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Terraria 8th Anniversary Lore Event


Happy 8th Terraria Anniversary everyone!   Eight years is a long time indeed, and it has been a wild ride – one full of ups and downs, joy and challenges, and a whole lot of additions to the game we all love so much.   What began as a game that ended with Skeletron has flourished into an expansive adventure that spans multiple diverse biomes, culminating in an epic battle against the dreaded Moon Lord!



We never could have made it this far without your amazing, unwavering support – and we promise we never have and never will take that lightly or for granted.   Thank you!



As a way of celebrating the occasion, we figured it would be fun to give everyone a little peek behind the curtain into the “what”, “why”, and “how” of this great Terrarian adventure!  Why are things in the world the way they are?   What’s the deal with the Dryad?  Read on to have your burning questions answered… and even deeper questions raised – because after all, its still your adventure as well!


Terraria 1.3.1 Now Available for PlayStation 4 & Xbox One!


We’re pleased to announce that the 1.3.1 update for Terraria is now available on PlayStation 4 and Xbox One.  We hope you enjoy the list of new features! As always, the team will be keeping a close eye on the release of this patch to make sure no major issues emerge from the underworld. What that said, if you do manage to come across any bugs in the wild please report them here. We appreciate your continued support!


With that said, here is a list of what all is coming your way with the latest update to Terraria for XB1/PS4:




  •  Dart Traps & all Temple Traps can now be hammered to rotate 90 degrees at a time, revolutionizing arena building
  •  Cannons (normal, bunny, confetti, Snowball Launcher) can now be controlled by wire and shoot fake projectiles!



  • Tons of new Wiring/Mechanical items - from Logic Gates to Logic Sensors to Junction Boxes, Conveyor Belts, and more!
  • Yellow Wrench adds a fourth wire color
  • The Grand Design, once crafted, will place all of your cool wiring tools in one place for easy use
  • Team Blocks and Platforms make for cool new aspects to your PVP games
  • Static Hook will allow you full control over your grappling
  • New Pressure Plates, including the Teal Pressure Plate (which can be triggered by pets and projectiles)
  • Trapped Chests can now be crafted to keep others from poking around in your stuff
  • Angler Tackle Bag will make fishing more efficient than ever!
  • Brand new Critter & Monster Statues
  • And of course, who could forget that you will now be able to pick up your very own Companion Cube from the Traveling Merchant!



  •  Improved Wire drawing to look less fuzzy with multiple colors on the same tile.
  •  New large gem over-head display
  •  You can now use situational building accessories from your inventory and toggle their effects like info accessories
  •  Decompressed sprite graphics for improved fidelity



  • Duke Fishron will no longer run away so easily
  • You will find Beehives in the Jungle - Not the bees!
  • Torches can be put on actuated tiles



Along with the new features included in this update the team has also been working through the backlog of bugs. We’re happy to report that we have fixed well over 100 bugs in this patch. We want to thank everyone in the community who continues to report any issues that appear in the game. It’s a critical component to helping us improve things and keep them running smoothly.


 You can check out the list below.



  • Resolved a crash that would occur after a non-host player would exit a multiplayer session
  • Fixed a bug where a crash could occur during the generation of a 2nd world using a fresh profile
  • Resolved a crash that would trigger from signing in and out of player profiles on Xbox One
  • Fixed a bug where menu functionality would fail after performing a sign-in change
  • Fixed a bug where all the players would get kicked out of a session when one of them was exploring the Underworld biome
  • Resolved a bug where the player was unable to exit the game session via save & exit after resuming the title from connected standby
  • Fixed a bug where the game would crash after invoking a chest after re-hosting the same world
  • Resolved a multiplayer bug where the player would get kicked out of the session after stepping on a land mine
  • Resolved several other crash bugs around console profile usage
  • Fixed a bug where a player was unable to host or join a multiplayer session after previously exiting from that session when a secondary player was in the character selection screen
  • Resolved a bug where the game would crash during world generation after deleting save data
  • Fixed a few other crashes related to network connectivity on the world generation screen



