Specs and delivery
Platforms, requirements, what you receive and the numbers behind the engine.
Platforms
| Editor | Windows, macOS, Linux |
|---|---|
| Export | Windows, macOS, Linux, Web |
| Steam Deck | Linux export, ready preset, nightly build |
| Consoles | No export. Needs porting partners and platform services. |
| Mobile | Not part of the offer |
Most development and testing so far happened on macOS and Linux (Steam Deck). The other targets use the export mechanism of the underlying engine and have fewer tests with Terra.
System requirements
These come from the documentation of the underlying engine. Terra-specific hardware requirements will follow.
| Editor, minimum | Windows 10, macOS 10.13 (compatibility renderer) or 10.15, Linux from 2018 or later, 4 GB RAM, 200 MB storage, OpenGL 3.3 or Vulkan 1.0 |
|---|---|
| Editor, recommended | 8 GB RAM, 4 or more cores, Vulkan 1.2 or OpenGL 4.6 |
| Exported game, minimum | 2 GB RAM, 150 MB storage |
What you receive
- The editor addon with all areas described on the features page
- A starter project with its own art
- Game content as plain JSON, readable in Git
- The command interface and Pro toolkit (Pro license only)
- Bundled third-party addons: Dialogue Manager 4.1.0 (dialogue), FMOD 6.1.0 (audio, own license terms), GUT (tests)
What is not included
- The art assets of our game Call Me Human
- Art packs of third parties that our game uses
- Console export
- A dedicated animation editor
Technical numbers
| Engine version | 1.0.x |
|---|---|
| Base engine version | 4.7.2 |
| Scripting | GDScript with a type check |
| View | Top-down 2D, free 8-direction movement |
| Tile sizes | 16 px or 32 px, set once per project |
| Play area | 640 x 400 px, 20 x 12.5 tiles visible, camera on whole pixels |
| Default window | 1280 x 800, integer scaling |
| Hero speed | 120 px per second |
| Day length | 24 real minutes (1 game minute per real second) |
| Quest step types | 24 |
| Co-op | Up to 5 players, host model |
| Languages | German and English, extendable |
| Save format | Version 17, test files for versions 8 to 17 |
| Hero level cap | 100 |
| Profession level cap | 10 |
| World pieces in our game | About 9,900 |
| Sounds in our game | 1,025 in 112 places with 292 assignments |
| Test files | About 1,400 |
| Allowed autoloads | 19, each with a reason |
Architecture in short
- Layers only call downward: display, game systems, base services, data. A script checks it.
- Game state lives only in the state objects of the owning system, each with its own save section.
- Systems talk through registered events on a global event bus, for example quest done or enemy defeated.
- A new editor area registers in one module file with a tab and optional commands.
- Balancing numbers live in one place, and a script keeps them out of code.