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	<title>Tuxedo Labs &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Saber Interactive Deal Includes 3D Realms, Slipgate Ironworks, and More</title>
		<link>https://gamingbolt.com/saber-interactive-deal-includes-3d-realms-slipgate-ironworks-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 14 Mar 2024 09:04:39 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[34 big things]]></category>
		<category><![CDATA[3D Realms]]></category>
		<category><![CDATA[4A Games]]></category>
		<category><![CDATA[Aspyr Media]]></category>
		<category><![CDATA[beamdog]]></category>
		<category><![CDATA[Demiurge Studios]]></category>
		<category><![CDATA[DIGIC]]></category>
		<category><![CDATA[embracer group]]></category>
		<category><![CDATA[fractured byte]]></category>
		<category><![CDATA[Mad Head Games]]></category>
		<category><![CDATA[New World Interactive]]></category>
		<category><![CDATA[nimble giant]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Sandbox Strategies]]></category>
		<category><![CDATA[shiver entertainment]]></category>
		<category><![CDATA[Slipgate Ironworks]]></category>
		<category><![CDATA[snapshot]]></category>
		<category><![CDATA[Tripwire Interactive]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<category><![CDATA[zen studios]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=581619</guid>

					<description><![CDATA[However, Embracer Group will retain ownership of Aspyr Media, Tripwire Interactive, Tuxedo Labs, 34 Big Things, and more. ]]></description>
										<content:encoded><![CDATA[<p>It&#8217;s been <a href="https://embracer.com/releases/embracer-group-ceases-all-operations-in-russia-through-the-divestment-of-selected-assets-from-the-operative-group-saber-interactive/" target="_blank" rel="noopener">confirmed</a> that <a href="https://gamingbolt.com/saber-interactive-has-left-embracer-group-in-a-deal-worth-247-million">Saber Interactive is splitting from parent company Embracer Group</a> in a deal worth $247 million, and the former will be taking a number of projects and studios that were previously under Embracer&#8217;s ownership with it.</p>
<p>For starters, a number of studios that were operating under the Saber Interactive label will be part of Embracer Group&#8217;s divestment. That will include 3D Realms, Slipgate Ironworks, New World Interactive, Nimble Giant, Sandbox Strategies, Mad Head Games, Fractured Byte, and Digic. In total, Embracer says its divested assets include 38 ongoing game projects, as well as &#8220;certain proprietary engine technology and game tools relating to the divested companies.&#8221;</p>
<p>However, a number of studios that were previously operating under Saber are not being divested, and will continue to be owned by Embracer Group. This includes Tuxedo Labs (as well as the ongoing development of <a href="https://gamingbolt.com/teardown-ps5-review-bring-the-house-down"><em>Teardown</em></a>), Demiurge Studios, Beamdog, 34 Big Things, Tripwire Interactive, Snapshot Games, Shiver Entertainment, and Aspyr Media.</p>
<p>Embracer is also retaining control of ownership of 14 projects that were previously under Saber Interactive&#8217;s oversight, including two that are being worked on as joint projects with Saber itself.</p>
<p>These 14 projects include 4A Games&#8217; next AAA project (which is presumably <a href="https://gamingbolt.com/metro-4s-development-is-continuing-separately-at-4a-games-deep-silver">the next <em>Metro </em>game</a>), a &#8220;previously announced AAA game based on a major license&#8221;, an unannounced AAA title that&#8217;s currently in the concept stage of production, a new AAA multiplayer shooter based on an IP owned by Embracer, a new AA game based on an Asmodee-owned IP, a new AA game by 34 Big Things based on an IP owned by Embracer, and the entire back catalog and all future upcoming projects by Aspyr Media, Tripwire Interactive (including <a href="https://gamingbolt.com/killing-floor-3-announced-for-xbox-series-x-s-ps5-and-pc"><em>Killing Floor 3</em></a>), and Zen Studios.</p>
<p>It&#8217;s also been confirmed that Embracer and Saber&#8217;s deal includes an option for the latter to acquire Zen Studios and <em>Metro </em>developer 4A Games, though <a href="https://gamingbolt.com/metro-series-publishing-rights-will-remain-with-embracer-but-saber-has-the-option-to-acquire-4a-games">licensing and publishing rights for all existing and future <em>Metro </em></a><a href="https://gamingbolt.com/metro-series-publishing-rights-will-remain-with-embracer-but-saber-has-the-option-to-acquire-4a-games">titles will be retained by Embracer Group&#8217;s PLAION</a>.</p>
<p><a href="https://gamingbolt.com/saber-interactive-is-leaving-the-embracer-group-going-private-in-500-million-deal-rumor">Reports had previously indicated</a> that development of <em>Star Wars: Knights of the Old Republic &#8211; Remake </em>would continue at Saber Interactive following the deal&#8217;s completion, though that has yet to be officially confirmed.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">581619</post-id>	</item>
		<item>
		<title>Teardown is Available Now for PS5 and Xbox Series X/S</title>
		<link>https://gamingbolt.com/teardown-is-available-now-for-ps5-and-xbox-series-x-s</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 15 Nov 2023 14:58:25 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=570614</guid>

					<description><![CDATA[The launch trailer for the console versions is also live, with actor Owen Wilson discussing the many joys of destruction.]]></description>
