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.
リリース日: 2013年12月4日
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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは開発段階によって大きく変わることも、そうならないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“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.”

このゲームはいつまで早期アクセスですか?

“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!”

早期アクセスバージョンと計画されているフルバージョンの違いは?

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

早期アクセスバージョンの現状はどうなっていますか?

“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

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“The price will likely change after Early Access!”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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[DAILY BLOG] Update Round-Up! 27/08/14

2014年8月27日

Yo, it's Wednesday! Here's a round-up of updates from the past week. 23rd to the 25th = three day weekend.

#Discussions_QuoteBlock_Author
Recently, we’ve been discussing adding some more capabilities to the Status and Status Effect system in Starbound. There are a lot of interesting things we want to do, but as of right now the Status system is a bit of a pain point in the Starbound codebase.

Every Status equipped entity has around 20 stats, all defined directly in c++, and they can be affected by about *45* status effect primitives, also specified in c++. Status primitives are everything from ForceField to FlawedProtection to ClumsyProtection to ExplosiveDefense to ExplosiveDefensePower to.. you get the idea. Extending the status system right now involves doing things like extending this enum and adding to this set of fields.

Now, don’t get me wrong, simple and hard-coded sometimes works great. Usually, it’s what you want to try *first*, and you stick with that until it’s clear that it needs to be replaced by something more powerful. Well, for the Status system, that time is NOW.

Omni and I have been working on a replacement for the Status system that should hit (fingers crossed) master in a few days. Stats are generic String -> Float mappings, there’s a system for adding temporary modifiers to the String -> Float set, there is a resource system that is closely tied to the stats system for things like health / energy / warmth, and, the most exciting part is, it will be driven by lua scripts!

Not only will this allow us to have, well.. sort of more “interesting” status effects like brain reboot and things like that driven by an isolated script and with way more interesting graphical effects, it will allow modders to add additional status effects and, as a side effect, will give modders a place to add persistent client-side data and scripts that affect the player without having to tie into the tech system.

Also, as either part of this update or soon thereafter, I’m trying to work it so that status graphical effects like cold and hunger that affect the screen can actually modify the shader used by the world renderer for some more interesting graphical effects than what we have now.

It’s exciting!

---

#Discussions_QuoteBlock_Author
I ended up deviating a bit from my work on the lunar base mission today, as I’m waiting on further developments on the new enemy before I go too in-depth with careful placement and setting up the loot distribution. We have some other cool stuff for it in the works, but I’d really like to keep those elements a surprise if I can help it.

Instead I primarily spent my time getting the Novakid armors that George showed off last week actually craftable in-game. We’ve got all their tiered weapons designed and ready to go too, they just need to be implemented and balanced.

The Novakids feel so at home in our universe, they could well usurp the Glitch as my favorite race!



I’ve also begun work on rebalancing all the armors that fall into the separator, accelerator and manipulator classes. I expect to spend most of tomorrow continuing on this task, so I’d like to get it to a good place. That said, I have no doubt we’ll need to do some fine-tuning down the line as we continue our playtesting.

Until next time!

---

#Discussions_QuoteBlock_Author
So a while back I mentioned that I made some changes to sky to decouple them from the coordinate information. Today I hooked it up to the WorldParameter system so that it could actually begin to be used on Floating Dungeons and stuff. There’s more work to be done, because currently there’s no randomization in this area. But we can put any sky on the outpost worlds now. Here’s an example:

https://www.youtube.com/watch?v=N-TZ_NP1utA

---

#Discussions_QuoteBlock_Author
One big part of the game’s progression will be the ability to access new planet types as your ship and equipment improve. To facilitate this, we’re making biomes correspond with threat levels as you advance through tiers.

What does this mean, exactly? Previously, some biomes would only appear on planets with higher threat levels, but there wasn’t much relating a world’s appearance and environment to how challenging it is other than the explicit threat level. We’re now grouping the primary biomes by tier in a way that makes the progression of difficulty more logical and encourages players to visit a wide variety of planet types as they play through the game. When a player acquires gear with the appropriate environmental protection (such as heating systems to insulate them from cold environments), they will gain access to several new primary biome types (such as Tundra, Arctic and Asteroid worlds). We’re making sure to have enough variety within each tier to keep exploration entertaining while still retaining a somewhat consistent theme at each stage.

Once a player has completed the game’s progression and can access all of the various primary planet types, they will be able to visit planets with special high-level versions of the biomes. These will include some of the stranger variations like metallic trees/plants, as well as previously unavailable mini-biomes and dungeons. There’s no need to rush or grind to the endgame, but there will still be lots to discover after reaching it!

