Terrafex

— shape the land. flood it. break it.

DustEra is a pixel-art world sandbox. You get a tile world with seven elevation bands, from deep sea to mountain peak, and a set of powers to do whatever you want to it: raise ground, carve trenches, grow mountains, pour water, drop meteors, erupt volcanoes, shake the whole thing with an earthquake.

The name is coined from terra + -fex (as in artifex, pontifex) — world-maker. It's built in Flutter with the Flame engine, and it runs on a real per-tile simulation rather than scripted effects: water finds the lowest point it can reach and pools there, basins fill bottom-up to a waterline, and once a basin is full the next drop spills over the rim and runs downhill. Every drop of water is worth exactly one unit — it never thins out, never multiplies. Only the map edges create or destroy it.

DustEra is in development. The Windows build is playable and being worked on daily; the Android build comes next. No public release yet.

▸ Windows — in development ▸ Android — soon

Screenshots

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What's already in

Terrain

Seven elevation bands, edited live

Raise, lower and mountain brushes reshape the world tile by tile, from the sea floor at z=-3 up to peaks at z=3. The z=0 band is deliberately kept dry — that's the beach.

Water

Water that behaves like water

Each poured unit is a real particle. It searches for the lowest tile it can actually reach — travelling freely through existing water, never uphill — and settles there. Slopes drain, basins fill bottom-up, waterlines rise a tile at a time, and full basins overflow at their lowest rim.

Ocean

Infinite sea, finite ponds

The sea floods in from the map borders and is genuinely infinite. A pond you pour yourself is not — it's tracked separately, so digging a channel to it can never turn it into a spawner.

Waves

Sprite waves that seek the shore

Animated foam crests spawn out at sea, aim at the nearest real shoreline, and get denser closer to the coast. Some run up onto the beach tile and fade out at its far edge. Edit the terrain under one and it vanishes instantly.

Moisture

Ground that gets wet, then dries

Water soaking into dry ground darkens the tile and fades back to normal over time — separate from actual standing water.

Disasters

Meteor, volcano, earthquake

The meteor is a real falling sprite with a growing ground shadow and an ember trail before it lands, then digs a wide crater that bottoms out at the world floor. Water flows back into the hole afterwards instead of snapping into place.

Look

Pixel-realist rendering

Nearest-neighbour filtering, no anti-aliasing, square pixels everywhere — hand-made sprites for effects and flora, batched so thousands of them stay cheap to draw.

Planned

Soon

Android build

Touch controls and a UI that works on a phone screen.

Soon

More powers

Additional terrain and disaster tools, with better brush feedback.

Later

Life on the map

Things that grow, spread and react to the world you've built instead of just sitting on it.

Later

Save & share worlds

Keep a world between sessions and hand it to someone else.

Send feedback

Reviews unavailable — DustEra is still in development.
Come back when there's something to break.