										<content:encoded><![CDATA[<p>Initially released in April 2022 for PC, Tuxedo Labs&#8217; <a href="https://gamingbolt.com/teardown-console-interview-ui-improvements-dualsense-features-upcoming-content-and-more"><em>Teardown</em></a> is out now for Xbox Series X/S and PS5. As a sandbox title with voxel-based environments, it&#8217;s about destroying things, creatively and otherwise. Check out the launch trailer below, narrated by none other than the voice of Lightning McQueen himself, Owen Wilson.</p>
<p>Despite the chaos, <em>Teardown</em> <a href="https://gamingbolt.com/teardowns-latest-update-adds-the-full-campaign">has a story</a>, with the player focused on committing heists and acts of destruction. Sometimes, you have to steal an item and get out before security arrives. How you do this is up to you, whether breaking down walls with a sledgehammer, utilizing cranes to smash through buildings or tipping them over onto each other.</p>
<p>In addition to the campaign, players can also create custom levels. There are numerous mods on PC, with over 5,800 available on <a href="https://steamcommunity.com/app/1167630/workshop/" target="_blank" rel="noopener">Steam Workshop</a>, from environments like cities and libraries to a miniature world. For more details on <em>Teardown</em>, check out our review of the PS5 version <a href="https://gamingbolt.com/teardown-ps5-review-bring-the-house-down">here</a>.</p>
<p><iframe title="Teardown - Launch Trailer | PS5 Games" width="500" height="281" src="https://www.youtube.com/embed/ZHXFvInX30M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">570614</post-id>	</item>
		<item>
		<title>Teardown PS5 Review &#8211; Bring the House Down</title>
		<link>https://gamingbolt.com/teardown-ps5-review-bring-the-house-down</link>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Wed, 15 Nov 2023 13:47:47 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=570517</guid>

					<description><![CDATA[Teardown remains a surprisingly fun game. Tuxedo Labs has done a competent job of translating the core experience from the PC version over to the PS5.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>uxedo Labs’ recent <em>Teardown</em> proved to be a great sandbox simulator where you could just wreak havoc upon a wide variety of environments, and countless fans just lapped it all up on PC. The game has finally been released on PS5 and Xbox Series X/S, and the core gameplay remains as fun and enjoyable as ever before &#8211; albeit with a few minor flaws that we will be discussing in this review.</p>
<p>Having jumped into <em>Teardown</em> for the first time since its release, it was important for me to be eased into its mechanics and gameplay &#8211; and the game generally does a good job of doing just that with its tutorial and set of opening levels. The mechanics themselves are pretty simple, with the player just having the ability to move around and jump over small obstacles. You can also push stuff around or open doors, but that process feels somewhat sloppy with you having to hold down a trigger button and pull back the analog stick to simulate that movement. It never feels too precise, and there were multiple instances where I struggled to open doors in cramped spaces.</p>
<p>But of course, the real fun of <em>Teardown</em> comes from the destruction mechanics on offer. Players have access to a wide array of tools ranging from sledgehammers to blowtorches to shotguns and much more that can be used to bring down towering structures in no time. The destruction mechanics are surprisingly detailed, and you can use your understanding of basic physics to efficiently tear down houses and structures within moments &#8211; and that process is extremely satisfying to master.</p>
<p><iframe title="Teardown PS5 Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/3IHE0ZTNZL8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p class="review-highlite" >"The destruction mechanics are surprisingly detailed, and you can use your understanding of basic physics to efficiently tear down houses and structures within moments &#8211; and that process is extremely satisfying to master."</p>
<p><em>Teardown</em> features a campaign mode that acts as a way to take you from one sandbox situation to the next. There isn’t much in the name of a proper story; you basically take up jobs from one contractor or businessmen after another &#8211; but the game manages to add an element of light-hearted fun into the mix by creating funny situations with these contracts. For instance, you might be tasked to steal a car from a businessman. Then the next task would be a revenge plot where the guy whose car got stolen would ask you to dump that same car in the water from the new owner’s garage. Again, the story isn’t anything particularly special &#8211; but it is decently fun and never takes itself too seriously.</p>
<p><em>Teardown</em> has a decently steep learning curve since the level of freedom afforded to you can be too much to take in at first. The first job involved leveling a house to the ground, and doing that took me over 10 minutes as I tried to level it all down using propane tanks and sledgehammer strikes. But then I took a look around and found a bulldozer lying around at one corner of the map, and using that reduced my completion time to under just 2 minutes.</p>
<p>The first couple of missions feature straightforward objectives, and that acts as a good way to ease you in this framework of optimizing your actions. And then the game introduces the heists &#8211; where you essentially have to steal a number of goods and make it out of there in one piece. Basically, the first thing you steal will trigger an alarm &#8211; so you have to complete other objectives as well as make it to the escape point before the timer runs out.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-516906" src="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image.jpg" alt="Teardown" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"Teardown has a decently steep learning curve since the level of freedom afforded to you can be too much to take in at first."</p>
