirely of simulated voxels. The preparation phase is unlimited. The execution phase is frantic. That loop - scout, plan, tear the world apart, then sprint your optimized path - is surprisingly tight for something that looks like a chaos simulator on the surface. The core campaign strings together increasingly complex heist scenarios across a small cast of environments: junkyards, suburban houses, warehouses, marinas. Each map rewards people who treat it like a puzzle. The destructibility is not just cosmetic; a wall you knock down stays down, a hole you cut with a blowtorch is your escape route, and a car driven through the right building face can create a shortcut that saves four seconds on your run. Four seconds matters when you are collecting eight items before the alarm expires. The moment you stop treating it as an action game and start treating it as an optimization problem, Teardown clicks hard. For a strategy-adjacent player, the mental model that works best is treating each map like a pathing problem with a destructible graph. You are identifying bottlenecks, pre-cutting routes, staging vehicles as bridges or ramps, and then executing a near-perfect sequence from memory. It is physically satisfying in a way that a spreadsheet is not, but the underlying logic is identical. The campaign is not especially long - most players will see credits in under fifteen hours - but the sandbox mode and the Steam Workshop extend the lifespan considerably. The mod community has produced custom maps, tools, and total conversions that are well worth exploring after the main content runs out. The AI in the campaign is simple by design: security guards respond to noise and visible damage, which is a mechanic rather than an intelligence system. Do not come in expecting emergent NPC behavior. Multiplayer supports up to twelve players and adds cooperative and competitive modes that read as chaotic in a fun way, though the core experience is built around solo play and the satisfaction of a clean solo run. Performance can get heavy when you are detonating large sections of a dense map, so keep an eye on your hardware if you are below recommended specs. Teardown is not trying to be a grand-strategy game, but it rewards the same mental habits: planning under constraints, optimizing routes, learning a system deeply before pulling the trigger. If you are the kind of player who reloads a save to execute a plan more cleanly, this sandbox will hold you for a long time. If you want narrative depth or complex AI, look elsewhere. For everyone else who has ever wanted to drive a boat through a wall as a legitimate tactical decision, this is exactly what it promises. Diego, Scout Team

Teardown
ActionIndieSimulationStrategy

Teardown

Apr 21, 2022Tuxedo Labs
GamerScout Says

A voxel heist sandbox where blowing a hole through a wall is always the correct solution. Destructibility is the mechanic, not the backdrop.

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About Teardown

Teardown is a physics-driven heist game built around a single question: what if every surface in the level was genuinely destructible, and your job was to exploit that systematically? You are given a timer, a list of targets to tag, and a map made entirely of simulated voxels. The preparation phase is unlimited. The execution phase is frantic. That loop - scout, plan, tear the world apart, then sprint your optimized path - is surprisingly tight for something that looks like a chaos simulator on the surface. The core campaign strings together increasingly complex heist scenarios across a small cast of environments: junkyards, suburban houses, warehouses, marinas. Each map rewards people who treat it like a puzzle. The destructibility is not just cosmetic; a wall you knock down stays down, a hole you cut with a blowtorch is your escape route, and a car driven through the right building face can create a shortcut that saves four seconds on your run. Four seconds matters when you are collecting eight items before the alarm expires. The moment you stop treating it as an action game and start treating it as an optimization problem, Teardown clicks hard. For a strategy-adjacent player, the mental model that works best is treating each map like a pathing problem with a destructible graph. You are identifying bottlenecks, pre-cutting routes, staging vehicles as bridges or ramps, and then executing a near-perfect sequence from memory. It is physically satisfying in a way that a spreadsheet is not, but the underlying logic is identical. The campaign is not especially long - most players will see credits in under fifteen hours - but the sandbox mode and the Steam Workshop extend the lifespan considerably. The mod community has produced custom maps, tools, and total conversions that are well worth exploring after the main content runs out. The AI in the campaign is simple by design: security guards respond to noise and visible damage, which is a mechanic rather than an intelligence system. Do not come in expecting emergent NPC behavior. Multiplayer supports up to twelve players and adds cooperative and competitive modes that read as chaotic in a fun way, though the core experience is built around solo play and the satisfaction of a clean solo run. Performance can get heavy when you are detonating large sections of a dense map, so keep an eye on your hardware if you are below recommended specs. Teardown is not trying to be a grand-strategy game, but it rewards the same mental habits: planning under constraints, optimizing routes, learning a system deeply before pulling the trigger. If you are the kind of player who reloads a save to execute a plan more cleanly, this sandbox will hold you for a long time. If you want narrative depth or complex AI, look elsewhere. For everyone else who has ever wanted to drive a boat through a wall as a legitimate tactical decision, this is exactly what it promises. Diego, Scout Team

Tags

steamDestructible EnvironmentHeistVoxel PhysicsRoute OptimizationSandbox PuzzleWorkshop SupportCo-op MultiplayerPhysics Simulation

System Requirements

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Reviews & Ratings

Metacritic
80
Steam
96%(130,268)

Game Info

Developer
Tuxedo Labs
Publisher
Tuxedo Labs
Release Date
Apr 21, 2022

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