  • Resolved a bug where the Wormhole potion lacked functionality for the player in a multiplayer or cooperative session
  • Fixed a bug where graphical corruption was observed occasionally when using spears
  • Resolved a bug where the players were able to fire an infinite number of rockets after placing them
  • Fixed a bug where accomplishments that have the criteria to defeat bosses/enemies failed to unlock in multiplayer after fulfilling the criteria
  • Resolved a bug where the grapple functionality of “Lunar Hook’ was divided between the players
  • Fixed a bug where a Hardcore character failed to navigate back to the spawn point set by the player
  • Resolved a bug where certain weapons and tools would stop functioning while using them continuously
  • Fixed a bug where incorrect game behavior could occur after performing a connected stand-buy during world loading
  • Resolved a bug where information stats were carried over to the main menu after a LAN ejection or force closing a Multiplayer session
  • Fixed a bug where the ‘Lock on Priority’ mark carried forward to the full-screen map
  • Resolved a bug where certain debuffs didn’t apply for the player when inflicted by the host in PvP
  • Fixed a bug where in some rare instances the player was unable to create a new character
  • Resolved a bug where multiplayer session invitations were sent incorrectly



  • Fixed a bug where graphical corruption was observed occasionally when using spears
  • Resolved a bug where Yoraizor’s spell became distorted over the character’s eyes while flying
  • Fixed a bug where the lava lamp caused highlighted doors to flicker
  • Resolved a bug where the avatars feet were missing from the dresser preview UI
  • Fixed a bug where multiple menus could be seen for a second after adding additional split-screen players
  • Resolved a bug where the Mushroom statue did not animate when activated
  • Fixed dozens of other art inconsistencies between the console and PC versions
  • Resolved a few instances of graphical corruption when zooming
  • Dozens of localization fixes have been included in this update



That's it for now!  We really hope everyone enjoys what is in this update - let us know your thoughts as always.   We will now turn our sights towards finishing up Terraria for Nintendo Switch and then launch head-on into the next wave of content for all three platforms.  We are eagerly looking forward to sharing those plans with you soon!


Terraria Mobile 1.3 Reaches Alpha!

Terraria 1.3 for Mobile has officially reached the Alpha milestone as of today! In celebration, we wanted to share some of the content that will be heading your way – the Celestial Pillars!

ALPHA SCREENSHOT - NOT FINAL (so you may see some visual bugs)

(Again a reminder that this is 4 screens shown together - Mobile does not have Splitscreen)

For those unfamiliar with that terminology, that means that DR Studios have added in all of the features that we want/plan for the launch actually in the game, live and working.

Now the team at DR Studios will shift their full focus towards polishing/refining each of these features as well as squashing any bugs that have cropped up along the way. Some of that has been going on already, of course, but now as we head towards the next milestone (Beta), these two areas will become the team’s core focus.

**We are planning to do a very selective beta for this release – if you are interested in being considered for this selective beta - and for further details - then join our Discord server at http://Discord.gg/Terraria and fill out the registration form in the selective-beta channel.**

No release date to give you just yet, but we thought the community would appreciate knowing that we have crossed the threshold of this critical stage.

We will have more to share along our journey to Mobile 1.3 soon – stay tuned!

Terraria Amazon Store - Plus Two New Terraria Shirt Designs!

Happy Thanksgiving, Terrarians!

We hope everyone finds time for friends and family this week – know that we are certainly thankful for each and every one of you! Of course, Thanksgiving also kicks off the holiday shopping season, and with that in mind, we wanted to share some new developments on the Terraria merchandise front!

Starting today, we have launched our very own Amazon storefront! This "one stop shop" on Amazon has links to every piece of Official Terraria Merchandise available on Amazon. From Terraria T-Shirts, Terraria Hoodies, Terraria Sweatshirts, and other Terraria clothing to Terraria home décor, Terraria books and more – this is something we are excited to offer and we look forward to expanding on both our product offerings and designs in the future. So keep a close eye on both our Amazon and Teespring stores throughout the Holiday season!

You can reach brand new Terraria Amazon store by clicking HERE or by clicking the image below.

launch banner 2.png




We also wanted to share that at least some of our Terraria Amazon.com offerings are now available on Amazon.uk and Amazon.de for all of our British and German fans! We cannot quite offer everything just yet – but we are excited to be able to share these with you. You should be able to find all that we have available via Amazon search.

Of course, to serve your Terraria clothing needs, our Teespring store is here as well - and they can ship globally. Simply click HERE or the image below to head to our Teespring store.


Up next, we are rolling out two new Terraria shirt designs. One is based on the recent “box art” design featuring silver armor, and the other is a really cool watercolor take on Shadow Armor. These will be available as Terraria Hoodies, Terraria Long Sleeve Shirts, and Terraria Sweatshirts as well. We hope you all enjoy these as much as we do! Again, stay tuned as we will have more designs coming very soon!