<p>Of course, that’s easier said than done &#8211; since objectives are usually spread far from one another and they are also nested deep into buildings. So you have to strategically place cars, break down certain walls, and make all sorts of arrangements in an effort to chart a convenient path back to your escape route which covers all the required objective points.</p>
<p>But what makes it all so impressive is the sheer variety of approaches that you can take to complete your objective. So while I might break down a couple of buildings and use a vehicle to swiftly move between one another &#8211; you might opt for a completely different approach altogether. There were moments where I felt like I was fighting against the controls in trying to do something, but more often than not it meant that I was looking at the problem the wrong way. So when I took a step back and tackled it in a different way, I was able to figure out a working solution within some time.</p>
<p><em>Teardown</em> puts a lot of emphasis on player agency, which is what makes each map a highly replayable experience. And the game also incentivizes players to replay these levels with additional objectives and hidden treasures dotted throughout the map, collecting which will increase your overall score at the end. It’s a decent motivation to check out other paths and improve your mastery of a particular map since you will be returning to the same locations multiple times during the campaign.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-516904" src="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2.jpg" alt="Teardown" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"Tuxedo hasn’t changed much of the UI and you will still find cursors and weapon wheels meant to be operated with a mouse scroll on consoles, and that makes navigation and tool swapping somewhat inconvenient."</p>
<p>As for the progression, you will slowly unlock new tools of destruction as you make your way through the campaign. Some are obviously more useful than others, but it’s a good motivation to keep things interesting for a while. Apart from that, you can use the accrued cash from the jobs that you did to buy upgrades for your tools of destruction. These upgrades are iterative in nature as opposed to radical, but they can certainly be valuable &#8211; so I did spend my cash on making them more efficient for my use case.</p>
<p>A minor issue that I found with <em>Teardown’s</em> transition to consoles is with regards to the UI. Tuxedo hasn’t changed much of the UI and you will still find cursors and weapon wheels meant to be operated with a mouse scroll on consoles, and that makes navigation and tool swapping somewhat inconvenient. It’s not a deal breaker by any means, but it is something that is worth putting it out here.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-567591" src="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4.jpg" alt="teardown console" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"Coming over to the visuals and performance, Teardown looks really great from a graphics standpoint &#8211; despite it being based on a seemingly primitive voxel art style."</p>
<p>Once you are done with the campaign, you can choose to walk through three sets of challenges &#8211; namely Fetch, Mayhem, and Hunted which are all pretty different from one another. Or you could jump into the sandbox mode to screw around with the environments and get a better sense of the underlying physics model of <em>Teardown</em>.</p>
<p>Coming over to the visuals and performance, <em>Teardown</em> looks really great from a graphics standpoint &#8211; despite it being based on a seemingly primitive voxel art style. The lighting and shading model in particular looks really great, and there were plenty of instances where I was genuinely impressed by the beauty that lies within the simplicity of Teardown’s art style. As for the performance, I encountered no hiccups during my review, and there weren’t any bugs to speak of either.</p>
<p>Except for a couple of minor issues, <em>Teardown’s</em> transition to consoles has largely been a smooth one. The game looks great, performs well, and its core gameplay of player-driven mayhem remains a literal blast through and through. It’s not a game for everyone since the planning phase for a heist is usually much longer than the execution phase, so it’s not high-intensity action all along. But if you even have a passing interest in the concept of <em>Teardown</em> and weren’t able to give this game a shot on PC, consider this as your cue to pick this one up.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PlayStation 5.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">570517</post-id>	</item>
		<item>
		<title>Teardown Console Interview &#8211; UI Improvements, DualSense Features, Upcoming Content, and More</title>
		<link>https://gamingbolt.com/teardown-console-interview-ui-improvements-dualsense-features-upcoming-content-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 09 Oct 2023 07:56:56 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=567594</guid>

