In Starbound, you take on the role of a character who’s just fled from their home planet, only to crash-land on another. From there you’ll embark on a quest to survive, discover, explore and fight your way across an infinite universe.
Datum vydání: 4. pro. 2013
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Hra s předběžným přístupem

Získejte okamžitý přístup a začněte hrát. Zapojte se do této hry již během jejího vývoje.

Poznámka: Během vývoje se tato hra může výrazně změnit. Pokud Vás hra nyní nezaujala, zkuste počkat, až bude v další fázi vývoje. Více informací zde.

Zpráva od vývojářů:

Proč předběžný přístup?

“We were at a point in Starbound's development where it was already pretty fun, so we decided to release the game in beta through early access to ensure the community has a chance to help us shape the game.”

Jak dlouho bude tato hra v předběžném přístupu?

“It's difficult for us to give a solid release date-- we're not so good at those, we've learned. Starbound still has a ways to go, but we'll keep you posted via our website!”

Jak se bude plná verze lišit od předběžného přístupu?

“The full version of Starbound will contain a plot and sidequests, more dungeons, more bosses and lore, among other features.”

V jaké fázi vývoje se hra nachází?

“Starbound is already extremely playable and contains a vast amount of content in its current state! There are two beta branches currently in use-- [STABLE] and [NIGHTLY].

The stable branch receives less frequent updates, as we're currently working on one big update that will complete the first few tiers of player progression.

The [NIGHTLY] branch is updated automatically every night, and is for players who want to track progress or simply can't wait to check out shiny new features. :D Play at your own risk, though, as these builds are not tested and bugs/crashes are likely.

Find out more about how to opt into the nightly builds here: http://playstarbound.com/support/#unstable

Změní se cena hry po skončení předběžného přístupu?

“The price will likely change after Early Access!”

Jak plánujete zapojit komunitu do vývoje této hry?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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[DAILY BLOG] Weekly Update Round-Up! 10/09/2014

10. září

#Discussions_QuoteBlock_Author
Evening folks!

I returned to my efforts on the lunar base today, as I’ve begun my detailing pass to make it all look nice and fill it with loot. There’s still a couple of elements I’m going to need before I can totally wrap up on the mission, like scripted NPC events (among other things). The good news is that we will have Metadept officially joining us in the office next week so we should see some really big progress on this front soon! I’m quite looking forward to having him in the office for the long haul, since he does a lot of stellar work and is a great guy to collaborate with.

George has continued working on his own mission and has been making excellent progress, with very little support required from yours truly. He’s already got a solid foundation down to build upon, and even though it’s rough around the edges it’s already looking great, I fear I may soon be eclipsed by his talent! That said, the fun bit will be when I get to teach him how to configure NPCs.

I’m afraid I don’t personally have much more to report, again for the wish to keep missions relatively spoiler-free. The programmers have continued to toil away on their respective tasks, which continue to sail over my non-programmer head, but what I was able to grasp is that they’re intensely focused on crushing a number of insidious bugs that crept their way in some time ago. Kyren in particular seems to be gearing up to assist Metadept when he arrives by tackling the systems he’ll need to work with.

Lastly, just in case you missed the announcement; the Chucklefish Blog has just gone live and Tiy kicked it off with a fairly comprehensive post on our plans for what will feature in Starbound’s 1.0 release. I wouldn’t advise reading it if you want a spoiler-free experience, but for those of you who absolutely must know what’s coming next you can read it . On this new blog we’ll be posting Chucklefish-related news, along with updates from the developers of games that we’re publishing, so you guys should definitely check it out from time to time!

Good night everybody!

---

I'm just going to link you to this post, because it's super long and technical and there's a character limit here. :D

---

#Discussions_QuoteBlock_Author
Hello again, since I spoke last, I’ve been working on a couple of different things.