I’ve also been working on some smaller biome and planet configuration improvements. I’ve made the biome/sub-biome combinations more reasonable, so you won’t find ice trees growing next to pools of lava, and improved the matching of planet types to the distance from their star so you can reliably look for hot worlds in near orbits, temperate worlds in the habitable zone and frozen worlds in the outer fringes.

'Til next week! ːpizzasliceː

13 件のコメント 詳細を見る

[DAILY BLOG] Update Round-Up! pt. 2

2014年8月20日

Continuing from part one! In the future these will be shorter and fit into one post, but we're taking on 20 days worth of posts here (and Armagon talks a lot :D).

---

#Discussions_QuoteBlock_Author
Remember the late time I mentioned documentation I said I’d eventually make it automated?

I did that today. It’s now tied to the steam upload so it should update every time Steam does (ie, nightly).

You can find the documentation here: http://doc.playstarbound.com/

You can navigate around by classes or by namespace, but the front page is mostly blank (because it’s the default doxygen setup).

The bits that you lua modders are most interested in are located here:
http://doc.playstarbound.com/namespaceStar_1_1LuaBindings.html under the namespaces section ( for instance:
http://doc.playstarbound.com/namespaceStar_1_1LuaBindings_1_1WorldEnvironmentCallbacks.html )

Hope this helps!

Also did a few things with the Sky today. I’m currently separating the Sky from the Celestial Coordinate system so that we can give fully featured Skies to Outputs and Instances and the like. Nothing too exciting though.

---

#Discussions_QuoteBlock_Author
Sorry, I was supposed to do the daily update yesterday and I missed it :(

I’ve been working on a ton of things lately, instancing and unique world support, world <-> world warping, new world generation types and general world generation fixes, material light sources.

But right now I’m fixing a loooong standing series of bugs in starbound regarding projectile disconnects between the client and server. I’m basically done, and with any luck you will see it in tonight’s update.

If I finish and merge today, I’ll do another post later today that goes into how the fix actually works.

---

#Discussions_QuoteBlock_Author
Projectile disconnect fix is complete and pushed to master. It’s less of a fix and more of a.. near total rework.

I promised I would go into more detail but.. it’s late so here’s the very VERY quick version:

Projectiles are now proper synced entities with entity update deltas and everything, and damage is sometimes applied where an entity is not necessarily the master entity. Our old concept of a disconnected entity is gone, and there has been a lot of simplification with other damage and status related parts of the code. Self damage no longer routes through the damage manager, and instead entities can produce arbitrary damage notifications themselves. Damage requests and now also a new thing called *hit requests* can travel over the network before being applied, and there is no longer a need for direct status effect requests over the network. Total change in lines of code: -120

PvP needs lots more work still, but PvE locally and over network should be MILES better.

---

#Discussions_QuoteBlock_Author
Hey guys!

Over the past few days I’ve continued my work on the lunar base mission with a nice steady rate of progress with some feedback from Tiy and George along the way. As I’ve stated previously, I don’t wish to spoil any plot details, but I’m okay with teasing a small piece of the environment. You may also notice a subtle new feature that crept its way into the game. Blocks are now capable of casting light.



It can be challenging at times; sculpting out a cave environment in such a way that it looks natural while also keeping the player’s ability to traverse it firmly in mind. That said, I think it’s coming along nicely.

On a side note, yesterday’s upload of the nightly build failed, so if you’re interested in trying out Kyren’s new projectile code, the update only went live a couple of hours ago. Personally, I’ve already noticed a huge improvement!

Area-of-effect projectiles like grenades are hitting and damaging multiple enemies far more reliably. The issue of projectiles outright disappearing when shot point blank into an enemy’s face is gone. If you have a bunch of monsters clustered together and you land a melee attack it now damages all of them as it should, rather than just a fraction. The PvE combat is feeling really good right now. Nice work, Kyren!

Anyway, that’s it from me. Stay classy and good night!

---

#Discussions_QuoteBlock_Author
Here’s a little something I’ve been working on… The Novakid will be needing their own armor sets.



Time to go back to my Devcave. K Bye!

---

#Discussions_QuoteBlock_Author
As we’ve been working on the progression of the early game, one awkward point that kept coming up is the Matter Manipulator. You’re given this all-purpose future tool, but then immediately replace it with stone age pickaxes because of their superior digging ability. So, for the past few days, I’ve been prototyping a system of upgrades for the Matter Manipulator that should keep it useful throughout the course of the game and give players something more futuristic than hand tools. This is all WIP, obviously, but so far it seems to make more sense both aesthetically and mechanically. Here’s a quick look at the current range of upgrades we’re testing:



Players will be able to upgrade the area, digging power, and other numerical aspects of the Matter Manipulator as well as enabling new harvesting options such as liquid collection. Hopefully, this should make it a satisfying tool in your character’s arsenal and even offer a bit of customization to suit your play style.