					<description><![CDATA[Tuxedo Labs CEO Marcus Dawson speaks with GamingBolt about Teardown's upcoming console port. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>uxedo Labs&#8217; <em>Teardown </em>has amassed a sizeable and dedicated community over the years, especially since its full 1.0 release for PC last year, and now, the developer is ready to open the gates for an even larger audience to jump in and experience the game&#8217;s offerings. The voxel-based sandbox destruction title is soon set to launch on PS5 and Xbox Series X/S, touting tweaks and improvements to the experience to ensure parity across all platforms, and as those who&#8217;ve played the game on PC will tell you, there&#8217;s no shortage of reasons to be excited about its release. To learn more about <em>Teardown&#8217;s </em>console port, the developer&#8217;s future plans for the game, and more, we recently sent across a handful of questions to Tuxedo Labs. Below, you can read our interview with CEO Marcus Dawson.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-567589" src="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2.jpg" alt="teardown console" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We have been working with the console makers to see what approach will work best for <em>Teardown</em>. They have different guidelines and requirements than Steam, so the final selection of mods will be different, but we intend to have mod support be as wide as possible."</p>
<p><strong>For starters, was it always the plan to eventually bring <em>Teardown </em>over to consoles, or was that something that only came about following the success it enjoyed on PC?</strong></p>
<p>The main focus during production was to get the game out on Steam. There were no bigger plans than that initially. Still, the idea of releasing on more platforms crept in as the project grew, eventually becoming something we discussed seriously.</p>
<p><strong>What can you tell us about the selection of mods and community-generated content that will be on offer in <em>Teardown</em> on consoles, and what sort of content they will add to the table?</strong></p>
<p>We have been working with the console makers to see what approach will work best for <em>Teardown</em>. They have different guidelines and requirements than Steam, so the final selection of mods will be different, but we intend to have mod support be as wide as possible.</p>
<p><strong>How have you tuned the UI and controls to ensure that they feel good on a console?</strong></p>
<p>We aim to have the game&#8217;s console version stay true to the PC version as much as possible. We have, of course, made some adjustments. We optimized the UI so it is easier to see when sitting further away from the screen. We have also mapped everything to the controller, keeping ease of use in mind without compromising any functions.</p>
<p><strong>What can you tell us about <em>Teardown&#8217;s</em> implementation of the DualSense&#8217;s features? Will the game also be playable on PC using a DualSense controller with its features supported?</strong></p>
<p>We have added as much DualSense control as possible. Luckily for us, because <em>Teardown</em> was built from the ground up in a custom engine that renders out an interactive, physical world, we have access to many inputs for creating immersive haptic feedback and adaptive trigger controls.</p>
<p>And yes, the DualSense functionality will be available on PC as well. However, the API on PC is a bit different from the PS5, so it will not be the exact same experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-567590" src="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3.jpg" alt="teardown console" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We aim to have the game&#8217;s console version stay true to the PC version as much as possible. We have, of course, made some adjustments. We optimized the UI so it is easier to see when sitting further away from the screen. We have also mapped everything to the controller, keeping ease of use in mind without compromising any functions."</p>
<p><strong>I have to ask &#8211; is there a future where <em>Teardown</em> ends up releasing for the Switch? Or are the game&#8217;s expansive destruction mechanics a bit too much for the hardware to handle?</strong></p>
<p>That would be really cool. I would love to play <em>Teardown </em>on the Switch, though the game is 100% physics-driven, fully destructible, and completely rendered using ray tracing… so it might be a bit much for the Switch&#8217;s hardware.</p>
<p><strong><em>Teardown </em></strong><strong>enjoyed quite a bit of acclaim from critics and audiences on PC, but its campaign was one of the aspects that some felt was a bit lackluster, though the base experience was followed up by the <em>Art Vandals</em> expansion. Do you have plans for similar content updates in the future?</strong></p>
<p>The campaign splits the community a bit. At its core, it is about problem-solving. It is essentially a puzzle game in a fully destructible environment where the player needs to find a creative solution to complete each mission instead of a single predefined one.</p>
<p>However, some players would like to play something more action-packed when given a fully destructible environment.</p>
<p>But to answer your question, yes, we continue to support and have many plans for more content updates. We are releasing the <em>Time Campers </em>DLC at the same time as the console game launch. This will feature the same gameplay as the campaign but in a Western-themed environment. We also have the <em>Folkrace </em>DLC coming out by Spring 2024, featuring completely different gameplay. It will be more of a destruction-focused racing game, so we are excited about that.</p>
<p>I also want to say that <em>Teardown</em> has a fantastic community of modders who release incredible mods to the game, including ones that completely change up the gameplay experience, so there are virtually endless gaming possibilities.</p>