First, there was the new status system for players, npcs, and monsters which has been written and integrated into Player, but for right now it sits in its own branch awaiting a couple more things. The new system is basically ready, but there is a lot to the old status system which is needs conceptual reworking because it just wasn’t working out or wasn’t fun. The biggest example of this is the heat / warmth system, which will probably be replaced by something much simpler. The system is ready, but merging it to master is going to happen once metadept arrives in the UK and we can sit down together and make some design decisions and implement the scripts to drive them. In any case, the system is cool, it works very much like tech that you don’t actively control (player effects that involve movement == tech, player effects that don’t involve movement == status).

Oh and by the way! Metadept is moving to the UK to work with us in our physical actual corporeal office, and be a real life employee. He arrives on thursday and I am super thrilled, because you just can’t beat working together in person. Right now starbound programmers in the UK are pretty thin on the ground (me alone) so having me + metadept will be amazin’.

Other than status, I think you heard a little about the whole Star::Root threading debacle.. the important bit is that it’s fixed, and the atomic_store / atomic_load thing with shared_ptrs turned out not to even be needed. Now *every* database in Star::Root is updated through Read Copy Update, not just the few with the problems, and Root locking is avoided entirely. This fixes the problem without causing rendering slowdown, and actually speeds things up in a lot of places.

Other than THAT, I’m working on a few items in the starbound 1.0 todo, mission things and some boring technical ones involving Drawables and Particles. When I’m done, rain will NOT slow down your game to a crawl, which is nice. Next week, once metadept and I are both in the office, we’re going to start focusing very very hard on getting a new stable patch out, with all the save file compatibility fun that will go along with that.

Aaaaand in case you haven’t heard, Chucklefish is making a new game! It’s called Wayward Tide and, you should check out the Chucklefish blog post about it here. Development on Wayward Tide is *entirely* parallel with Starbound, a whole separate team in fact with Palf as the programmer.

In a technical sense, Wayward Tide is kind of cool for Chucklefish, because it represents a radical departure from the way starbound was developed, and if it works out it may very well be the way that Chucklefish makes games from now on. It’s entirely written in Haskell, primarily based on Functional Reactive Programming, and it’s really really cool. I would tell you more about it but I’m sure Palf will want to tell everyone more about it at some point in the near future.

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#Discussions_QuoteBlock_Author
Howdy guys!

Since I”m waiting on Metadept’s arrival at the office later this week before proceeding further on the missions, I spent my time today continuing one of my side tasks, which is to convert all existing lights over to the new flickering light code I discussed a few weeks ago. There’s a lot of lights that used the old flickering code, but I’m almost done with the conversion, and many lights (particularly fire-based ones) are being adjusted to look a bit more natural.

Working on this stuff isn’t terribly exciting in and of itself, but it makes for a welcome change of pace from all the mission work, and really it’s so gosh-darn nice to be able to make the lights pulse in time with their object’s animations!


That's all for now! Goodnight!

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[DAILY BLOG] Weekly Update Round-Up! 03/09/2014

3. září

Happy Wednesday! ːtdealwithitː

In addition to the weekly round-up, Tiy's just posted on our new company blog outlining what we need to do to finish Starbound 1.0. You can find that post here.

#Discussions_QuoteBlock_Author
Evening folks!

For the past couple of days I’ve been chiefly focusing on the armor balancing that I mentioned last week, as it’s proven surprisingly difficult. I’m beginning to understand the pains that other developers must go through when painstakingly balancing their games, especially the competitive multiplayer ones! Our armor balance is getting to a better place, but it’s looking like there are a number of earlier armors that are going to need to be rebalanced as well to suit our progression changes.

I’ve also been doing little bits of work on the lunar base here and there. I’ve turned it into a floating dungeon type while await the completion of Omni’s work on the skies so I can configure the parallax layers to my liking. I still wish to keep most elements of the mission a surprise, so I’m reluctant to share any further media relating to it and its unique enemies.

