TERABYTE WORLDS

Persistent worlds inside Fortnite

Fortnite is full of activities and empty of places.

We build and operate worlds where player progression never resets and where a community has a fixed address instead of scattering between matches.

01 / Worlds
01 / Worlds

Explore our worlds.

More are already in production.

02 / What we build

Mechanics present in the worlds.

The Shopping District plaza with several business types at different construction levels
FIG. 01 — BUSINESS TYPES IN THE SAME SESSION

What exists in the session depends on who joined.

When you choose a business type, you decide which advantage comes into existence on the map — and only you can sell it. Four coffee shops in the same session stack bonuses up to a ceiling none of them would reach alone. If nobody opens a coffee shop, that advantage doesn't exist that day. The session's content is decided by every player present.

A player buying an advantage at another player's shop
FIG. 02 — PLAYER-TO-PLAYER PURCHASE

Advantages are sold by the other players online, not by NPCs.

Whoever buys an advantage pays another player, and a market fee burns part of the currency: of every five paid, three land in the seller's balance and two leave circulation. Your progress isn't worth what the game says it's worth — it's worth what another player pays for it.

The Multiverse Gun Game arena during a bazooka round
FIG. 03 — MULTIVERSE GUN GAME · ARENA

Selected among the best of the UEFN Bootcamp 2026

The systems are written from scratch.

We don't accept the platform's default limits: we write our mechanics from scratch. Multiverse Gun Game runs five arenas in parallel, swapping maps and weapons every round. Selected among the top 15 of 350 islands at the UEFN Bootcamp 2026.

See the project
03 / Our process

Space isn't scenery. It's mechanics.

Design study of The Shopping District plaza, with the wireframe blockout over the final render
FIG. 04 — PLAZA STUDY · LINE OF SIGHT BETWEEN LOTS

In architecture, the question running through every project is what makes someone want to come back to a place. In a plaza, an arcade, a shopping street, the answer was never the decoration — it was what happens there between people.

If the plaza hides the shops from one another, nobody discovers what the neighbor sells and the economy never forms. Line of sight between lots, walking distance to a shop, being able to read a business's level from the middle of the plaza: none of that is decoration. It's what decides whether the mechanic works.

On a Fortnite island this is no different. The layout of the spaces and the gameplay on offer must all be connected. Knowing how to join those two points is our job.

04 / Residency

One per world. It doesn't rotate.

What the partner receives

  • Permanent presence inside the world, with its own identity and a fixed address — not a dated event.
  • A place for the community to meet between one session and the next, instead of scattering.
  • A share of the revenue generated inside the world.

What the partner delivers

  • Community presence during launch week.
  • Residency exclusivity: for the duration of the contract, no residency in a competing world.
05 / Contact

One residency per world. One partnership at a time.

Terabyte builds and operates worlds for players inside Fortnite. The first world's residency is open, and UEFN creators who want to see the map from the inside are welcome.

PT