Silver Armor.jpg
[​IMG] ----- [​IMG]

Shadow Armor Revised.png
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Well, that’s it for today – we hope to have more to share on this front and some other nice surprises during the Holidays. Again, thanks for your support and we wish you all a great start to the holiday season!

Brand New Terraria T-Shirt Designs Available on Teespring and Amazon!

Good afternoon, Terrarians!


As you may recall, we rolled out our own line of on-demand Terraria t-shirts, Terraria tank tops, and Terraria hoodies earlier this year. We hope everyone got a chance to pick up their favorite Terraria shirt out of the four designs that we had available at the time.


If you found yourself wanting more - or perhaps one of the first four designs were not to your liking, we have great news - today, we are rolling out a whole bunch of brand new Terraria t-shirt designs to go with the ones that we already have available. These will be available on our Teespring storefront and are also now available directly from Amazon!


Terraria offerings on Amazon also include Terraria Hoodies, Terraria Long-Sleeve T-Shirts, and Terraria Pullover Sweatshirts - and we hope to expand on this with even more designs and product types moving forward.


Check out the many Terraria T-Shirt designs that you can use to show off your love of Terraria below! We have provided a link for Teespring and Amazon below each Terraria T-Shirt that goes directly to the store page for the design of your choosing!


On Teespring, other merchandise options will be displayed on that same page. If you are looking for other Terraria clothing options on Amazon, simply do a quick Amazon search or let us know what you are after and we can steer you in the right direction. As always, we would love your feedback!




















These are available in a range of clothing options - so whether you want a Terraria t-shirt, Terraria long sleeve shirt, a Terraria tank top, or even a Terraria hoodie, we've got you covered! Also provided in a wide range of sizes - from kids to adults and both women's and men's - check design descriptions to see what is available for the Terraria shirt that you want.

To check it out all of our Terraria clothing offerings, head over to our Teespring store page: TERRARIA T-SHIRTS - or just click the banner image below!

store banner.PNG



Take this chance to pick up some brand new - and really awesome - Terraria t-shirts, long sleeve t-shirts, hoodies, and sweatshirts today!


New Terraria 1.3 PS4 & Xbox One Patch Out Now!

Greetings Terrarians!

We’re happy to announce that a new update is now available for PlayStation 4 & Xbox One. We appreciate all the feedback and reports from the community as we worked through everything contained in this patch.

This update includes several months of bug fixes, with over 600 bugs being resolved. Many of these were inter-connected and needed to be fixed together to avoid breaking something else.

To keep these patch notes relatively light (as much as you can with as many fixes as this) we’ve combined several issues into a generalized fix list. Below is the “topline summary” of this update and shows just how vast it really is. If you’re so inclined, you can read the full unedited fix list here – just prepare for a lot of reading and some raw bug reports.

While this patch update is massive, we suspect there will still be a few lingering issues out in the wild that will need to be patched in a future update; however, this patch should result in a significantly improved experience for everyone.

Please continue sending your bug reports here: https://fs30.formsite.com/505games/form15/index.html

You can provide feedback here: https://forums.terraria.org/index.php?threads/console-1-3-update-feedback-thread.64220/


The team at Pipeworks put together a quick video summary of what you can expect with this update:



What’s Next?

The teams at 505 Games, Pipeworks Studio, and Re-Logic have been coordinating on next steps for console. In the months ahead, we will be looking to do smaller and more frequent fix updates for Console as we work down our priority list.

And finally, before anyone asks, development on Mobile and Switch is being worked on by wholly separate teams in parallel to the work on PS4/XB1. Keep an eye out for new previews, teases, and monthly progress updates for those platforms in the near future..

