Yes, each level in the campaign has a separate sandbox mode to play around in with unlimited resources. There is an option to enable all levels and tools in sandbox mode without playing through the campaign.
We have no plans for other platforms at the moment, but it might change in the future.
We're planning to launch Teardown multiplayer on the Experimental branch on Steam this year (2025). The beta version will be tested by the community and refined leading up to the official release. Initially, it will be PC-only with limited content.
This can happen if the game is played on hardware that is below the minimum specification. The game requires an OpenGL 4.5-compatible graphics card with at least 3Gb of video memory. Intel integrated graphics cards are not supported.
If you see this, it is likely caused by third party security software and not game specific. You can find more info here
The game is optimized for 60 Hz refresh rate and tries to select that for fullscreen mode if available. If you choose borderless window under display settings you can run it at your desktop default refresh rate, but it can sometimes cause stuttering, so we recommend playing Teardown at 60 Hz if possible.
No. Teardown does not use a conventional renderer since there are no polygons. Ray tracing is part of the core voxel renderer and cannot be disabled.
No. RTX is Nvidia's specialized hardware for ray tracing, however, ray tracing is just an algorithm to simulate the path of light realistically and simulate how it interacts with objects in the world. Raytracing has been around for a long time, although not in realtime applications. (German renaissance painter Albrecht Dürer is credited with inventing raytracing in 1525).
Due to the heavy use of physics, Teardown can be either CPU or GPU-bound depending on the situation. The engine is heavily multi-threaded but it will rarely ever be able to use all available hardware.
There is a known issue with mouse pointer trails enabled. If you experience this issue and have pointer trails enabled, try disabling it in the Windows settings (go Start Menu > Settings > Mouse > Additional mouse options > Pointer Options tab > Disable Display pointer trails).
Teardown is available in English, European French, Italian, German, Spanish, Japanese, Polish, Russian, and Simplified Chinese.
The game uses a custom physics and graphics engine based on voxel technology and built for this game specifically.
There is no official VR support.
Teardown uses Direct3D12 on all 3 platforms, it is just more effective to maintain a few backends and concentrate on bug fixing, performance, and visual improvements.
Direct3D12 offers better performance and better visuals.
We are not planning to do that.
That is definitely interesting tech that we are looking into, but there are no plans for it currently.
No.
We want hardware running the game at an acceptable frame rate as well as a graphics card with enough VRAM to load all levels. Teardown targets 60 FPS on an NVIDIA GTX 1080, running at high quality, minimum specs were chosen for the GTX 1060, because it is the lowest-end card that is guaranteed to have 3 Gb of VRAM.
That’s a very good request and we will work towards implementing such a feature in a future update.
Console FAQ
We are not planning to bring Teardown to these platforms.
It’s a fun idea and our team is always evaluating new ways to bring Teardown to more players. Currently though, we don’t have any plans for VR.
PC and consoles will have access to the same content, but console users won’t have access to the Steam Workshop. Instead, we’re creating individual Mod Packs, free collections of hand-picked workshop mods selected by the Tuxedo Labs team, curated specifically for console players.
Yes, you can purchase a physical version of the game. Available for both PS5 and Xbox Series X|S.
Currently, there is no support for cross-platform progression.
Teardown will be localized in French, Italian, German, Spanish, Japanese, Polish, Russian, and Simplified Chinese.
The other two DLCs are works in progress. The first is a space-themed adventure called Greenwash Gambit. We’ll share more information about both DLCs at a later date.
There will be no additional achievements for Time Campers.
That’s a tricky question to answer since the amount of time you put into each campaign depends on your goal (completing optional targets for example). Art Vandals consists of 5 missions while Time Campers consists of 9. Folkrace is still a work in progress.
We’re always exploring ways to make Teardown more accessible, including potential availability on subscription services. While there’s nothing confirmed at the moment, it’s something we may consider in the future.
Yes, Creative Mode works on both the PS5 and Xbox versions.
The Quilez R0113R Robot is available to players that purchase the Season pass on Steam or the Ultimate Edition; Steam and consoles.
