FAQ
Straight answers, including the limits. If your question is missing, it is probably something we have not decided yet.
Buying and licensing
Is it a subscription?
Indie and Studio: no. You pay once and keep your version forever, and updates for 12 months are included. Pro has a yearly fee of €1,500 for updates, the Pro toolkit and support.
What does the free trial include?
The full editor, so you can build and test everything. Only the export is switched off, so the trial is for evaluating, not for shipping.
What do I get after 12 months?
Your version keeps working, for good. Another year of updates costs €399 (Indie), €1,199 (Studio) or €1,500 (Pro). Without it, your project stays on its version at no extra cost.
Indie or Studio?
Indie is for one developer. Studio covers up to 5 seats, adds priority support and is meant for teams and studios. There is no revenue limit: how much your game earns never changes your edition. Choose Pro if you want to change the engine itself or use the command interface and Pro toolkit.
Do you take a share of my game revenue?
No. There is no revenue share. Your revenue does not affect your edition either: there is no revenue limit.
Do I own the games I make?
Yes. The games you create belong to you, and we claim no rights to your content. The license terms will be published before sales start.
Can a team share one license?
Indie is for 1 seat. Studio covers up to 5 seats. A license is tied to its seats, so sharing it beyond them is not allowed.
What is the Pro license?
Pro is the third edition: €4,999 once plus €1,500 per year for updates, the Pro toolkit and support. It gives you the right to change and develop the engine itself, on our foundation, for your own games (the engine may not be passed on), plus the command interface and Pro toolkit (commands, check reports, screenshots, undo, F12, the test suite and working rules). It is unlocked with a Pro license key and includes priority support. There is no revenue share.
Can I change the engine code without Pro?
Adjustments that are necessary for using the engine, such as fixing a bug, are fine. Rebuilding or further developing the engine is only allowed with the Pro license, whether you do it by hand or with tools.
Can I get a refund?
No refunds after download. Please use the free trial first. As digital content, your 14-day right of withdrawal ends when you expressly agree at checkout that delivery starts immediately and confirm that you lose your right of withdrawal. Without that consent the statutory right applies.
What it can and cannot do
What kind of game can I make?
A top-down 2D pixel RPG with free 8-direction movement, tile-based worlds and real-time action combat. Farming, mining, fishing, crafting, house building, dungeons, quests, merchants, companions, weather and day and night are ready to use.
Can I make a 3D game?
No. The engine is 2D only, and so is every editor.
Does it support turn-based combat?
No. Combat is real-time: swing in an arc, roll, block, parry with counter, hit pause and knockback. If turn-based combat is the heart of your game, another tool will serve you better.
Can I make an isometric game?
Not today. The view is top-down.
Which tile sizes are supported?
16 px or 32 px, set once per project. Both show 20 by 12.5 tiles on a fixed 640 by 400 pixel play area, and the camera always stays on whole pixels.
Which game systems come ready?
Inventory, combat, farming, crafting with recipes and workbenches, fishing, house building, weather, day and night, save system, quests, companions, merchants and currency. The editors sit on top of these runtime systems, which come from a real game.
How many quest step types are there?
24, from go to, gather and craft to escort, defend, decision and world fact. Quests are a network of stages and areas.
Do I need programming skills?
No. Areas, quests, items, sound and saves are made in the editors. Code stays optional. New mechanics, new systems or new quest step types do need code written in GDScript.
Can I add my own mechanics or editor areas?
Yes. Scripting is GDScript with a type check, and the architecture is layered. A new editor area is registered in one module file, which can also register commands for the command interface. Extending the editor itself needs the Pro license.
Is there a finished manual?
Not yet. The documentation is working documentation written during development, mostly in German, not a polished public manual.
Is there a public changelog?
Not yet. A daily what's new feed is planned.
In which language is the editor?
The editor interface is in German today and an English interface is being prepared. Game text supports German and English, and the language list is extendable.
What is the Quest Helper?
A calm, visual planning board where you lay out a region and its quests together: where things are, what happens there, and why the player moves on. Our separate app at quest-helper.com.
Is the Quest Helper part of Terra Engine?
No, it is our separate app at quest-helper.com. With Terra Engine it is included while your updates run. Quest Helper is our planning board for every game developer, as its own app. It works with or without Terra Engine.
Technology and platforms
Which systems does the editor run on?
Windows, macOS and Linux. Most development and testing so far happened on macOS and Linux, so expect rough edges on Windows first. Detailed hardware requirements will follow.
Which platforms can I export to?
Windows, macOS, Linux and Web, everything the underlying engine can export. The Steam Deck is the best tested path: a ready preset and a nightly build script exist.
Can I export to the Steam Deck?
Yes. A ready export preset builds a Steam Deck package, and a size guard warns you when the package outgrows its budget.
Can I export to consoles or mobile?
Not as a promise. Consoles need third-party porting partners and platform services. Mobile is not part of the offer.
Is my content locked into a format?
No. All game content is plain JSON, readable and diffable in Git. State is kept per system with its own save section.
Is the base engine free?
Yes. Terra Engine runs on a free, open-source engine under the MIT license, so you do not pay for it separately.
Does the sound engine need another license?
The bundled audio extension (FMOD) has its own license terms, free for smaller projects. Check FMOD's current terms before you release.
What is Terra Engine built on?
Built on Godot. A year of development turned it into a complete tool for pixel RPG makers.
Multiplayer
Does it support multiplayer?
Yes: co-op for up to 5 players, one host plus guests. Players can be in different areas at the same time.
How does co-op work?
One machine is the host and computes everything that is saved: world, objects, story, quests, enemies, clock and loot. Guests send only the commands of their hero and show what the host sends. Playing alone uses the same path.
Is online play through Steam ready?
Not yet. The host model, the network layer and the tests are done. Steam lobbies and invites are still being added, and a real two-account Steam run is open. Test online co-op yourself before you plan a release around it.
Are there dedicated servers or matchmaking?
No. Co-op uses a host player. Dedicated servers, matchmaking and anti-cheat are not planned.
Art and assets
Does it ship with art?
The delivery is the editor addon plus a starter project with its own art. The art assets of our game Call Me Human are not included. The screenshots on this site show our own game with its art.
Can I use my own art?
Yes. Bring your own art or use packs you are licensed for. The library of about 9,900 world pieces in our game references art packs that may not be redistributed, so your project uses your own.
Is there an animation editor?
Not yet. Animations use the standard 2D animation tools of the underlying engine, and the editors handle places, objects and content.
Can I use the screenshots you show?
They show our game Call Me Human with third-party art. The art belongs to its authors and is not part of Terra Engine.
Agents
Is the command interface in every edition?
No. The command interface and the Pro toolkit come with the Pro license. Indie and Studio give you the full editor, free content building and export.
What is the command interface?
Every action of an editor area is also a command. You write a JSON command file, run it from the shell without a window and get a result with a check report and a screenshot. Every change can be undone.
Can a coding agent such as Claude Code use it?
Yes, that is the intended way to extend a project fast. The agent writes a command file, runs it, reads the check report and the screenshot, and undoes the change if needed.
Do I need an AI agent to use Terra Engine?
No. Every editor works by hand. The command interface is an addition for people who want to script or automate.
Which areas offer commands?
Dungeon, quest, planet, sound (library, assignment, voices), languages, systems, abilities, main quest, chapter book, segments, notes and progression.
Can I send what I see to an agent?
Yes. F12 in every editor area sends the current view and state to your agent.