
Battle Fortress Terra is rolling!
Directional shields, component damage, engine-notch throttle, true-scale cannon turrets, the first Nomad fortresses, anti-gravity arenas — and Capture mode against bots.
Devlog
Every update across every game, newest first. Also posted to itch.io and announced on X.

Directional shields, component damage, engine-notch throttle, true-scale cannon turrets, the first Nomad fortresses, anti-gravity arenas — and Capture mode against bots.

A whole new region just dropped — 55 junctions, 35 blocks of warehouses and works, a sawmill, chemical works, petrol station, rest area and 150+ bins, skips and kerbside piles.

Street lamps and moonlight for night shifts, 13 AI traffic cars that give way at junctions, bins that refill every six hours, a reworked minimap and sharper steering on all seven trucks.

The core loop comes together — collecting, cargo inventory, the weighbridge, mechanic workshop, per-vehicle upgrades, the showroom, fuel, damage and recovery, day/night and container haulage.

Total Garbage has been rebuilt since last spring, moving from Blueprints to a predominantly C++ architecture — ready for the vertical slice.

A neat array of weapons and components, several enemy types with basic AI, sound and VFX, working menus and auto-saved progress — the Deep Vector vertical slice is out.

Bins now drop random power-up cards that apply timed modifiers — earned, displayed, clicked and consumed through a new widget.