Specs and delivery

Platforms, requirements, what you receive and the numbers behind the engine.

Platforms

EditorWindows, macOS, Linux
ExportWindows, macOS, Linux, Web
Steam DeckLinux export, ready preset, nightly build
ConsolesNo export. Needs porting partners and platform services.
MobileNot 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, minimumWindows 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, recommended8 GB RAM, 4 or more cores, Vulkan 1.2 or OpenGL 4.6
Exported game, minimum2 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 version1.0.x
Base engine version4.7.2
ScriptingGDScript with a type check
ViewTop-down 2D, free 8-direction movement
Tile sizes16 px or 32 px, set once per project
Play area640 x 400 px, 20 x 12.5 tiles visible, camera on whole pixels
Default window1280 x 800, integer scaling
Hero speed120 px per second
Day length24 real minutes (1 game minute per real second)
Quest step types24
Co-opUp to 5 players, host model
LanguagesGerman and English, extendable
Save formatVersion 17, test files for versions 8 to 17
Hero level cap100
Profession level cap10
World pieces in our gameAbout 9,900
Sounds in our game1,025 in 112 places with 292 assignments
Test filesAbout 1,400
Allowed autoloads19, 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.

Start building your pixel RPG.