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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.
Megjelenés dátuma: 2013. dec. 4.
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Korai hozzáférésű játék

Szerezz azonnali hozzáférést és kezdj játszani; légy részese a játék fejlődésének.

Megjegyzés: Ez a korai hozzáférésű játék a fejlesztés során vagy változik jelentősebben, vagy nem. Ha nem izgat a vele való játék a jelenlegi állapotában, érdemes lehet várni, míg a játék fejlesztése előrehaladottabbá válik. Tudj meg többet.

Mit mondanak a fejlesztők:

Miért a Korai Hozzáférés?

“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.”

Mennyi ideig lesz ez a játék a Korai Hozzáférésben?

“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!”

A tervek szerint miben fog különbözni a teljes verzió a korai hozzáférésű verziótól?

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

Milyen állapotban van jelenleg a korai hozzáférésű verzió?

“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

Eltérően lesz árazva a játék a korai hozzáférés alatt és azt követően?

“The price will likely change after Early Access!”

Hogyan tervezitek bevonni a közösséget a fejlesztés folyamatába?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
Tovább

Starbound vásárlása

$14.99

Starbound Four Pack vásárlása

Includes four copies of Starbound - Send the extra copies to your friends!

$44.99

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Legutóbbi frissítések Mind a(z) (6)

[DAILY BLOG] Weekly Update Round-Up! 10/09/2014

szeptember 10.

#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.

---

#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!

16 megjegyzés Tovább

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

szeptember 3.

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. ;)

---

#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!

---

#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.

---

#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!

26 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.

A játékról: 

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?

PC-s rendszerkövetelmények

    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

Mac-es rendszerkövetelmények

    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

Linuxos rendszerkövetelmények

    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
Hasznos vásárlói értékelések
5 emberből 3 (60%) találta hasznosnak ezt az értékelést
98 termék a fiókon
1 értékelés
65.8 óra a nyilvántartásban
Korai hozzáférési értékelés
Jol osszerakot kis game csak ajanlani tudom.
Közzétéve: június 22.
Hasznos volt ez az értékelés? Igen Nem
5 emberből 3 (60%) találta hasznosnak ezt az értékelést
22 termék a fiókon
1 értékelés
76.3 óra a nyilvántartásban
Korai hozzáférési értékelés
Egy nagyon jó játék,én ajánlom mindenkinek
Közzétéve: június 23.
Hasznos volt ez az értékelés? Igen Nem
932 emberből 761 (82%) találta hasznosnak ezt az értékelést
419 termék a fiókon
4 értékelés
152.0 óra a nyilvántartásban
Korai hozzáférési értékelés
EDIT; if you are curious about the comparisons between starbound and its predecessor, terraria, I've made a notepad document you can read comparing the two. Read this only after the review, and only if you are ok with spoilers for both games. I reccomend copy and pasting the text to notepad or word to read it more easily.

https://dl.dropboxusercontent.com/u/134599654/Starbounds%20problems%20-%20An%20explanation%20by%20Skyblade799%20in%20response%20to%20Jelly%20Slug.txt

I once had faith in this game, but that faith died, and it died hard.

A little history first;
This game's development started in about february of 2012, after Andrew Spinks temporarily left terraria to take care of his family. It had appeared referenced in his leaving post, which also seemed to indicate he was leaving terraria and that he may not comeback, but as we know now he came back about year and a half later, and came back better, with a team too. People jumped to starbound in hopes of finding a game to take the place of terraria at the time, knowing that the game may not return with updates. And so, the wait commenced...
One must for a moment note, that terraria's development started in January 2011, and 1.0 was released early due to a beta leak in june. And note that that initial 1.0 version, and even the beta, was more polished then starbound is now. One must also note that terraria only had a coder, artist (who now is starbounds director), and a composer (plus a fantastic community manager who is no longer around due to complications behind the scenes). Only in the last year does terraria now have a larger team.

Wait passed, and in december 2013, an entire two years later, starbound's beta came out....
The game had, and still has almost no content. Barely anything that the devs said they wanted to do with the game has been done. The game has been in development only one year less then terraria, yet it is lacking in every way in comparison. The community was confused. The tier system refered to was a mess, throwing around broken data values, and requiring a full fix to get it to even remote functionality. The combat is mainly click to kill, with almost no interesting or unique weapons. The enemies, weapons, worlds, and dungeons all scream of quanity over quality. There are many of each, but none of them have anything of real note, making each mostly a reskin of the other.

So of course, Tiy, the director, decides the best option is to.... stop development and move all of the developers over to europe, which took about 4 months, and was barely talked about. The move finished in may...
A few Months later, we are here. Nothing has changed.

The game has no content in comparison to terraria. It has no interesting/well made combat mechanics to speak of. The planets are reskins as well as the underground biomes, which only have slight differences (one is cold, one is not, one has brown mushrooms, etc). The cave generation is empty and disjointed, requiring minutes of digging only to find another empty cave... even if the cave is in sight. The villages in game are soulless, and purposeless, having no useful purposes, and thus become only another thing to click to kill. The random weapons aren't even remotely as interesting as the borderlands style weapons they are trying to build on. The unique items the game does have are too few, and aren't even that interesting. The tiers consist of; mine tier ore, fight simple boss, mine tier ore plus coal, fight simple boss; and repeat, exactly. Until about halfway through where they don't have anymore bosses at all.

