teardown game sourced
Teardown
A heist and destruction game set in fully destructible voxel levels where the player plans a route by cutting, smashing, and driving through structures, then races a 60-second alarm timer to grab the targets.
core loop
survey the level -> cut, blast, and ram a route through voxel structures -> stage vehicles and ramps -> trigger the alarm by taking a target -> grab the rest along the planned path before the timer ends
design notes
Every object is made of small voxels with material types (wood, plaster, brick, metal, glass), and disconnected chunks become rigid bodies that fall, roll, and burn, so geometry is a resource the player spends. The design separates an unlimited planning phase from a timed execution phase: picking up a connected target starts a 60-second alarm, so the player engineers shortcuts with tools, explosives, and vehicles before the first grab. Materials resist tools differently, and fire spreads through wood, which turns construction knowledge into route planning.
relations
8 stored edgesCrisis countdown
In most heists taking an alarmed target starts a 60-second timer to reach the getaway vehicle, so the route must be prepared during an unlimited setup phase.
Rigid-body physics
Voxel chunks cut loose become dynamic bodies with mass that fall, roll, and crush; vehicles and cranes push and lift them.
Voxel destruction
Levels are made of small voxels whose material sets which tools can break them; the sledgehammer breaks soft materials, the blowtorch cuts metal, and explosives remove volumes.
Fire spread
Fire spreads across wood and other flammables and can burn targets or open routes; burning structures weaken and fall.
Material interactions
Materials respond differently to each tool and to fire; a fire extinguisher puts fires out.
Modding API
Lua scripting, a level editor, and Steam Workshop support custom levels, tools, and modes.
Scenario objectives
40 campaign missions specify targets, optional targets, and conditions such as stealing, destroying, or collecting evidence.
Structural integrity
Sections cut off from all supports fall, so removing pillars can drop a floor.