---

#Discussions_QuoteBlock_Author
It’s pretty much been business as usual for me the last few days. The lunar base mission is getting to a really nice place, and I’ll be able to start populating it with enemies and loot very soon.

Kyren kindly implemented a quick update to our lighting engine that provides far greater control of how a light flickers. Previously the controls were a little vague and it was often difficult to get the precise results desired. It was difficult to get lights doing anything other than dimming and brightening in an largely unpredictable fashion.

Now we have the capacity to make lights pulse, strobe, or flicker erratically as we wish. As a side effect of this update, you may notice in the nightly that any lights that previously flickered currently are not doing so, but I’ll be quickly zipping through them to make them work as intended again in my downtime.

I put a quick video test together with a variation of the spotlights that flickers erratically. I do not advise watching this video if you are sensitive to strobing light effects as I have purposefully used a lot of them in one space simply to demonstrate.

https://www.youtube.com/watch?v=gXvOLZEdeQY

---

No space left for Omni's post from yesterday on the JSON patching system, so I'll just leave a link here.

http://playstarbound.com/august-19-the-day-when-all-your-mods-died/

'Til next time!

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このゲームの掲示板でバグを報告したりフィードバックを残そう

ゲームについて

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?

システム要件 (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

システム要件 (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

システム要件 (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
参考になったカスタマーレビュー
15 人中 11 人 (73%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 26
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早期アクセスレビュー
マイクラがパスタ
テラリアがラーメンだとすれば

公式は「こんなうどん作るよ!美味しいよ」
と歌うが、現状このゲームは小麦粉状態である。

うどんになってからプレイするのをおすすめします。
投稿日: 2014年6月24日
このレビューは参考になりましたか? はい いいえ
4 人中 4 人 (100%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 38
1 件のレビュー
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早期アクセスレビュー
ベータ地区までプレイしてのレビューです
長文失礼

よくterrariaの続編と言われるので、違いをちょっとまとめて見ます

-ワールドを行き来するのに資材が必要-
これは、宇宙船で冒険をする性質を持ったこのゲームのジレンマであり同時に大きな楽しみ。
以前のterrariaでは無尽蔵にマップを作って用が済んだら消去、生成のサイクルが容易だったが、
このSterboundではそのサイクルをゲームプレイに上手く取り込んでいる。
惑星(マップ)を移動するのに資材が必要になり、たとえどのようなマップであっても一定のプレイ時間を要する点が大きな違いとなる。
が、この性質上苛酷な環境(moon)等に行って燃料が尽きると積んでしまうので、その辺りは要改善か

-惑星ごとに変わるマップステータス-
この違いを体感したとき、Starboundの持つ非常に大きな可能性を見出すことができると私は思う。
惑星一つとっても、星の大きさ、重力、生物、文化、気候等が異なっており、
お気に入りの惑星を見つけるだけでも長い旅を必要とするので、まさに「宇宙旅行」が楽しめる。
宇宙船でお気に入りの惑星をホームに設定できる点も非常に優秀。

-3Dプリンターという革命-
これはとても革新的かつ斬新なシステムだ。
多くのクラフティングゲームでは建築物資を保管する必要があるのに対し、
この3Dプリンターは1つ持ち帰って取り込めば、その家具は無限に買うことが出来る。
これはエンドコンテンツに近い建築要素を後押しするだけでなく、冒険をさらに楽しくしてくれる。
他の評価を見るとチートじみたイメージがつきがちだが、スキャンするのにもお金がかかる事、
買い戻すにはその数倍のお金がかかる点、序盤は資金繰りが厳しいことを考えると十分なバランスになっていると思う。
さらに、冒険の効率を重視するならばその惑星の家具をすべて確保して行く必要があり、
そうなると宇宙船の大型チェストがすぐに埋まってしまうだろう。

-高度な戦闘-
terrariaの敵は常に自分を狙ってくるが、Starboudはちょっと違う。
敵にも視認範囲があり、攻撃したり範囲に入らなければ基本襲われることは無い。
また、野良のNPCも襲われる上襲う事も可能なので、間違って攻撃してしまえば援護してくれた仲間も一瞬で敵となる。
一長一短だがこれもシステムだと割り切れれば楽しめるのではないかと思う。