An example of a design decision that makes this game worse then terraria. The dungeon system only allows the order of the dungeon rooms to change, and the chest contents, nothing else. That means, unlike in terraria, in starbound the dungeon will not have procedural/randoml; enemy placement, trap placement, chest placement, room layout, corridors between rooms, furniture placement, tileset placement, and so on. Thats right, the enemy placement is always the same as well. Not even the dungeon chest items are unique, with only some crappy dungeon enemy items being unique (and those enemies are mostly reskins, again).

Even the small underground building rooms are the same every time you find a type. One underground graveyard room look the same as every other. This is in stark contrast to terrarias underground wooden houses, which have bizzare procedural layouts, interesting randomly placed furniture (that is often unique to said area), useful and interesting items in a chest which is placed somewhere randomly in the room, and sometimes even traps.

There is only one single positive; building things is easier then in terraria..... but only slightly. Since the building has no purpose in starbound, even that is a moot point.

The game hasn't had a full update in months; the only updates are in a completely unplayable nightly build for dev use. Even then, not much has been done.

The game is bad..... but that isn't all. The developers and forums are also in bad shape.
A recent example involves adding a horse with boobs as a ship AI for a robot race. Over half the community was bothered by this. Many of the developers have gone out of their way to mock the playerbase for stating their displeasure with this choice, with troll posts saying they would replace all AI with animals with boobs, and even the dev characters wearing horse hats. They then made a poll for it.... and it turned out they were mocking the playerbase the entire time, and were never going to use that AI. Many people got banned for even stating their displeasure in a kind matter, and for months even. Anyone acting rudely/offensively in chucklefishes favor did not get banned, and was instead left perfectly fine. Shortly after, forum white knights started saying it was rediculous to think that it would be the AI.

The critics on the other hand, pointed out that the developers have done equally rediculous things in the past. They have added bouncing poop monsters, countless idiotic jokes and many a pop culture references. This all combined into a game where they have an avian race whom cuts eachothers limbs off eachother in the name of a broken religion, a human race lacking a homeworld, and a race of apes which have lore jacked from George Orwell's "1984". Thats right, they took a book about the horrors of a dystopian world crafted off the experiences Orwell had in spain during WWII, and slapped incomprehensibly stupid jokes, items, and enemies into the game. Awful.

Most of the admins on the forums do a questionable job, with specific mention to an Eonwe, who is particularly awful. I personally have not been banned, but I have seen many taken by the banhammer for almost no reason.
The community manager mollygos is also bad at her job. She barely does any sort of community management, mostly promoting games they are publishing, and when she does manage the forums, the same awful results can be found.
The developers have been blaming their community for problems caused, and won't treat their community with respect in most cases, not to mention the unprofessionalism on their twitter accounts.

I cannot say enough now; do not get this game. Get terraria. Heck, if you have that, there are other options. Want early access; you have edge of space and crea.

Want 3d? You have the highly moddable minecraft.

Still not content? If you look only for the procedural gameplay, look into roguelikes/roguish games, like spelunky, dungeons of dredmor, magicite, don't starve, tower of guns, diehard dungeon, sword of the stars the pit, the binding of isaac, full mojo rampage, AND SO ON. Don't have much money? Free roguelikes like doom the roguelike, ADOM (ancient domains of mystery), ELONA (eternal league of nefia), and dwarf fortress will make you far happier then starbound will.

DO NOT BUY NOW, NOT RECCOMENDED. AVOID.
Közzétéve: július 15.
Hasznos volt ez az értékelés? Igen Nem
2,409 emberből 1,827 (76%) találta hasznosnak ezt az értékelést
329 termék a fiókon
9 értékelés
36.4 óra a nyilvántartásban
Korai hozzáférési értékelés
Bear in mind that this is a review of the game in its current state

Starbound sets out to expand the foundation built by Terraria and create a fully explorable universe with different planets, all with their own look, feel and randomized creatures. At first the game feels absolutely massive, and entering new biomes and finding civilizations can be a blast.

Upon starting the game you're given the choice between 6 different races, and get to customize the looks and appearance of your chosen character. You then start in your spaceship, and beam down to your first randomized planet. From now on you'll have to explore, mine, hunt and survive like in most games of this caliber. The game has some nice startup quests to 'ease' you into the game, and teach you the basics of crafting and hunting. As of now they run out very quickly, but more quests are hopefully getting added in the feature. Audiowise the game is really good, and the music is nice and relaxing.

