Compare Terraria prices across trusted key stores and find the best deal. Developed by Re-Logic. Published by Re-Logic. Released on 5/16/2011. Available on PC, Mac, Linux, Xbox, Nintendo Switch. Genres: Action, Adventure, Indie, RPG. Metacritic score: 83/100.

Fourteen years old and still pulling all-nighters - if a 2D sandbox has ever consumed your sleep schedule, Terraria is probably the reason why.

I came back to Terraria for the third time last winter expecting to feel the ceiling this time around. Around sixty hours later I had unlocked Hardmode, rerolled a Summoner build, summoned the Stardust Dragon, and completely forgotten I had other things to do. That loop of dig-craft-boss-upgrade is the stickiest in the genre, and Re-Logic has spent fourteen years feeding it with free content drops that keep pulling returning players back in. At its core the game splits into two massive phases. Pre-Hardmode is almost tutorial-gentle by the end: you fight your way through a boss chain from King Slime and the Eye of Cthulhu up through Skeletron and the Wall of Flesh, using each kill to unlock gear tiers and new biomes. Then you defeat the Wall of Flesh and Hardmode kicks in, permanently reshaping your world and unlocking around ninety percent of the content - mechanical bosses, Plantera, Golem, the Empress of Light, Duke Fishron, and eventually the Moon Lord, whose three True Eyes must be destroyed simultaneously or his core regenerates. That design decision alone is more mechanically interesting than most games bother with. The four informal classes - Melee, Ranged, Magic, and Summoner - do not use a formal leveling system. Weapons, armor sets, and accessories push you toward a specialisation and the game rewards commitment, especially past the midpoint where class-specific bonuses become substantial. Melee is the safest entry point: high defense, Solar Flare armor, and the Zenith endgame sword (which stitches ten swords together into one absurd blade) give it a satisfying arc. Mage players running Meteor Armor plus the Space Gun in Pre-Hardmode get a zero-mana-cost infinite DPS window that feels genuinely broken in the best way. Summoner is the wild card: the Stardust Dragon Staff creates a dragon that grows longer with every added minion slot, and the class supports hybrid play better than any other, so you can fire whips at bosses while your minion army does the real work. Build variety holds up well past hour forty, which is not something I take for granted. The honest criticism: the crafting system is deliberately opaque. The Guide NPC gives hints, but if you refuse to open the wiki you will occasionally spend twenty minutes wondering why nothing is appearing at your workbench. The Corruption and Crimson spreading mechanics - biomes that slowly consume your world in Hardmode - remain divisive. Some players find the pressure exciting; others find watching their carefully built base get eaten by purple tiles quietly infuriating. Early game combat is also thin before your build comes online. The pixel art has aged but remains readable, and the modding scene (especially Calamity and tModLoader) extends the game into entirely new territory if the base content ever runs dry. Multiplayer co-op works, though setup is clunkier than it should be in 2025. Monika, Scout Team

Terraria

Terraria

May 16, 2011Re-Logic
GamerScout Says

Fourteen years old and still pulling all-nighters - if a 2D sandbox has ever consumed your sleep schedule, Terraria is probably the reason why.

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Steam Deck VerifiedProtonDB Platinum
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About Terraria

I came back to Terraria for the third time last winter expecting to feel the ceiling this time around. Around sixty hours later I had unlocked Hardmode, rerolled a Summoner build, summoned the Stardust Dragon, and completely forgotten I had other things to do. That loop of dig-craft-boss-upgrade is the stickiest in the genre, and Re-Logic has spent fourteen years feeding it with free content drops that keep pulling returning players back in. At its core the game splits into two massive phases. Pre-Hardmode is almost tutorial-gentle by the end: you fight your way through a boss chain from King Slime and the Eye of Cthulhu up through Skeletron and the Wall of Flesh, using each kill to unlock gear tiers and new biomes. Then you defeat the Wall of Flesh and Hardmode kicks in, permanently reshaping your world and unlocking around ninety percent of the content - mechanical bosses, Plantera, Golem, the Empress of Light, Duke Fishron, and eventually the Moon Lord, whose three True Eyes must be destroyed simultaneously or his core regenerates. That design decision alone is more mechanically interesting than most games bother with. The four informal classes - Melee, Ranged, Magic, and Summoner - do not use a formal leveling system. Weapons, armor sets, and accessories push you toward a specialisation and the game rewards commitment, especially past the midpoint where class-specific bonuses become substantial. Melee is the safest entry point: high defense, Solar Flare armor, and the Zenith endgame sword (which stitches ten swords together into one absurd blade) give it a satisfying arc. Mage players running Meteor Armor plus the Space Gun in Pre-Hardmode get a zero-mana-cost infinite DPS window that feels genuinely broken in the best way. Summoner is the wild card: the Stardust Dragon Staff creates a dragon that grows longer with every added minion slot, and the class supports hybrid play better than any other, so you can fire whips at bosses while your minion army does the real work. Build variety holds up well past hour forty, which is not something I take for granted. The honest criticism: the crafting system is deliberately opaque. The Guide NPC gives hints, but if you refuse to open the wiki you will occasionally spend twenty minutes wondering why nothing is appearing at your workbench. The Corruption and Crimson spreading mechanics - biomes that slowly consume your world in Hardmode - remain divisive. Some players find the pressure exciting; others find watching their carefully built base get eaten by purple tiles quietly infuriating. Early game combat is also thin before your build comes online. The pixel art has aged but remains readable, and the modding scene (especially Calamity and tModLoader) extends the game into entirely new territory if the base content ever runs dry. Multiplayer co-op works, though setup is clunkier than it should be in 2025.

Monika
Monika · Scout Team

RPGs

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscontroller-supporttrading-cardscloud-savessteamSandbox RPGBoss RushSummoner BuildSolo FriendlyCo-op MultiplayerProcedural WorldDeep ProgressionMultiple Difficulty ModesHardmode ProgressionBoss GauntletMelee BuildMage BuildHex Corruption MechanicstModLoader CompatibleWiki-Dependent CraftingTwo-Phase World

System Requirements

Minimum

Processor
2.0 Ghz
Memory
2.5GB Hard Disk Space: 200MB Video Card: 128mb Video Memory, capable of Shader Model 2.0+ DirectX®: 9.0c or Greater

Recommended

OS
Windows 7, 8/8.1, 10
Processor
Dual Core 3.0 Ghz
Memory
4GB Hard Disk Space: 200MB Video Card: 256mb Video Memory, capable of Shader Model 2.0+ DirectX®: 9.0c or Greater

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Reviews & Ratings

Metacritic
83
Steam
97%(1,523,104)

Game Info

Developer
Re-Logic
Publisher
Re-Logic
Release Date
May 16, 2011

Game Modes

singleplayer
multiplayer
pvp
coop
online coop
Online Co-op

Languages

Subtitles (9)
EnglishFrenchItalianGermanSpanish - SpainPolish+3 more

Features

AchievementsController SupportTrading CardsCloud Saves

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Frequently asked questions about Terraria

How much does Terraria cost?

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What platforms is Terraria available on?

Terraria is available on PC, Mac, Linux, Xbox, Nintendo Switch.

When was Terraria released?

Terraria was released on 16 May 2011.

Who developed Terraria?

Terraria was developed by Re-Logic.

Is Terraria worth buying?

Terraria holds a Metacritic score of 83/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.