<p><strong>There has been renewed interest lately in the Xbox Series S&#8217; hardware in particular, and whether or not it&#8217;s holding developers back where current-gen titles are concerned. What has your experience with the console been like during the porting process for <em>Teardown</em>?</strong></p>
<p>Our game pushes hardware to its limit, and the Series S has been challenging. But as a developer, this is the type of thing that is exciting to tackle. With some optimizations, we got the game running smoothly on that hardware as well. The resolution will not be at the same level as the Series X, but it will still be a great experience on the Series S.</p>
<p>I think I should also mention that <em>Teardown</em> is not like any other game. Most games are limited in what you can do, making it easier to ensure that everything runs at 60 FPS all the time. <em>Teardown’s</em> sandbox gives players complete freedom and lets them play the way they want. So, if you want to spawn hundreds of bombs that all go off at the same time, then you are free to do that… but it probably won’t be at 60 FPS. That is the beauty of the game, though, and we do not want to limit players.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-567591" src="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4.jpg" alt="teardown console" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/teardown-console-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"I would love to play <em>Teardown </em>on the Switch, though the game is 100% physics-driven, fully destructible, and completely rendered using ray tracing… so it might be a bit much for the Switch&#8217;s hardware."</p>
<p><strong>What frame rate and resolution will the game target on PS5 and Xbox Series X/S? Will it launch with multiple graphics modes?</strong></p>
<p>Xbox Series X | PS5:</p>
<p>&#8211; Performance mode | 1920&#215;1080, AVG 120 FPS</p>
<p>&#8211; Quality mode | 2880х1620, AVG 60 FPS</p>
<p>Xbox Series S:</p>
<p>1440х810 Resolution, AVG 60 FPS</p>
<p>No extra graphics modes will be available.</p>
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		<title>Teardown Adds Creative Mode on June 15</title>
		<link>https://gamingbolt.com/teardown-adds-creative-mode-on-june-15</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 11 Jun 2023 20:16:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=555733</guid>

					<description><![CDATA[Tuxedo Labs' destructive sandbox game will let you experience it in a completely new way with the addition of Creative Mode on June 15. ]]></description>
										<content:encoded><![CDATA[<p>After spending a considerable period of time in early access,&nbsp;<em>Teardown&nbsp;</em>launched in full over a year ago, and Tuxedo Labs&#8217; sandbox game was instantly met with widespread praise, thanks primarily to its impressive destruction mechanics. Soon enough, the game will let players experience its offerings in a completely different way.</p>
<p>At the recent PC Gaming Show, Tuxedo Labs revealed Creative Mode for&nbsp;<em>Teardown,&nbsp;</em>which is exactly what it sounds like. Upon its launch on June 15, it will allow players to create whatever in-game objects they wish by &#8220;painting&#8221; them with voxels. Any objects you create can also be saved so you can use them later. Check out the trailer below for a glimpse of what Creative Mode will bring to the table.</p>
<p><i>Teardown&nbsp;</i>is currently available on PC, and is also set to release for Xbox Series X/S and PS5 sometime later this year. A specific launch date hasn&#8217;t yet been announced for the console versions. You can read our review for the base PC version <a href="https://gamingbolt.com/teardown-review-a-solid-foundation">through here</a>.</p>
<p><iframe loading="lazy" title="Teardown - Creative Mode Announcement Trailer | PC Gaming Show 2023" width="500" height="281" src="https://www.youtube.com/embed/txZ4_IRJOq8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Embracer Group Acquires Limited Run Games, Tripwire Interactive, and More</title>
		<link>https://gamingbolt.com/embracer-group-acquires-limited-run-games-tripwire-interactive-and-more</link>
					<comments>https://gamingbolt.com/embracer-group-acquires-limited-run-games-tripwire-interactive-and-more#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 18 Aug 2022 06:11:59 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[embracer group]]></category>
		<category><![CDATA[Limited Run Games]]></category>
		<category><![CDATA[singtrix]]></category>
		<category><![CDATA[Tripwire Interactive]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=527552</guid>

					<description><![CDATA[As part of its recent flurry of acquisitions, the company confirms it has also acquired Tuxedo Labs and Singtrix. ]]></description>
										<content:encoded><![CDATA[<p>The Embracer Group&#8217;s spending spree and wave of acquisitions continue. Having announced earlier this year that it&#8217;ll be <a href="https://gamingbolt.com/embracer-group-to-acquire-crystal-dynamics-square-enix-montreal-and-eidos-montreal">acquiring the bulk of Square Enix&#8217;s western business and properties</a>, the company has now announced another wave of major acquisitions. The headlining purchase in this fresh wave <a href="https://gamingbolt.com/embracer-group-acquires-middle-earth-enterprises(opens%20in%20a%20new%20tab)">is obviously Middle-Earth Enterprises</a> and all the rights that go along with it, but there are a bunch of others as well.</p>
