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    Teardown is a sandbox game in which you must do everything you can to perform the perfect heist. Teardown features a fully interactive voxel environment that you can destroy. On every level, you can wreck walls, rearrange beams, smash through buildings with cars, blow up houses, burn down platforms. You are free to do anything you can think of. Your objective is to create the most efficient route to follow during a heist. 

    Once you grab your first target it all becomes a race. You must dash, jump, climb, drive, or crash your way along the path you made to each of your targets. Once you collect all the items, you must escape on your getaway vehicle as quickly as possible before security catches on!

    You can play Teardown in various modes:

    Campaign. Enter a tale of betrayal and larceny as you are forced into a world of crime to pay off a debt. Unlock tools like the sledgehammer, the blowtorch, the fire extinguisher, guns, and bombs.

    Sandbox. Play on any level using all the tools you’ve unlocked. You have access to unlimited resources, so play as you will.

    Challenge. Test your planning and movement skills through unique and specially designed challenge levels. 

    Modding. Create your own level to play and share using built-in tools.

    It’s time to test your creativity and tear down everything that gets in your way during the heist.

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    FAQ - Frequently Asked Questions

    Can I use multiple vehicles to transport objects simultaneously during a heist, or am I limited to one at a time?
    Yes, you can utilize any number of vehicles available on a level simultaneously, allowing for complex multi-stage transport operations.
    If I trigger an alarm, how long do I have to escape before the level is considered failed?
    The time before failure after an alarm is triggered varies depending on the level and the objective. Some levels have no fail conditions, while others have strict escape windows.
    Are destructible objects persistent across multiple runs of the same level, or does everything reset on a restart?
    All destruction and object placement resets at the beginning of each attempt, ensuring a fresh experience with every try. There is no persistence.
    Does the game penalize me for the amount of destruction I cause, or is the focus solely on completing objectives within the time limit?
    The game does not penalize for destruction, encouraging you to find the most efficient and destructive methods to achieve your objectives.
    Can I set up elaborate chain reactions to destroy structures and objects, or is the physics engine too simplistic to allow for that?
    The physics engine is robust and encourages chain reactions. You can meticulously plan destructive sequences to achieve objectives.
    Do different tools and weapons have varying effectiveness on different materials and structures, and how does this affect gameplay?
    Yes, tools have specific effects on different materials. Some tools will be better for wood, others for metal, requiring strategic planning.
    Are there any levels where you are forced to work against a specific set of environmental hazards, or are these hazards always optional?
    Some levels feature mandatory environmental hazards, such as collapsing structures or moving obstacles, adding layers of challenge.
    Can I rewind time to correct mistakes or replay a section of a level?
    No, there is no rewind feature. The emphasis is on planning, execution, and adapting to the consequences of your actions in real-time.
    How important is precise timing in completing objectives, and are there any mechanics that can help with perfect timing?
    Precise timing is crucial, especially in levels with tight time constraints. Some tools and level designs offer opportunities to optimize time management.
    Are the objectives always straightforward, or do some levels feature multiple, interconnected objectives with complex requirements?
    Levels vary. Some have simple goals, while others feature intricate objective structures that demand strategic planning and execution.

    Patch Notes

    • 30/04/25 (Editor improvements and Bug Fixes)
    • 17/04/24 (Update with focus on modders)
    • 20/12/21 (Minor updates and fixes)
    • 0.4.6 - 05/11/20 (Version 0.4.6 live on main branch)

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