Another day, another incredible tech demo that has trouble pivoting into an actual game. I want to be clear that this review is just for the campaign of Teardown, which is almost certainly not really the intended focus of the game. From what I played, I can tell that the multiplayer or modded content is where the real fun lies, and the campaign is simply a nice addition from the developers, in case no one else ends up playing or modding the game. To start, there's a lot to like here. If you've ever seen Minecraft with shaders, it strongly resembles this, although Teardown has much smaller voxels. This allows for every object to be interactable or breakable, while still lending itself well to great looking models. While the campaign has a story, it's pretty thin, and comprises of a series of missions with clear cut objectives. You would think that in a game where everything is destroyable, you would have lots of demolition missions, but you will be destroying surprisingly little in your playthrough. I read an interview with the developers where they stated that they created the destructible mechanics first, then found themselves struggling to find gameplay styles that well suited it. In my opinion, they didn't succeed in the final product, as the mission objectives are a baffling collection. Probably 80% or so of them are heist-like, where you have to retrieve a set number of items across the map and escape. While this might seem fun, most of these have a 1 minute timer that begins when you collect the first item, meaning that most levels are about 15 minutes of positioning escape routes and vehicles, followed by a single minute of rushing around. This is fun for some maps, but the sheer number of them are exhausting. They do come up with some differing ideas in the second half of the game, but many of those consist of being shot at by enemies, which might be even less enjoyable. It's a shame these objectives are so poor, because with some slight tweaks this could have been an excellent experience. Well, almost. While I did get used to it, some of the physics are a bit off. From what I can tell, the game only considers a collection of voxels as falling if it is completely separated from the ground. This means that you can have a massive structure standing on a tiny column, and it won't fall. It's not as bad as Minecraft, but again, when you're trying to destroy stuff, it can be frustrating when objects don't obey gravity as expected. As it is, the rating I've given this is mainly due to its potential, as I probably enjoyed myself much less than it would imply.

Reviewed on Nov 28, 2023


1 Comment


5 months ago

Felt the same way as you did on the 6th or 7th level in the campaign and had to drop it due to the levels feeling too repetitive. I might try the multiplayer and mods in the future though!