<p>The Embracer Group has announced that it&#8217;s acquiring distributor and publisher <a href="https://embracer.com/release/embracer-group-enters-into-an-agreement-to-acquire-limited-run-games/" target="_blank" rel="noopener">Limited Run Games</a>; <a href="https://embracer.com/release/embracer-group-enters-into-agreement-to-acquire-tripwire-interactive/" target="_blank" rel="noopener">Tripwire Interactive</a> of <em>Killing Floor, Rising Storm, </em>and <em>Maneater </em>fame; music company <a href="https://embracer.com/release/embracer-group-enters-into-an-agreement-to-acquire-singtrix/" target="_blank" rel="noopener">Singtrix</a>; and <a href="https://embracer.com/release/embracer-group-acquires-tuxedo-labs/" target="_blank" rel="noopener">Tuxedo Labs</a>, developer of popular destruction-based title <em>Teardown. </em></p>
<p>Embracer Group CEO and founder Lars Wingefors said about the Limited Run Games acquisition: &#8220;As an avid collector, I’ve admired Limited Run’s collectors’ editions. They’ve built a strong brand that resonates with players. We see opportunities for Limited Run to further grow their business with the Carbon Engine by bringing back classic games, and extend their footprint geographically through synergies with other companies within Embracer Group.&#8221;</p>
<p>About the Tripwire Interactive acquisition, Saber Interactive CEO Matthew Karch said: &#8220;Tripwire is a unique studio. Since their founding in 2005, they have grown, through tremendous leadership and vision, into one of the last great independent developers. I have looked up to Tripwire as an example of how to design and execute on games. Saber has Tripwire to thank for many of our own successes and I am proud to welcome them into our family.&#8221;</p>
<p>Meanwhile, Tripwire&#8217;s CEO and co-founder Alan Wilson said: &#8220;We’ve known Saber for a while now and are really excited about the opportunity to leverage everything they have to offer. Together we are going to be able to deliver more new Tripwire titles, more often than ever before, as well as ramp up the published titles. We look forward to creating a lot more great games that people will love to play.&#8221;</p>
<p>About the Tuxedo Labs acquisition, Karch said: &#8220;Tuxedo Labs has created revolutionary technology that opens up vast possibilities for emergent gameplay and user-created content. Their hit title <em>Teardown</em> has the potential to become the standard-bearing platform for physics simulation in games. Many of us at Saber and our subsidiary 3D Realms have worked with Dennis since the mid-2000’s. We are super excited to welcome Dennis, their CEO Marcus Dawson, and the rest of the Tuxedo Labs team into the Embracer family.&#8221;</p>
<p>Tuxedo Labs founder Dennis Gustafsson said: &#8220;This is a perfect fit for us because of our shared interests in physics-driven game design and Saber’s resources to help us achieve our long-term vision. We will now be able to rapidly expand and accelerate our plans for <em>Teardown</em>, including bringing it to new audiences, while simultaneously focusing on evolving voxel-based technology for our next generation of games.&#8221;</p>
<p>Lee Guinchard, CEO of Embracer Freemode said about the Singtrix acquisition: &#8220;The Singtrix team is one of the most highly regarded innovators in music gaming, vocal processing, and entertainment. Their proven track record behind groundbreaking mass music franchises and inspiring singing experiences is without parallel and makes them a perfect fit for Freemode’s plan to vastly expand its entertainment offerings.&#8221;</p>
<p>While Tripwire Interactive and Tuxedo Labs have both been acquired via the Group&#8217;s Saber Interactive label, Limited Run Games and Singtrix will operate under the <a href="https://gamingbolt.com/embracer-group-establishes-new-operating-group-embracer-freemode">newly-established Embracer Freemode</a> group going forward, same as Middle-Earth Enterprises.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">527552</post-id>	</item>
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		<title>Teardown Review &#8211; A Solid Foundation</title>
		<link>https://gamingbolt.com/teardown-review-a-solid-foundation</link>
					<comments>https://gamingbolt.com/teardown-review-a-solid-foundation#respond</comments>
		
		<dc:creator><![CDATA[John Cantees]]></dc:creator>
		<pubDate>Fri, 06 May 2022 12:40:55 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=516897</guid>

					<description><![CDATA[Using real-time physics and problem solving proves to be a winning combination for teardown despite its bag of tricks being a little shallow. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>fter nearly two years in early access, <i>Teardown</i> from Tuxedo Labs is finally in its completed state with new maps, tools, and even hidden areas as well as some fixes based on all the feedback they’ve received. <i>Teardown</i> is a game that often nudges you towards thinking outside of the box, which is to say outside of normal video game limitations. It gives you things to steal, and puts you in charge of achieving that by any means necessary. Usually this entails destroying walls, doors, and even entire buildings and creating the quickest path possible to get out of the situation before you get caught. Some environmental hazards and different arrangements of things can make some situations more complex than others, but at the end of the day your goals are largely the same. Destroy the things, get the other things, and get out. It’s not a lot to base a whole game on, but it&#8217;s still a fun concept and <i>Teardown </i>handles it well while squeezing about as much enjoyment out of it as they could have with a handful of other variables that they shuffle around in different levels.</p>