Unfortunately this is where the game takes a turn for the worse, and you're left with a tedious grind for resources and Pixels (similar to the xp in Minecraft, except that it also functions as currency for vendors in the game). The game becomes extremely linnear, and I always felt like I was on a pre-determined path. Everything you want to craft takes Pixels, and let me tell you, they got really carried away with this idea. The best ways of getting Pixels is by killing enemies, the harder the enemy, the more Pixels they will drop. Say the enemies drop 50 Pixels each. Let me give you an example of how this gets really redundant. At one point in the game you need to create a robot that summons the second boss of the game, which will give you what you need to advance and see new parts of the universe. All in all it costs you 3000 Pixels to build it, that's 3000 Pixels to advance slightly. that's an absurd amount of monsters you have to kill. Another way to acquire Pixels is by using a refinery which transfers ores into Pixels, a method which prolongs the already massive amount of time spent mining in the game. I can appreciate a good grind and working towards something, but this is just ridiculous.

Combat in the game is laughable at best, and pretty much amount to pressing the button until you, or the enemy dies, and the navigation as you're both jumping around is frustrating beyond belief. The guns in the game are completely worthless and feel more like peashooters than actual lethal weapons.

Overall Starbound could have been a good experience if it hadn't fallen flat on it's face in so many areas. As of now, you should not bother with this game. There are far better Early Access games out there that deserve your money and attention.

_________________________________________________________________

Note: After reading through all the feedback, the most common criticism of this upcoming part (and greatest argument in defense of Chucklefish it seems) was that it was focused more on the forum moderators than the actual developers. Hopefully this updated version will be more satisfactory. Special thanks to Steam user sweetjbro from whom I took some of the screenshots. His review can be found here: http://steamcommunity.com/id/sweetjbro/recommended/
__________________________________________________________________

THE DEVELOPERS

If the game doesn't already sound bad enough, I am sad to inform you that Chucklefish (the developers) are even worse. The last noteworthy update was in December, and the information being released to the public is in my opinion not exciting at all, and are pretty much just gifs and pictures of things you won't get to play before they release a solid update, which as it looks now could be quite some time. The official Chucklefish forum is one of the most heavily censored websites you will ever visit on the internet. Most criticism, how valid they may be, are brushed under the rug as ''trolling'' or ''Flamebait'' and the user has a good chance of getting banned. In the light of the negative attention rising over the slow development and their childish treatment of criticism, they've resulted to blaming their player base for the lack of progression.

Blaming their player base: http://i.imgur.com/KsDvRHN.png
Link to the updates: http://playstarbound.com/

After numerous P.R catastrophes, a lack of updates and overall censorship of the forums, negative reviews (including mine) started rising to the top, colouring the game once described as ''The way to do Early Access right'' in a new light, instead of acknowledging their mistakes or (god forbid) apologising, they instead chose to blame the negative reviews on ''Vote Brigading''. Vote Brigading for those who don't know, is an act commonly associated with websites like Reddit, where a group of people band together to upvote or downvote a post/review/comment to push forward their own beliefs and ideologies without viewing them in a critical or objective matter. To add to this a moderator over on the Chucklefish forum claimed that we're just a small vocal minority spreading our hatred and paranoia. Chucklefish can never be in the wrong!

Vote Brigading: http://i.imgur.com/NrI9VdG.png
Vocal Minority: http://i.imgur.com/NMNeGLK.png

It was also leaked that they had their own hidden subforum full of hardcore defenders of the game, all making fun of the rest of the player base behind our backs. What differentiates them from us? That they're constantly kissing their asses, unwilling to call them out when they inevitably screw up? The funniest part is the made-up excuse from one of the forum moderators ''I dont even remember that subforum. Unless it was one they did for April fools or something.'' yeah, nice try. As expected, the subforum was emptied shortly afterwards.

subforum: http://i.imgur.com/whDlgwy.png
inside: http://i.imgur.com/uIE45GQ.png
rules: http://i.imgur.com/axj8kG1.png
excuse: http://i.imgur.com/qHahXv7.png
emptied: http://i.imgur.com/sPqigON.png

I could go on, and on about the horrible forum moderators and how Chucklefish have said we've had our money's worth, and the lies, but that's the beauty of it, I don't have to. There's plenty of evidence out there, in other reviews, on the Chucklefish forum and on the Steam forum. These developers don't operate with clean hands, and the once intriguing game with the promise of updates ''Thick and fast'' is now nothing more than empty words and 8 months without a decent update.

I am not one to tell you what to spend your money on, but with their broken promises, silencing of critique and overall incompetence, I would not recommend you support rotten, clueless developers like these.

_________________________________________________________________

OTHER REVIEWS TO CONSIDER

http://steamcommunity.com/id/Omegacorp/recommended/211820/
http://steamcommunity.com/id/sweetjbro/recommended/
Közzétéve: július 4.
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6 értékelés
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Korai hozzáférési értékelés
Just buy Terraria instead, and once Terraria 2 comes out you can just completely forget about this game.
The developers of this game ban anyone on their forums who openly criticize their game. If you really want to play this game just pirate it.
Közzétéve: július 2.
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11 emberből 11 (100%) találta hasznosnak ezt az értékelést
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2 értékelés
27.4 óra a nyilvántartásban
Korai hozzáférési értékelés
Vedd meg. Most!
Közzétéve: 2013. december 6.
Hasznos volt ez az értékelés? Igen Nem