Frequently Asked Questions


Welcome to the Teardown FAQ!
This page collects answers to the most common questions about the game. Use the links below to jump to Steam, Console, or Multiplayer sections.





Steam FAQ


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.

Depends, Steam allows for refunds within 14 days of purchase as long as the playtime is below 2 hours. Outside of that window it will not be possible to get a refund. Some physical stores will also provide a refund for unopened games purchased within 7 days with a valid proof of purchase at their store.

You can download mods via the Steam Workshop



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 fourth DLC is currently in development and is planned for release in the first half of 2026.

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.

1. Go into Creative mode and build the asset you want to save.
2. Open the Shape Tool from the tool selector.
3. Aim at your creation and press R2 to select it.
4. Select “Save Asset”, give it a name and confirm to save.
5. Open the Spawn Menu, go to Other → Creative Mode, and select your saved asset to place it again.



Multiplayer FAQ


Release & Availability

Teardown Multiplayer has launched for PC already. Console release is planned for later this year.

Multiplayer in Teardown is a free update if you have purchased any version of Teardown. However, on Xbox you will need an active Game Pass Core subscription or higher and on PlayStation you will need an active PlayStation Plus subscription at any tier.

No, multiplayer does not support crossplay and we’re not planning to add it going forward.

We use Steam’s matchmaking APIs and recently expanded the search range. You may still get better performance when joining players with lower latency.

Features & Gameplay

You will be able to team up in campaign co-op, competitive and sandbox modes.

Multiplayer will work for the entire campaign, but there are no plans for the DLCs at the moment.

Up to 12 players can join a session.

No, it will not.

Multiplayer will be online only and will not support split screen.

We’re not planning to add that at this time. However, there are several text chat mods available on the Steam Workshop that you can use.

No. Photo Mode is not supported.

There are currently no plans to support it in multiplayer.

Multiplayer sessions use the host’s campaign progress. The group plays from the host’s unlocked missions, and only the host’s campaign progress advances during play.

Other players can join regardless of their own progress, but their personal campaign progress does not change.

Steam achievements are not available in Multiplayer at release. Achievements can currently only be unlocked in single-player. We may explore multiplayer achievement support in the future.

Friendly fire isn’t something we’ve made a decision on yet. We’ll continue reviewing community feedback moving forward.

Modding & Compatibility

Yes, Teardown offer tools for the community to create custom multiplayer mods.

Mods that include scripts will not be automatically compatible. However, there are 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.

Modded characters are not officially supported. However, characters unlocked through DLC expansions can be used in Multiplayer once the DLC has been purchased.

At the moment, you can only choose from the built-in characters. Additional character options may be explored later.

Mods available on the Workshop can be used in multiplayer if they have been updated for multiplayer compatibility. Mods that still use version 1 scripts will not work in multiplayer unless their scripts have been updated to version 2.

Mods using version 1 scripts should still work in singleplayer without needing to be updated.

Yes, vehicles need updating to support multiple players if you want more than one character inside.

Yes, all scripts need updates to ensure multiplayer compatibility.

Yes. You can test multiplayer mods on your own. Learn more about multiplayer scripting and testing tools here: Multiplayer scripting playlist.

Our goal has been to maintain as much consistency as possible with the existing scripting API while introducing multiplayer support. Some functions have had adjustments, but we have designed the changes to be intuitive for existing users. The core structure of the API remains familiar, but developers 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 have not been modified.

Yes. You can create custom menus, but they must be implemented using multiplayer scripts.

We currently have no plans to remove version 1 script support, but we recommend transitioning to version 2 scripts for the multiplayer release.

The most common issue is related to entity handles. Before version 2.0, all entity handles were positive numbers. In 2.0, negative handles were introduced for client-side entities.

If your mod checks whether a handle is valid by assuming it must be positive, it may now fail. A handle should instead be considered valid as long as it is not zero (!= 0), since both positive and negative values are now valid.

In the game settings, you can choose whether downloaded mods remain subscribed after the session ends or are automatically removed.

Multiplayer mods can define preview images used in the game’s UI (for example in the Multiplayer menu). These are separate from the Steam Workshop preview image, which is uploaded when publishing the mod.

Two types of preview images can be included in a mod:

Mod preview image
Defined in info.txt using preview=. This represents the mod in the multiplayer menu.

version = 2
preview = mpclassics_thumb.png

Game mode preview images
Defined in gamemodes.txt using preview= inside each game mode section. These represent individual game modes in the multiplayer menu.

[Deathmatch]
path = deathmatch.lua
preview = deathmatch_thumb.jpg

Both preview types should be:
  • 512 × 292 pixels
  • PNG or JPG
  • included in the mod folder

Preview images are stored within the mod itself. The host can see them because the mod is installed locally on their system.

Players joining a session may not have the mod installed yet, so the game cannot load the preview image from the mod files. In those cases, a default preview image is shown instead.

Server hosting & Performance

Yes, there are.

No. The host functions as the server and there are currently no plans to support dedicated servers.

The server will be closed and all players will return to the main menu.

No.

Yes.

Yes. There are limits in place for performance reasons, and these may still change as we continue tuning the system. Spawning large numbers of objects can significantly impact performance.

The host controls which mods are active during the session.

IP addresses are hidden.

We’re investigating why this occurs for some players who haven’t modified any files. For multiplayer to work correctly, all mod files must be identical between the host and all clients. If they differ in any way, the session cannot function properly.