<p>Destroying everything in your path to get to the object you’re after might sound easy at first but it’s rarely as simple as that. Some things can’t be destroyed easily, and require either an explosive or a vehicle to bust through, and sometimes getting those explosives or vehicles to that area is a puzzle in and of itself. So, any simple action can quickly become a multilayered puzzle. Also, some things you’ll want to leave intact as that might help you in your escape like some pipes that connect two buildings or a rooftop that makes exiting a building quicker. This requires a lot of planning and thinking ahead, which seems to be a bit of an oxymoron for a game that is tailor made for mindless destruction. As levels become more complex and ask more things of you, you’ll often spend much more time planning your escape and rehearsing your exit path than you will actually tearing anything down.</p>
<p><iframe loading="lazy" title="Teardown Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/KxhAr-JY_QM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p class="review-highlite" >"Destroy the things, get the other things, and get out. It’s not a lot to base a whole game on, but it&#8217;s still a fun concept and <i>Teardown </i>handles it well while squeezing about as much enjoyment out of it as they could have with a handful of other variables that they shuffle around in different levels."</p>
<p>This can create its own sort of fun, but it’s not really what I was expecting a game called “<i>Teardown</i>” to require of me so much. The process of breaking down the right walls and forming the path of least resistance isn’t as fun as it could have been either, as the somewhat floaty jumping and finicky physics of certain objects can be… well… finicky. For every couple of minutes of enjoying myself busting down a wall or demolishing a building, there was a moment or two of just trying to get a box to sit where I wanted it to so I could reach a specific point. Even when the game was trying to let me off the leash more, I still found myself worrying about whether or not I might need any given thing to be structurally intact later, which kept me from thoroughly enjoying it.</p>
<p>With all of <i>Teardown’s </i>destructive capabilities, it is a little disappointing to see so much of what you do funneled into meticulous plotting of tasks that require more precision than the game seems built for. This doesn’t stop a successfully completed mission from feeling satisfying, but it does rob the actual execution of many of the levels of some of their potential to be wild and crazy fun. The kicker here is that once you grab anything that doesn’t legally belong to you, a timer for one-minute starts counting down. So whatever else you need to do, everything from grabbing other items to getting to your getaway vehicle, all have to fit within 60 seconds or you’ll get caught and the mission will fail.</p>
<p>This is where everything you’ve done so far is put to the test. Your level memorization, the paths you’ve created, everything. It can be a rather alarming change of pace going from taking your time for half an hour and planning your route to suddenly having everything on the line with only a minute to wrap everything up. It’s a palpable tension that might actually be the most fun part of the game, assuming you prepared for it. If you didn’t, you can certainly try to improvise but I found that most of the time if it came to that then I would almost certainly lose. Failing to prepare is indeed preparing to fail, as they say.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-516906" src="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image.jpg" alt="Teardown" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"It can be a rather alarming change of pace going from taking your time for half an hour and planning your route to suddenly having everything on the line with only a minute to wrap everything up. It’s a palpable tension that might actually be the most fun part of the game, assuming you prepared for it."</p>
<p>Replaying levels to get your time down creates a little bit of incentive to try them again if the experience really clicks with you, as well as looking for hidden valuables and secret areas scattered around the levels. These things don’t really add up to much other than your own satisfaction and completionism, but it does make the game feel a little fuller. You will also come across different tools that can make previously difficult tasks a little easier, but you’ll always be balancing things you want to do with what you are able to do at any given time. It’s pretty clear Tuxedo Labs has done their best to get every last drop of possibility out of this game’s exceedingly simple concepts, and the effort is certainly commendable if nothing else.</p>
<p>Between levels you’ll be at your place where you can watch the news and read emails that contain your missions. Nothing crazy in terms of a hub world but it is a good way to get a breather between the levels and serves as a nice way to work a little bit of a story in.</p>
<p>The voxel art style for <i>Teardown</i> makes a lot of sense and feels like a great fit for the destructible nature of the game. Not just because it makes the game run better on more modest machines, but also because it just makes the game’s many surfaces more fun to look at as you’re demolishing them. That said I did encounter some performance issues when things were particularly hectic, at one point it even gave me motion sickness which I am normally not prone to. I reckon more beefy PCs will run it better, but my experience was inconsistent enough for me to feel like it’s worth mentioning.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-516905" src="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3.jpg" alt="Teardown" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/05/teardown-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The voxel art style for <i>Teardown</i> makes a lot of sense and feels like a great fit for the destructible nature of the game."</p>