Multiplayer & Split Screen Fixes

  • Fixed a bug where the game would become indefinitely unresponsive following an Xbox profile change during a multiplayer session
  • Resolved several instances of crashes that occurred when adding spit-screen players
  • Fixed a crash that would occur when a non-host split-screen partner is navigating into the session after the primary player has rejoined the same session
  • Resolved a miscellaneous crash that occurred on Xbox One during multiplayer
  • Fixed a bug that would cause non-host players to be booted out of multiplayer while exploring the world
  • Resolved a crash that would cause a host or non-host player to crash during gameplay
  • Fixed a rare multiplayer instance where a non-host player failed to join a multiplayer session and received the message “A network error has occurred”
  • Resolved a bug where players were unable to join a multiplayer session after quitting it previously while that multiplayer session included the maximum number of players
  • Fixed a bug where the Buff Timer freezes when a non-host player rejoined a multiplayer session
  • Resolved a bug where using the Save and Exit function while dying in a split-screen game would cause the game to crash
  • Fixed a crash that would occur after 5-10 minutes with the maximum number of split-screen players with low bandwidth
  • Resolved a crash that would occur when hosting two different split-screen partners
  • Fixed a crash that would occur for the host when a non-host player joined a MP session via the ‘Play Together’ function while they were in their own hosted game
  • Resolved a bug where the host’s mini-map would appear corrupted after suspending and resuming the game while being in a split-screen game
  • Fixed a crash that would occur when the primary player in a split-screen game exited the game after disabling the map from the settings
  • Resolved a bug where split-screen players were unable to exit the session when both players had the map disabled and Autopause set to ON
  • Fixed a bug where enemies became invisible and invincible during multiplayer games for non-host players
  • Resolved dozens of instances of enemies, NPCs, and other content throughout the game flickering while in multiplayer
  • Fixed a bug where death animations of enemies fail to appear on non-host player screens when the host kills the enemy
  • Resolved a bug where players would get stuck while using Solar Eruption in a prolonged multiplayer session while having the minimum amount of players
  • Fixed a bug where certain trophies/achievements related to boss fights would fail to unlock for non-host players in a multiplayer session
  • Resolved several instances of players being unable to join a multiplayer session
  • Fixed several instances of freezing or crashes related to unforeseen internet disconnections
  • Resolved several Xbox One specific multiplayer crashes
  • Resolved several PS4 specific multiplayer crashes
  • Fixed several different multiplayer crashes that occurred during gameplay including places like the Underworld
  • Resolved a crash that would occur using the Drill Containment Unit in a split-screen game
  • Fixed a bug where a character took more than 30 seconds to respawn in multiplayer

Functionality & Design/Gameplay Fixes

  • Resolved a bug that allowed 9 players to join multiplayer through split-screen
  • Fixed a bug where items by the player were not saved upon exiting via ‘Save & Exit’
  • Resolved a bug that would cause enemies to sometimes disappear and reappear during gameplay
  • Fixed a bug that would cause some menus to persist in circumstances where they shouldn’t be visible
  • Resolved a bug where the background would appear zoomed in after sign-in changes
  • Fixed a bug where an item engaged in build mode falls to the ground after getting slain
  • Resolved a bug where closing an object with either ‘B’ or ‘O’ would reopen that object
  • Fixed a bug where all potion durations would be a minute less than its intended duration
  • Resolved a bug that would not allow players to dismiss UI prompts
  • Fixed a bug that caused camera issues after returning from suspended console state in split-screen mode
  • Resolved a bug where the ‘Select’ button is not present for Direction Buttons Cursor Snap/Hotbar option within the ‘Controls’ menu
  • Fixed some exception errors related to the use of ‘Meowmere’
  • Resolved several other instances of bugs that occur in conjunction with Autopause set to ‘ON’
  • Fixed a bug where certain pet summoning items did not summon pets
  • Resolved a bug where the drop/throw animation was missing when the player dropped the item from the inventory
  • Fixed a bug where the crafting option failed to function via the Guide NPC
  • Resolved a bug where item names were not displayed for non-primary players in split-screen mode
  • Fixed a bug where the character preview failed to appear on character selection after controller disconnection
  • Resolved a bug where familiar clothes and the wig present in the Clothier NPC’s inventory did not update according to the player’s costume and wig color
  • Fixed dozens of player input bugs related to the D-Pad and inventory management
  • Resolved a bug where worlds could not be created immediately after committing sign-in changes and selecting a previously created world
  • Fixed a bug where a player was able to use two weapons at the same time
  • Resolved a few instances of duplicating doors being created
  • Fixed several bugs that were preventing players from switching between different menus immediately
  • Resolved an instance that prevented Skeletron from spawning after interacting with the Old Man NPC at night
  • Fixed a bug that prevented the player character from moving after interacting with any NPC multiple times
  • Resolved a bug where a secondary split-screen player was able to accept an invite

Save Data Fixes

  • Resolved a bug that caused save data to become corrupted on adding a 3rd split-screen player after a prolonged session
  • Fixed a bug where save data would fail to appear after suspending and resuming the game
  • Resolved a bug where in certain circumstances the game did not save game progression when a player terminated the game in ‘Autosave’ mode
  • Made additional code changes to eliminate more issues related to save conversion from 1.0.7, 1.0.8, and 1.0.9

