Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem









Movement during mission is based on principles of physics. Of course, different types of propulsion (chemical, ion or futuristic plasma engine technology) will allow spacecraft to achieve different performance and additional upgrades to each technology will develop additional interesting effects, but don't expect time travel or subspace jumps, TerrApocalise draws from sci-fi, but not that far from reality.
Different weapons have different interesting attributes. For example, the laser has a virtually impossible miss, but its range and damage are lower than other weapons. Projectile weapons can miss because each projectile also moves according to the laws of physics. In some cases, the planet's gravity can bend the projectile's path, which should add to the gameplay.
That's all for now. Keep an eye on my social media, where I often post updates about new features or funny mistakes made during development. If you have any suggestions, we'd love to hear about them in the comments.
Loading
