Teardown is, first and foremost, all
about that destruction. It’s a game of
wooden shacks, concrete walls, metal
catwalks, and plaster corridors – all
of which respond appropriately to
being wailed on with a
sledgehammer. Despite its blocky
appearance, Teardown’s
worlds break in
wonderfully convincing
ways. Metal pipes bend
when supports are
removed, while plaster
walls chip away to
expose sturdier
brickwork, kicking up
dust as they crumble.
Teardown’s genius, however, is in
how it brings method to this
madness. The game’s campaign tasks
you with a series of destructive heists
to pull off with a limited set of tools.
You have unlimited hammer swings,
sure, but that won’t get you through
brick walls – and while you’ll slowly
unlock an array of blowtorches,
shotguns, bombs, and rocket
launchers, their uses are limited.
Early missions see you using these
tools to carve a route through an
empty map, speedrunning that course
to collect valuables
before the alarm timer
hits zero. It’s a very
simple kind of mission,
but wonderfully
satisfying in how it
forces you to consider
your carnage.
Teardown first
launched with half of
its campaign, and those early
missions can feel a little bit samey.
But as it made its way through Early
Access, Gustaffson got more creative
with the game’s mission design,
leading to a game that backloads its
more interesting challenges to Act 2.
Suddenly you’re dealing with car
chases, tornados, and killer robots,
and the spectacle of the destruction
engine really comes into full force.
WRECKING CREW
As a campaign, Teardown is a fun
experiment with plenty to prod at,
framed by a light-hearted story about
a contractor who keeps getting hired
by the same feuding businessmen
who, honestly, all kinda deserve to
have their toys smashed. Chasing
side-gigs and optional objectives
gives you more cash to upgrade and
unlock new tools, and more excuses
to revisit demolition jobs you might
have left unfinished.
That said, the real, enduring
lifeblood of Teardown can be found in
its modding community, which has
exploded since the game’s Early
Access debut. Tired of its nine maps?
There are dozens, if not hundreds
more on the Steam Workshop. A
sledgehammer is fun, but why not go
to town on these new wrecking spots
with laser rifles, miniguns akimbo, or
portable black holes?
Modders have even tinkered with
the way things fundamentally break.
Teardown’s destruction doesn’t
I
t would be so, so easy to write off Teardown as just a tech demo. A
simple framework of maps, tools, and missions built to show off
developer Dennis Gustaffson’s incredible voxel destruction
technology. But over its 18-month stretch in Early Access,
Teardown has proven itself not only a stunning display of technical
prowess, but also a bloody good little heist-’em-up, and the most creative
sandbox platform since Garry’s Mod.
SMASHING STUFF
Tearing down TEARDOWN’s voxelated worlds never gets old
By Nat Clayton
Modders have
tinkered with
the way things
fundamentally
break
ABOVE: Next stop, third floor.
Time to make a
hot exit.
NEED TO KNOW
WHAT IS IT?
A detailed voxel
destruction engine
framed by heist puzzles
and sandbox carnage
EXPECT TO PAY
£18.50
DEVELOPER
Tuxedo Labs
PUBLISHER
In-house
REVIEWED ON
Nvidia RTX 2070, 16GB
RAM, AMD Ryzen 5
3600
MULTIPLAYER
No
LINK
teardowngame.com
Teardown
REVIEW