General Crash Fixes

  • Fixed a softlock (and other related issues) that would occur when a player spent an extended time in the Ice Biome or Spider Cave minibiome while using endgame gear, even after exiting, that persisted until the game was closed and restarted. Thanks to various community members including @Cyberra and @ED209 for their help in tracking down the root causes and reproduction steps on this!)
  • Fixed a crash that would occur if a player started the game in Turkish
  • Resolved a soft lock that would happen when players attempted to access their character Cloud Saves
  • Fixed a crash that would occur after idling in a fresh world
  • Resolved a bug where the game would become unresponsive after navigating to the main menu after performing a sign-in change while being in a multiplayer session previously
  • Fixed numerous other issues related to profile changes that caused instability during gameplay
  • Resolved a crash that would occur when a player stood idle in a house with many objects
  • Fixed a crash that would occur when toggling the D-Pad controls in Quick Navigation control settings
  • Resolved a random crash that would occur when invoking the inventory several times on Xbox One
  • Fixed a crash that would occur after mining continuously for 5-10 minutes with a high-speed pick or drill
  • Resolved a crash that occurred from mining and then immediately interacting with a tombstone
  • Fixed a crash that occurred when continuously creating new characters
  • Resolved a few crashes specific to the stardust dragon

General Fixes & Additions

  • Fixed dozens of inconsistencies to bring console more in line with PC
  • Resolved miscellaneous A.I bugs
  • Fixed dozens of platform specific bugs
  • Resolved a few instances where accomplishments would not trigger in certain circumstances
  • Added a transparency slider to help with inventory visibility for those struggling with that issue.


Performance Fixes & Improvements

  • Resolved a bug where random hitches/freezes were observed by the host and a crash occurred for other non-host players
  • Resolved a performance issue where the framerate would tank when many particle effects persisted on screen
  • Fixed a bug that increased the load time to the main menu while having max characters and worlds
  • Resolved a bug where the framerate would dip between 10 to 15 with the maximum players in a multiplayer session
  • Decreased the overall time it takes to generate a small, medium and large world
  • Fixed a bug where the framerate dropped below 45 frames-per-section during all events if they were equipped with the mechanical ruler
  • Resolved several other instances of performance decreases related to items and other content within the game

Event Fixes

  • Fixed a bug where background assets unique to events would not appear
  • Resolved a crash that would occur for player ShpongledMind during the pirate invasion within their arena
  • Fixed multiple errors that would occur for the host during the Frost Moon event
  • Fixed multiple errors that would occur during the Martian Madness event

Art, UI, Sound & Text Fixes

  • Resolved a bug that caused menu opacity to increase while zooming in
  • Added a tooltip that specifies the changes to the D-Pad and Custom Controls in 1.3
  • Fixed a bug where the block placement cursor grid was too faint
  • Resolved a bug where the inventory would only show an item as 1 instead of the current stack amount
  • Fixed a bug where all event filters show a white flash any time they start or stop
  • Resolved a bug where the animation of short swords appeared offset
  • Fixed a bug where reflective dyes were missing their reflective shine
  • Resolved other instances of UI text pulsating
  • Fixed background animations when generating small, medium, and large worlds
  • Resolved a bug where buff icons in the equipment sub-menu would overlap with the menu
  • Fixed a bug where the ‘Leaf Crystal’ animation would appear to jitter when the character is equipped with ‘Cholorophyte armor’
  • Resolved a bug where the Buff/Debuff icons are nearly invisible
  • Fixed a bug where the Blood Moon and Lunar event background filters appeared overlapped
  • Resolved a bug where Yoyos appear invisible while a familiar shirt is equipped
  • Fixed a bug where Moon Lord’s hand movement animation would stutter while in combat during a multiplayer session
  • Resolved a bug where the VFX was missing for most of the weapons & pet projectiles while using certain dyes
  • Fixed a bug where the Stardust Dragon would flicker in split-screen
  • Resolved a bug where the UI would overlap in certain circumstances after a sign-in change
  • Fixed a bug where the rocket effect did not change after applying any dye on ‘Yoraiz0r’s Spell’ wing
  • Resolved a bug where the flow animation pattern of a character’s head in the Map/Mini-Map isn’t smooth after applying dye.
  • Fixed a bug where text on the hotbar would persist in certain circumstances when it shouldn’t have
  • Resolved a bug where the Twilight dye stars all draw as one blob instead of smaller stars spread out
  • Fixed a bug where the Nebular pillar shader shows the static lightning sprite instead of light beams
  • Resolved a bug that caused flashing for a moment every time the character moved within the monolith’s range
  • Fixed many other instances of dyes being inconsistent with the PC version
  • Dozens of additional fixes to shaders and dyes
  • Fixed dozens of other instances of the UI overlapping throughout different parts of the game
  • Resolved a bug where placeholder text would be displayed when the Tax Collector arrives
  • Fixed a bug where inconsistent dye animations were observed for Pets/Mounts when Primary and Secondary players crossed each other after equipping gradient dye
  • Resolved several issues related to dyes in relation to mounts
  • Fixed a bug where some animations for dyes would get altered/corrupted within the character preview on the character selection screen
  • Resolved a bug that would cause accomplishments to be displayed twice after performing sign-in changes
  • Fixed a bug where the mine cart preview is not displayed while the cursor is place on the mine cart track
  • Resolved several instances were menu highlights states could be difficult to distinguish for the player
  • Fixed several instances of equipment stuttering or flickering during gameplay
  • Resolved several instances of firing animations appearing in the foreground over a player’s sprite
  • Fixed a bug where incomplete hint text was displayed
  • Resolved several instances of equipment appearing offset
  • Fixed a bug where a gap was observed between paintings went placed side-by-side
  • Resolved several graphical issues related to paintings
  • Fixed a bug where enemy stats were displayed passing through enemies while being in Ghost form
  • Resolved a bug where certain weather effects like rain would persist for secondary players in split-screen
  • Fixed several localization bugs across different languages and parts of the game
  • Resolved dozens of other art bugs relating to the UI, animation, VFX, and much more
  • Fixed a few different instances of certain SFX not triggering properly
  • Resolved a few instances of certain objects being bound to the character upon being slain
  • Fixed a few instances of missing SFX
  • Resolved multiple layering issues encountered when the Wall of Flesh is spawned in the underworld
  • Resolved several other instances of incorrect layering throughout the game


