#TERRARIA 2 ART CONCEPT MOD#
With modders officially given the developers' blessing and their mod tools uploaded to Steam, I expect it'll keep selling for $10 for as many years as it takes developer Re-Logic to release its next game.
#TERRARIA 2 ART CONCEPT UPDATE#
I love a good deal, and with its final update it's become clear that Terraria is really an incredible one, a refreshingly simple indie success story that never put profits before its players. At a humble $10 and nothing more, it's outlived the loot box trend, been on the top charts longer than CS:GO or Dota 2 or GTA 5, and outlived a spiritual successor which was once expected to replace it. Along with Stardew Valley, it's one of only a few indie games to permanently live in Steam's 100 most-played games list, and it's been on there, I'm pretty sure, every day for the last nine years. For Terraria, though, I feel compelled to make an exception. I don't like to talk about games in the context of how much they're worth paying for-I can describe my experience with a game and whether I think it's worth your time, but $60 for you might be quite different than $60 for me. Terraria's developers easily could've raised the base price and been completely justified by the literal years of work, but they've avoided that path, too. Minecraft cost $5 as an alpha, and a decade later now goes for $30 (and, naturally, it has an in-game cosmetics store). Shovel Knight and Kingdom are good examples. In recent years, some indie developers have chosen to raise the price of their base game after adding years of updates and expansions. I just bought Terraria in a four-pack for $7.50 per person when I lived on the other side of the country, and it's been accruing interest in my Steam account ever since, in new ways to spend my time rather than cents on the dollar. It's obvious there's a great deal more game here than I paid for nine years ago, but I didn't have to do anything to get it.
There's beautiful background art where once there was just the color blue and some clouds the sprites now have much more personality, like zombies wearing raincoats and bouncing gels carrying umbrellas when it rains. But now in the new Journey mode I can infinitely duplicate items, instantly change the time of day, and adjust the difficulty of enemies with a simple slider. The same NPC wanders around my starting area, ready to give me tips before I get lost in this wide-open world. Playing the game today for the first time in many years, I can't decide if it's more familiar or more radically changed. Yet on Steam, Terraria remains an anachronistic $9.99. What started as a solo development project expanded to a team, and then expanded to external studios to handle console ports. So much time has passed since then, yet even after nine years of updates, Terraria feels comfortably like a game from a more innocent time.īut Terraria never did any of that. For me, that feels like a lifetime ago-a few months after my friends and I dug our way down to the world's molten core, built roads in the sky between floating islands, and took those screenshots of our creations, I moved across the country to California and started a new life. The earliest dates to June 2011, just a month after the game first released on Steam and turned out to be pretty popular, selling something like half a million copies. I still have screenshots of my first Terraria world in a dusty Dropbox folder. Terraria whips (opens in new tab) : Where to find the Summoner weapons Terraria creations (opens in new tab) : Ten incredible constructions Terraria builds (opens in new tab) : The best for each class Terraria beginner's guide (opens in new tab) : Get started right
#TERRARIA 2 ART CONCEPT MODS#
Terraria mods (opens in new tab) : The best fan-created tweaks