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Teardown is a sandbox destruction game where the player takes on various heist-style missions in fully destructible environments. The world is built from thousands of small blocks that can be broken, burned, blasted, or moved using tools, explosives, and vehicles. The game allows players to approach objectives creatively, using the environment as both a resource and a problem to solve. Whether clearing a path, building a shortcut, or creating chaos to cover a getaway, the player has complete freedom to shape the mission space in real time.
At the center of the gameplay is a toolkit that expands as the player progresses. Early missions begin with basic items like a sledgehammer and spray can, but over time, players unlock more powerful tools such as explosives, blowtorches, and remote detonators. Planning plays a key role in each mission. Most objectives are connected to alarms that trigger timers, forcing players to set up escape routes and shortcuts before touching the target. This adds a layer of puzzle-solving to the destruction, where careful preparation can mean the difference between success and failure.
Teardown divides its gameplay between structured missions and open-ended sandbox play. Campaign missions often involve stealing items, destroying evidence, or escaping a building after triggering alarms. To succeed, players must figure out how to move quickly across the map, sometimes breaking through walls or using cranes and forklifts to create new paths. In sandbox mode, all tools are available without limits, and players can build or destroy however they want. The same mechanics apply, but without time constraints or goals, turning the game into a playground for creative destruction.
What makes the game stand out is its focus on physical interaction. Every object in the environment can be moved, damaged, or destroyed depending on its material and structure. Wood burns, metal blocks explosions, glass shatters, and vehicles crash realistically. These properties allow players to make decisions based on how the world reacts, not just where to go next. Buildings can collapse from structural damage, and entire maps can change due to a single action. This creates a constant feeling of impact and consequence.