Again, thanks to everyone for your patience while we pulled this mountainload of fixes together! We hope that everyone finds something that they like in this – as always, please let us know how you get on with this latest build. As we mentioned before, we will be looking to do more frequent (and smaller) fixes moving forward. We already have a priority list that we are working from, but we always welcome player feedback to make sure that we haven’t missed anything.


Thanks for your support!

Terraria Console/Mobile: State of the Game (September 2018)

Greetings, Terrarians!


Welcome to our first State of the Game featurette! This is a monthly report that is designed to shed additional light on where we are in development, regardless of the circumstances.


We learned a lot during the initial 1.3 launch, and we believe this is a great way to keep everyone in the community informed about development happening on each platform.


Xbox One & PlayStation 4

Since April, the team has been working on a significant patch that resolves hundreds of bugs.


We’re happy to announce that the patch has been submitted to both first-party platforms for release! As soon as we obtain approval and can release it, we’ll let you know.


This new patch resolves over 600 bugs across every aspect of the game including UI, multiplayer, art and gameplay! Players new and old are going to have a much better experience overall!


Moving forward rather than doing massive patches like this one, we are aiming to do more frequent releases. The feedback we received from the community while working on this patch necessitated this timeline and workflow, but this is the exception to the rule moving forward.


Understandably people are wondering when the next content updates will appear. At this time, we’re focused on a few more follow-up patches that will be tackling a specific set of issues. There’s some technical housekeeping we need to take care of first that will put us in a better position to continue to work through the issues that people are most vocal about.


Feedback from the community, will also be critical in helping determine what issues we address.


Ultimately, we want to provide the community with a roadmap on what you can expect in terms of additional content.


Nintendo Switch

We have another full team working diligently in parallel on the Nintendo Switch version. As you may have seen from our teaser earlier this summer, we do have a development build up and running. The team can play the game for hours and the Nintendo Switch feels like a natural home for Terraria! That said, there is still much to do to get things ready.


Diligent watchers probably noticed a “UI NOT FINAL” sticky note included in the video. Currently, the team is hard at work making noticeable size changes to the user interface so that it’s more visible on the Switch screen. It should have the same unified feel that the PS4 & Xbox One UI does, but with an emphasis on making everything bigger for the handheld mode. And yes, these changes will carry over to docked mode so that players will have a consistent experience both docked and undocked.


We have a lot of tasks and bugs left to resolve, but we feel great about the progress that’s being made. We’ll have additional information to show you as we move through production and approach our internal alpha and beta milestones.



As we mentioned in our last update to the community Switch remains ahead of mobile development. One major component of this has changed. We’ve made efforts to accelerate mobile development by increasing the team size!