The Löckelle Motor Park, including two vehicles, is available as a free standalone DLC on consoles. For PC players, it’s included automatically when you download the game.
We have no plans to officially support mouse and keyboard on console.
We are very happy to share our targeted performance on consoles:
Xbox Series X & PS5
Performance mode | 1920x1080, AVG 120 FPS
Quality mode | 2880x1620, AVG 60 FPS
Xbox Series S
1440x810 Resolution, AVG 60 FPS
Teardown can be purchased by itself, without any additional DLCs, the same way it has always been available on PC. In addition to that, we have two editions available that come with DLC:
Deluxe Edition: Includes the base game, Time Campers DLC (available at launch) and Folkrace DLC (available in Summer 2024).
Ultimate Edition: Includes the base game and the Season Pass. The Season Pass includes the Time Campers DLC (available at launch), Folkrace DLC (available in Summer 2024), two additional DLCs (available in 2025) and the Quilez R0113R Robot.
Yes, it will.
The image was rendered in Blender and the destructed shapes were imported from the game.
They won’t be delivered as XML-files.
On the Xbox and PlayStation stores, you’ll find free DLCs titled “Teardown: Mod Pack” followed by a release number. These packs include a curated selection of community-made mods from the Steam Workshop, hand-picked by the Tuxedo Labs team. Our goal is to continue releasing new Mod Packs over time.
Multiplayer FAQ
We're planning to launch Teardown multiplayer on the Experimental branch this year. The beta version will be tested by the community and refined leading up to the official release. Initially, it will be PC-only with limited content.
We plan to bring multiplayer to consoles, but the initial release will be on PC.
No, unfortunately not.
Multiplayer in Teardown will be completely free if you’ve purchased any version of Teardown.
When the release is announced you’ll be able to join the multiplayer beta through Steam. Right-click Teardown in your Steam Library. Select Properties from the menu. Navigate to the Betas tab. In the dropdown under Beta Participation, select experimental.
No, it won’t.
You’ll be able to team up together in campaign co-op, competitive, and sandbox modes.
Multiplayer will work for the entire campaign, but no plans for the DLCs at the moment.
We're still exploring and testing what content will be included in this version.
This is still a work in progress. We need further testing before confirming specific details.
No, the Experimental version is essentially a multiplayer beta, focused on refining and polishing the experience. The official release will include additional content.
Most likely not, but this hasn't been fully decided yet.
Multiplayer will be online-only and will not support split-screen.
Yes, there will be.
Yes.
We’re not planning to add that at this time.
We're not sure yet.
There are currently no plans to support it in multiplayer.
Yes! Teardown will offer tools for the community to create custom multiplayer mods.
Mods that include scripts won’t be automatically compatible. However, we will provide tools and documentation to help users adapt their mods for multiplayer.
As of now, there are no plans for DLC compatibility with multiplayer, but this may change in the future.
Our intention is for existing mods to continue working as usual in singleplayer, even after the update.
If they are published on the Workshop, the plan is that they should work in multiplayer.
Any mod available on the Workshop should be playable in multiplayer, provided it has been updated for compatibility.
Yes, vehicles will need updates to support multiple players if you want more than one character inside.
Yes, all scripts will need updates to ensure multiplayer compatibility.
Yes! We will provide tools to test multiplayer mods, including the ability to run both the client and server on the same machine for development.
Our goal has been to maintain as much consistency as possible with the existing scripting API while introducing multiplayer support. While some functions will have adjustments, we have designed the changes to be intuitive for existing users. The core structure of the API remains familiar, but developers will need to consider new multiplayer-specific concepts such as client and server.
Yes
Published mods must be used for multiplayer. Local mods will be ignored.
Multiplayer will only support published mods that haven’t been modified.
The host controls which mods are active during the session.
We're still exploring how character support will function. Built-in characters will be supported.
The host acts as the server. There are no dedicated servers.
The server will be closed and all players will return to the main menu.
No
Yes
We're currently evaluating that. More testing is needed before we can give a clear answer.
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