The efforts of the rest of the team seems to be stuff that’s mostly under the hood, like the biome threat level changes that Metadept talked about yesterday. He’s continued his efforts on that front but has also been working on the enemies I’ve been trying to stay so elusive about. He’s also fixed a few long-withstanding bugs with the humanoid NPCs that have been present in the nightly build for some time (such as their inability to properly switch between their melee and ranged weapons appropriately).

George on the other hand has been busily devising our other missions, with some seriously cool ideas being laid out. Once I’m done with the lunar base, I’ll be moving right along to start building one of those.

In any case, it’s about time for me to hit the hay. Good night everybody!

---

#Discussions_QuoteBlock_Author
Since it seems nobody else has anything particularly new to report as we’ve all continued working on the same things for the most part, I’ll cave a little and give you one more glimpse of what you can expect on your mission to the moon. This is the only lunar base media you’re getting out of me for a while, so enjoy it while you can!



Keep your eyes peeled, and you might just see something. ;)

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#Discussions_QuoteBlock_Author
Continuing work on biomes, I’ve been configuring a new primary biome type for starter worlds that we’re calling Garden. It’s a sparsely forested biome with gentle, rolling hills that should be easy to navigate for players just starting the game. It’s got quite a pleasant atmosphere:



I’m also working on surface terrain generation for all biomes. Higher tier planets will be a bit craggier (in general) since players will be likely to have some movement abilities and grappling hooks, but mainly I’m just aiming for interesting variety. I’ll post some screenshots of other terrain types in a future update. Have a good weekend!

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#Discussions_QuoteBlock_Author
Not much exciting to post about today. Kyren’s been working on nitty gritty technical stuff, addressing some threading issues we’re running into with C++11 pointers. Armagon and the artists are continuing work on missions that I’m not allowed to post about yet.

I’m still playing with the terrain generation, seeing what its capabilities and limitations are. Here’s a screenshot of some WIP desert canyons (click for big):



The terrain generator works by combining multiple layers of Perlin noise. In this shot, I’m using one source to define the primary surface terrain (low dunes), another source to define the rough bottom of the canyons, and a third to mix between them, with bias toward the primary source to make canyons less frequent. There are several problems with the current configuration, however. The most obvious problems are the sharp corners at the canyon edge where the mix shifts from 100% primary surface and rapidly begins switching to the lower canyon terrain. These can be addressed with some smoothing in the mixer (which needs engine changes to implement). Another issue without an obvious solution is what to do with the background. Because of the dimensionality and limited number of layers, it’s difficult to visually distinguish an open valley from a long, narrow canyon from a deep hole. I’ll have to experiment further to find a satisfactory solution.

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#Discussions_QuoteBlock_Author
Hey y’all!

I spent my day helping George by setting up a dungeon file and key for the mission he’s about to start working on. He had already knocked up a detailed plan of the mission’s structure and layout, so he spent most of today roughing it out visually in-game while I worked on getting a functional setup together. George seems keen to tell a story with the environment, so he’s been creating a bunch of cool new objects as he’s progressed.

It looks for the most part like he has everything necessary to get started turning it into a functional location, so most likely he’ll be spending the next week focusing on this mission. I’ll probably get called in from time to time to help him with the finer points of the dungeon system, but I’m really looking forward to seeing how he does with it, since his mockups are generally very good and having someone else to work on this stuff with me will be most welcome.

Sorry I don’t have anything fancy to show off, it’s just been that kind of work lately and we’d like to keep at least a few surprises, if possible.

Good night!

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O hře

In Starbound, you take on the role of a character who’s just fled from their home planet, only to crash-land on another. From there you’ll embark on a quest to survive, discover, explore and fight your way across an infinite universe.



You’ll encounter procedurally generated creatures and weapons, discover populated villages and abandoned temples. Explore planets dotted with dungeons, eyeball trees and treasure. Make use of over a hundred materials and over one thousand in-game objects to build a sprawling modern metropolis or a sleepy secluded cabin in the woods, and do all of it alone or with friends!