Our hope is that this larger team can help get the game into the hands of mobile players sooner than we originally anticipated. It will still more than likely be a staggered launch with Switch arriving first, however that gap in wait-time should be decreased. It’s important to note that just like console and Switch there’s a full team dedicated solely to mobile.


We’ve got some very skilled engineers that have recently joined the project and are already making an impact. 


While it has been speculated within the community we would like to confirm that Terraria for mobile will be arriving in 2019.


Closing Statement

In the next couple of weeks, we will be releasing an FAQ for both Switch & Mobile which will answer a lot of the community’s questions. This will be frequently updated and will provide the community with a centralized location for some of your most pressing questions. We can’t answer every single question, but it will serve as a good basis covering as much as we can tell you at that time.


With that said, it won’t include a release date for either platform. For those of you who want to understand a little more why we don’t give firm release dates (and we know there are a lot of you) it comes down to the fact we want to get these updates and releases up to the best quality that they can be. On top of that, sometimes problems we don’t foresee get in the way and we make a slight detour to correct those, as well as… one last thing, which sometimes turns into two. However, once things are narrowed down we’ll let you know.

That's No Moon... It's a Moonlord: Terraria 1.3 Launches on PS4, XB1 Submitted


Greetings, Terrarians!


The day that you have all been waiting for has finally arrived! That's right, Terraria 1.3 for Playstation 4 launches TODAY!!!  Xbox One is a few days behind, as we mentioned the other day, but we did want to share that the 1.3 update for Xbox has officially been submitted to Microsoft for approval - so hopefully not too much longer now.


The update should roll out globally throughout the day - so be patient if it has not yet arrived on your console for download.


So, what exactly are you getting today? Well, the content changelog will be much the same as the one from when PC made the leap from 1.2.4 to 1.3. To give you just some of the highlights:


  • Brand new invasions and events - including Martian Madness and the penultimate challenge: the battle vs the Lunar Cultists, Celestial Pillars, and the Moonlord himself!
  • Over 800 new items - including weapons, armor, potions, building items and more - are available to find or craft!
  • Expert Mode - Fortune and Glory, Kid... are you willing to take on a much higher challenge with the promise of greater rewards?
  • New Biomes - the Underground Desert, Sky Lakes, and other mini biomes are out there for you to uncover
  • Loads of Quality of Life changes and new features/mechanics
  • Updated sprites and artwork aligned to the PC 1.3.4 update


However, that is not all! Terraria 1.3 for Consoles is not a mere update to the existing version of the game. Instead, this represents a complete rewrite of the codebase from the ground up, utilizing the core PC codebase as its foundation. What does this mean? It means you will see a good number of additional changes:


  • Brand new Controller schemes - including Red's Pick and legacy console defaults - as well as full controller remapping so that you can customize your controls to your preferences.
  • New UI for Single Player and Splitscreen that more closely matches PC
  • More save slots for Players and Worlds
  • Larger worlds that now exactly match their intended sizes on PC
  • Other smaller visual and otherwise tweaks


Have an existing save from the legacy version of Terraria on console? Don't worry, the Pipeworks team have made sure that you will be able to continue your adventure with your old saves into the new and exciting world of 1.3! When you first launch the new update on your console, your legacy saves will be converted over to the new format as a part of startup. This is a one time process and it will take several minutes, depending on how many players/worlds you have and how large and complex they are. It is important that you let this process finish, so do not shut off your console, etc. until it does.


Bug Reporting

The Pipeworks team is on full standby and is prepared to roll out hotfixes. This will start with any minor bugs that we deferred in order to get this update out to you sooner vs later and will also include anything else you find - because, as always, millions of players will always find something that even the best internal QA team will not. Please get any early bugs you find in so that the team can address as many as possible before everyone shuts down for the Holidays (remember, even devs and Sony/MS deserve some time off :)).

Primary place for Console Bug Reports - Please utilize this link, which we will also have in a banner on TCF for a bit: CLICK HERE TO REPORT CONSOLE BUGS


For further details – including where and how to provide bug reports, feedback, and what is next up for the Terraria teams, please check out our full forum post on this launch:  LINK TO FULL DETAILS

So, it's a day to celebrate for Terrarians everywhere - an amazing new update in your hands and the promise of so much more to come! We cannot thank you enough for your patience and understanding as our teams collaborated to make this latest version of Terraria as solid as we could.

Cheers and here's to the future... now what are you still here for? Get out there and enjoy 1.3!