<p><i>Teardown</i> is a puzzle game that might seem like an action game on the surface. Yes, destruction is the main gameplay element, but focusing all of that destructive possibility into a laser to achieve a specific goal is really what you’re doing. Errors can often be solved with simply changing your own thought process, as there is always more than one way to get whatever you’re doing done. Despite the respectable job the developer has done with stretching this concept out to its logical conclusion, I still wish that there was a bit more meat on the bone and better performance across the board. That said, as it stands, <i>Teardown</i> isn’t a bad way to tease your brain for a little while, and coming up with wacky solutions to basic logistical problems is a great hook, even if the fun factor isn’t as consistent as you might be expecting.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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		<title>Teardown&#8217;s Latest Update Adds the Full Campaign</title>
		<link>https://gamingbolt.com/teardowns-latest-update-adds-the-full-campaign</link>
					<comments>https://gamingbolt.com/teardowns-latest-update-adds-the-full-campaign#respond</comments>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Mon, 06 Dec 2021 19:32:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=501907</guid>

					<description><![CDATA[Teardown's 0.9 version update has finished the game's campaign, and the developer is now working toward the 1.0 launch.]]></description>
										<content:encoded><![CDATA[<p>Developer Tuxedo Labs&#8217; smash hit <em>Teardown</em> is a game all about wreaking havoc in the most creative ways possible. It launched last year into Steam Early Access, and while the game is still some ways from completion, its latest update allows players to fully experience the game&#8217;s campaign.</p>
<p>Update 0.9 of the game went live recently, as announced in a <a href="https://store.steampowered.com/news/app/1167630/view/3110295203616880896" target="_blank" rel="noopener">Steam community post</a>, which has finally completed the game&#8217;s campaign. This, the developer explains, will bring &#8220;new locations, new mission types, new tools, new characters, robots, and a whole lot of mayhem&#8221;. The developer has also released a new trailer for the update, which you can check out down below.</p>
<p>It&#8217;s also been confirmed that the next major update for <em>Teardown </em>will be its 1.0 release, following which the game will come out of early access.</p>
<p><a href="https://gamingbolt.com/teardown-wants-you-to-destroy-the-environment-for-the-perfect-heist-and-is-coming-to-pc"><em>Teardown</em></a>, in case you&#8217;re unaware, is a first-person open-world game that features some robust destruction mechanics, and players have to put those mechanics to the test to pull off heists in the most creative ways possible. It&#8217;s all rendered in a great voxel art style.</p>
<p><iframe loading="lazy" title="Teardown Part 2 Trailer" width="500" height="281" src="https://www.youtube.com/embed/iRc_2Y2SmA8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">501907</post-id>	</item>
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		<title>Teardown Wants You To Destroy The Environment For The Perfect Heist And Is Coming To PC</title>
		<link>https://gamingbolt.com/teardown-wants-you-to-destroy-the-environment-for-the-perfect-heist-and-is-coming-to-pc</link>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Thu, 27 Aug 2020 23:53:18 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Teardown]]></category>
		<category><![CDATA[Tuxedo Labs]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=453637</guid>

					<description><![CDATA[Carve out your perfect route in this interactive environment.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/08/Teardown.jpg"><img loading="lazy" decoding="async" class="alignnone wp-image-453638" src="https://gamingbolt.com/wp-content/uploads/2020/08/Teardown.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/08/Teardown.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/08/Teardown-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/08/Teardown-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/08/Teardown-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/08/Teardown-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s always a nice surprise when something can come out of nowhere and interest you. Such a surprise got sprung on us at Gamescom Opening Night Live earlier today with the very indie title <em>Teardown</em>. The game was apparently made by only 2 people who have formed Tuxedo Labs.</p>
<p>The game in question got a premier trailer, which you can see below. The game has a very <em>Minecraft</em>-inspired look with the blocky aesthetic, but your goal is the opposite. Instead of building things, it&#8217;s all about destroying the environment around you. The trailer takes quite the turn when it reveals you&#8217;re doing this to plan the perfect heist. The goal of the game is to literally carve out the best path for your getaway. It&#8217;s quite the interesting turn, and you&#8217;ve got to check it out below.</p>
<p><em>Teardown</em> is planned to release in early access at some point in 2020 for PC. As of now, no other versions are planned, but should the game be successful, I imagine it could eventually come just about everywhere.</p>
<p><iframe loading="lazy" title="Teardown Game" width="500" height="281" src="https://www.youtube.com/embed/Ov5GxFlHqUQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">453637</post-id>	</item>
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