Starbound lets you live out your own story of space exploration, discovery and adventure. Settle down and farm the land, hop from planet to planet claiming resources, or make regular visits to populated settlements, taking on jobs and earning a living. NPCs are scattered about the worlds, offering quests and challenges for those looking for a little extra excitement in their lives.


Key Features:
  • 6 playable races
  • A procedurally generated universe with unlimited procedurally generated planets
  • All content available in online drop in/drop out co-op
  • Generated dungeons full of unique enemies
  • Randomly generated monsters
  • Thousands of items
  • A deep crafting system
  • PVP gameplay
  • Own and decorate your own Starship
  • Develop your own home planet
  • Menacing boss battles
  • Procedurally generated guns and melee weapons
  • Farming, hunting and survival mechanics
  • Built from the ground up to support modding
  • Ongoing free updates
  • Multi-platform multiplayer

What will you find?

Systémové požadavky (PC)

    Minimum:
    • OS: Windows XP or later
    • Processor: Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: 256 MB graphics memory and directx 9.0c compatible gpu
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    Recommended:
    • OS: Windows XP or later
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: Discrete GPU capable of directx 9.0c
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 4 GB available space

Systémové požadavky (MAC)

    Minimum:
    • OS: Os X 10.7 or later
    • Processor: 64 bit Intel CPU
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    Recommended:
    • OS: Os X 10.7 or later
    • Processor: 64 bit Intel CPU
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 4 GB available space

Systémové požadavky (Linux)

    Minimum:
    • OS: Debian Stable or Ubuntu 12.04 LTS or later
    • Processor: Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: 256 MB graphics memory and opengl 2.1 compatible gpu
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    Recommended:
    • OS: Debian Stable or Ubuntu 12.04 LTS or later
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: 256 MB graphics memory and opengl 2.1 compatible discrete gpu
    • Network: Broadband Internet connection
    • Hard Drive: 4 GB available space
Užitečné recenze od zákazníků
8 z 11 osob (73%) ohodnotilo tuto recenzi jako užitečnou
97 titulů na účtu
2 recenzí
508.1 hodin celkem
Recenze předběžného přístupu
Měli jste rádi Terraii a strávili u ní stovky hodin? Pak si jí představte ve vesmírů a stím že když půjdete na jednu stranu planety tak jí obejdete a vznikne Starbound hra pro vás ve které naleznete tisíce planet různě generovaných a strávíte u ní několik hodin zábavy jako u terrárie, průzkumu a stavění co víc si můžete přát.
Přidáno: 5. července
Byla tato recenze užitečná? Ano Ne
10 z 20 osob (50%) ohodnotilo tuto recenzi jako užitečnou
268 titulů na účtu
19 recenzí
52.7 hodin celkem
Recenze předběžného přístupu
7 / 10