~The Teams at Re-Logic, Pipeworks, and 505 Games


1.3.5 Update is Live on PC!

Hello Terrarians!

The dev team has been hard at work! We are excited to introduce new and improved language support/translations, 4K support, UI scale and zoom options, new furniture, a couple of armor sets, and more! This update represents one part of the team's vision for what we have called 1.3.5 to this point, and is focused on polishing and fixing up some issues that have needed addressing as well as bringing some long-requested features to the game. Admittedly, it is a bit light on "more content", however, we wanted to go ahead and get these ready-to-go features out to players now rather than making everyone wait until all of the other stuff is completed.


The other part of this update will be focused on a list of things that the team feels needs a fresh look (rebalancing/tweaking/polishing) as well as some areas that we feel were overlooked or forgotten when we were working on the past several updates. This will provide a solid foundation from which we can execute our other secret Terraria update plans - and we are pretty sure you will find those exciting!


For now, enjoy these handful of goodies (especially our non-English speaking fans), look forward to a second round to come... and towards even bigger things down the road.

Check out our 1.3.5 launch announcement post (linked below) on our forums for the full changelog and to discuss the latest update to Terraria!

Terraria 1.3.5 Launch Announcement




Changing of the Guard: An Update from Otherworld

Good Day, Terrarians-


We wanted to take a few moments to share some important news with you all in regards to the status of Terraria: Otherworld.

As you all know from when we first announced the game a good while back, Re-Logic’s focus has and always will be on delivering complete and quality game experiences to our fanbase. This means that we will not compromise game quality for speed to market or for any other reasons within our control. Our team had a clear vision for this game – one that we shared with all of you with much shared excitement – and, as much as we hate to say it (and in spite of all of the reforms we tried last year) - the current state of the game is still equal parts far from that vision and well behind schedule.


As a result, we have made the decision to move on from having Engine Software continue development of Terraria: Otherworld. Re-Logic has possession of the game (code, art, sounds, etc.) as it exists today, and we have been examining the array of options available to us to get TOW to a place to where we can confidently deliver on the vision and expectations we all have for this game. After taking a good hard look at everything, we feel that a new and fresh start/direction is the only way Otherworld will ever reach its full potential at this point.


So, where does TOW head from here? The great news is that we already have a dedicated and passionate team ready to pick up the torch and continue the Otherworld journey! Based upon their really impressive work to-date with the Terraria re-write on Console/Mobile, coupled with an amazingly on-point proposal for completing Otherworld (after a thorough review of the game on their end), we have made the decision to bring Pipeworks on board as our new development partner for Terraria: Otherworld!

We know that the "radio silence" and all of the shifting development work aimed at continuing the journey for Terraria: Otherworld has been frustrating for a lot of you. It isn’t a happy or easy call for us either – however, we feel strongly that we owe it to our community and loyal customers to uphold the standards that both you and we expect and to focus on delivering the best possible games that we can for you all to play. The length of the silence was purely driven by "these things take time to occur and then set up" coupled with our desire to have an actual solution/path forward before just sharing the news about Engine.


Come whatever may, quality is simply not something we are willing to compromise on to make a quick buck. It may be painful in the short term, but our sincere hope is that it will pay off for everyone in the long term. Clearly, had we known this would be the scenario way back then, we would have held off on announcing the game until a later time - but such is game development. That said, we are really happy and confident with the new team and new plan - and cannot wait to get back on track.


Some quick details/questions that you may have:


  • Scope: We will be working with Pipeworks to examine the entire game, from top to bottom, to see how it fits with our high expectations and core vision for this project.
  • Timing: As we know more about the specifics of timing, etc and/or have fresh spoilers to share, we absolutely will - though expect the "quiet period" to go on just a bit longer while Pipeworks gets ramped up and we actually have new things to show.
  • Impact on other work: Pipeworks will staff up appropriately so that the Otherworld workload does not have any impact on the timing/quality of the Terraria 1 Console/Mobile/Switch launch
  • Other Changes: We will be doing a full refresh of all of the Otherworld public-facing locations (Website/Twitter/Facebook/etc.) - including a revamp of the logo itself!   As these are completed, we will be sure to let you know so that you can check things out!


Thanks so much to you all for your amazing support of Terraria, Terraria: Otherworld, and our company. It is that support that drives us every day to do amazing things for you and we look forward to sharing more of what is to come very soon.


We are sure that you have a ton of questions, and we will answer what we can – but we will not delve into some areas out of either respect or confidence or the unknown. So we will ask your patience and forgiveness in advance there.





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