
Terraforming Earth
Three tiny robots, an extinct planet, and procedurally-generated puzzles that actually feel handcrafted - a small-studio oddity that rewards patience and lateral thinking in equal measure.
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About Terraforming Earth
My first few minutes with Terraforming Earth felt like finding a dusty vintage toy in a thrift store - charming, slightly wobbly, and quietly ingenious once you figure out what it does. Lost Robots is essentially a solo endeavour, and that handcraft shows in every deliberate design choice here: three distinct robot companions, a bleak-but-warm sci-fi premise, and a level generation engine that does something the genre has rarely attempted. The core loop asks you to switch between three robots - Opi, Curi, and Spiri - each with abilities that only make sense in combination. Opi rolls on rocket-powered caterpillar tracks and can hoist teammates or objects. Curi hovers above hazards and eventually learns to flip gravity. Spiri teleports clean through walls and is your terraforming workhorse. Navigating a level means reading the procedurally-generated layout and mentally mapping which robot solves which obstacle segment - triggering switches, clearing spike corridors, threading through locked doors. Malfunctioning enemy bots add pressure without turning this into a twitch game; the stress is cognitive, not reflex-based, which I appreciate. Lose all your drones of a given type and the mission fails, at which point you retreat to your base to rebuild in the Factory and unlock new skills in the Lab. That meta-loop of resource collection feeding back into expedition readiness is thin but functional. The procedural generation is the headline act and, honestly, it holds up better than skeptics (myself included) might expect. Early coverage noted that levels feel surprisingly considered rather than random-salad, and that tracks with the experience. Not every generated layout is a gem - some feel a little mechanical or easy, some spike unexpectedly - but the consistency across runs is genuinely impressive for a one-developer project. A Mario Maker-style community curation layer lets players star and share standout levels, which helps surface the best of what the generator produces. There are also two boss levels at the end, also generated, and reportedly brutal. The story trickles through text-based banter between the three robots; it is light, funny, and adds just enough warmth to the otherwise post-apocalyptic atmosphere. Visually, the game draws comparisons to Braid and Portal in its clean aesthetic, with a pleasing color palette shifting across desert, icy mountain, and indoor warehouse environments. Watching the planet slowly green up as your terraforming progresses is a small but quietly satisfying visual reward. The whole package sits comfortably in the tradition of multi-character puzzle-platformers like The Lost Vikings and Trine, though it is slimmer in production scope than either. Where the game struggles is visibility and community mass. With very few Steam reviews and no aggregate score, it is flying almost entirely under the radar. Local co-op and Steam Remote Play are supported, which genuinely extends the fun - handing each player one robot and forcing real-time coordination suits the puzzle design well. But if you come in expecting a polished, content-dense release, temper that. This is a small, earnest game that does one clever thing very well and then asks you to appreciate it session after session. If you can meet it on those terms, there is real replay value here. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or newer
- Memory
- 8 GB RAM
- Storage
- 200 MB available space
- Graphics
- Nvidia GeForce GT 740 / AMD Radeon R7 340
- Processor
- Intel Core i5-2500 / AMD FX 4300
Recommended
- OS
- Windows 10
- Memory
- 16 MB RAM
- Storage
- 200 MB available space
- Graphics
- Nvidia GeForce GTX 970 / AMD Radeon R9 390
- Processor
- Intel Core i7-4710 / AMD FX 8300
Reviews & Ratings
No ratings available
Game Info
- Developer
- Lost Robots
- Publisher
- Lost Robots
- Release Date
- Aug 28, 2020