Jak jsem četl jeden koment:
Terraria → Rihgt or left?
Starbound → This planet or this, this, this,this? Where i am?
Moc mega.
Přidáno: 20. března
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1 z 3 osob (33%) ohodnotilo tuto recenzi jako užitečnou
44 titulů na účtu
1 recenze
93.6 hodin celkem
Recenze předběžného přístupu
Super hra.. Chytne a nepustí!
Přidáno: 19. června
Byla tato recenze užitečná? Ano Ne
1 z 3 osob (33%) ohodnotilo tuto recenzi jako užitečnou
45 titulů na účtu
6 recenzí
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Recenze předběžného přístupu
iam realy like this game but multiplayer SUCKS becose chucle fish dont now how working server iam like game but must play alone :(
Přidáno: 30. července
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0 z 1 osob (0%) ohodnotilo tuto recenzi jako užitečnou
27 titulů na účtu
5 recenzí
61.6 hodin celkem
Recenze předběžného přístupu
Je suprová
Přidáno: 6. dubna
Byla tato recenze užitečná? Ano Ne
44 z 51 osob (86%) ohodnotilo tuto recenzi jako užitečnou
243 titulů na účtu
13 recenzí
68.2 hodin celkem
Recenze předběžného přístupu
Když to má být trošku recenze, tak budiš :
Nejprve si můžete vybrat, za jakou rasu chcete hrát. Každá má něco v čem je výjimečná. Narodil od Terrarie má mít tato hra i příběhovou linku, a mód sandbox (v tom běží testovací verze)
Vice: http://www.playstarbound.cz/o-hre/
Začínáte ve vesmírné lodi, kde si můžete otestovat ovládání hry. Jenže brzy zjistíte, že více nemůžete dělat. Tak se musíte vydat na planetu, nad kterou jste. Tam začne boj o přežití. Nezapomeňte si vzít výbavu z počítače (jako digi bedny).
Ke stavění :
Je to na první pohled dost podobný Terrarii, sice postavy jsou větší i stavby, stavíte až po 4 kostkách najednou ale lze i po 1 (pomocí Shiftu).
Ale brzy se dá na to zvyknout, základní stavba jde celkem rychle, třeba jen z půdy ale lepší i stylovější je ze dřeva, jenže brzy zjistíte, že by bylo dobrý mít nějaký okna, jenže kolem žádný písek.
Cestování lodí a těžba zeminy:
Proto zapotřebí začít kopat, jenže v zakladu máte jen laser na těžení (podobná zbraň s Dead Space - plazmová řezačka) a stou těžíte, jenže jde to pomalu. Proto je zapotřebí krumpáč a sekera, lze jí celkem rychle získat a pak už to jde celkem rychle. Časem je vylepšujete (pozor od Terrarie zde funguje opotřebení krumpáče možná i dalších nástrojů (zatím sem nehrál tak dlouho), ale čím větší (opotřebení) tím to jde pomaleji. Takže těžíte, až natěžíte nějaký uhlí a další suroviny. Uhlí (černé kamínky v zemině) jde použit jako palivo pro loď. Jenže je potřeba nejméně 200 ks. Abyste doletěli na další planetu úrovně 1. Ale bez ztráty (nebo mírnou ztrátou) můžete nejbližší planetě, kde najdete další suroviny který se můžou hodit. Jenže je to už úrovně 6 a tam přežít je dost obtížné. Proto natěžit a zmizet domu. Tam získáte třeba ten písek a na domácí planetě si můžete udělat okna. ;-)
V lodi:
Trošku jsem přeskočil jak dát do lodi palivo. To stačí se s planety teleportovat do lodi a u řídícího sedala dat na počítač (na zdi) a dát tam uhlí a pak rafinovat. Pilotáž je pak že si sednete do křesla a vybíráte na mapě kam letět. Trošku to připomíná Mass Effect v 2D provedení. :-) Po průzkumu vesmíru a planet lze loď vylepšovat a zkoumat další technologii. (Tam jsem se zatím nedostal.)
Pár zjištěných bugu:
Setkal jsem se s tím, když jsem si postavil barák na místě objevení na (domácí) planetě, že jsem byl do půlky zakopán v základech baráku. Proto jsem je musel vykopat, abych mohl jít dál (určitě to brzy opraví) a další věc je že si nejde určit spawn pomocí postele jako v Terrarii. Vždy když vás zabije příšera tak vás loď oživí a jste v ní a pak teleportací dolů. Jen škoda že nejde určit kam.
Mé hodnocení:
Sice hra má stálé svoje mouchy, ale jak tvůrci slibují, dají pomalu a jistě hru do kupy. Takže se těším, až z Bety (s testovací verze) bude Full. Máme se určitě na co těšit. Nejvíce se mi líbí systém cestování lodí po vesmíru a hledání surovin ne jen na 1 planetě, ale po cele galaxii, kde na vás budou čekat různé příšery. Co se mi také líbí, že už žádný lektvary a magické schopnosti, ale už jen čistá budoucnost a věci k léčení jako obvazy a podobně.
Takže pokud bych měl, hru hodnotit dal, bych zatím 8/10.
Doufám, že se vám bude (mini)recenze dobře číst, byla to má první. :-)
Přidáno: 5. prosince 2013
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