まとめると、ベータだがベースシステムはほぼ完成しているので今から買っても問題無いレベルには楽しむことができるだろう。
投稿日: 2014年3月3日
このレビューは参考になりましたか? はい いいえ
6 人中 5 人 (83%) がこのレビューが参考になったと投票しました
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それはあなたの友人が内臓の山であっても、非常に複雑なゲームや友達と遊ぶのが良い方法です。宇宙テーマはいいですし、何とかすべての雰囲気が雰囲気を持っていないの衛星とは別に、通気性になる。

あなたはMLGプロだと思えば、このゲームを購入します。(o;TωT)o
投稿日: 2014年3月10日
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3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
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現在β版の為、未実装項目が多岐に渡りますが、2Dサンドボックスゲームを好まれる方、もしくは初めて手にする方にはお勧めしたいゲームです。
惑星を探索して未知の研究所に潜入したり、多種族の町を訪問、買い物をしたり(家具を略dゲフンゲフン)危険なバイオームを探検してお宝を発掘したり、はたまた惑星を自由に開発して、自種族の街を開くなんてこともできたりします。
主言語が英語ですが、日本語対応MODも有志が対応中ですし、ニコニコ動画などで実況されている方などもおられますのでそちらでどういうゲームなのか、あらかじめ予習しておくこともお勧めですね。(かくいう私もそのクチでしたw)
投稿日: 2014年4月22日
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完成品に期待。
投稿日: 2014年3月5日
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190 人中 155 人 (82%) がこのレビューが参考になったと投票しました
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バニラのMinecraftには非常に大きな欠点がある。それは建造物を作ることそのものに喜びを見いだせないプレイヤーはすぐに「やる事がない」状態に陥ること。
Minecraftに限らず全てのサンドボックス型ボクセルゲームに言えることだが、結局の所大体のゲームの最終目的は「すごい家」を作り、それに飽きたらないプレイヤーは「すごい◯◯」を、集めに集めたブロックやアイテムで作ることが目標となる。
これに価値を見いだせないプレイヤーは適当にしょぼい作りの家を立ててそのまま「やる事がない」状態に陥るため、すぐに目的を無くしてゲームを止めてしまう。これはゲームの楽しさを生み出す仕組みを作らず、プレイヤーの「想像力」に責任転嫁して「すごい家を建ててね」といった漠然とした最終目標を開発側が投げ出しているからに他ならない。しかしこれではプレイヤーは精々左クリックを押し続けて集めに集めた石ブロックで巨大な城を建ててニコニコに動画をアップしてドヤ顔する以外に達成感は得られない。

Starboundの開発はこの問題に気付いている。

Starboundにも自宅や建築物を作る要素はある。但しStarboundはそれを全く持って最終目標としていない。
このゲームには初めから最低限の設備を置くことができるようプレイヤーに対して宇宙船という概念のスタートマップを与えている。プレイヤーはその気になれば自宅など作らずとも、宇宙船の内部にチェストを置き、戦利品をそこに蓄え、手に入れた希少な鉱石を宇宙船の中で精錬することができる。Starboundは既にゲーム開始の時点で殆どのボクセルゲームの逃げ道の「自宅を作る」目標すら捨てているのだ。

それではこのゲームの目標は何か。無い。他のボクセルゲームと同じく一切無い。
但しプレイ体験そのものがが他のボクセルゲームとは明らかに方向性が違う。

Starboundには未完成ながらクエストがあり、様々な武器の種類があり、ボスが出現し、惑星を移動することによりいつでも新しいマップに移動でき、惑星によって様々な建造物がある。建造物はそれこそプレイヤーが考える「すごい家」であり、かなりのプレイヤーが「このNPCが住んでいる家に一緒に住ませてもらおう」と思うほどである。NPCはちゃんと会話し、宇宙野菜を露店で売り、Mobが街を襲えば助けを求めてくる。
鉱石を求めて地下深く掘っていくと突然骨の山になった不気味な洞窟や、爆弾等を格安で売るカエルに突如出くわしたりする。それら全てに飽きたなら宇宙船に帰って他の星に行けばいい。星全体がジャングルに、雪に、火山に、草原に覆われた真新しい場所でまた冒険をすればいい。

このレビューを書いている時点でStarboundは全くの未完成だ。この先一体何が追加されるかも判らない。
ただ一つだけ言えることは、このゲームは今までのサンドボックス型ボクセルゲームと同じように安直に「このゲームの楽しさはプレイヤーの想像力にお任せします」と逃げを一切打っていない事だ。

このまま開発がペースを崩さずにアップデートを繰り返しコンテンツを増やし続けた場合、例えば1年後、どんな壮大なゲームになるか想像できない。
間違いなくこのゲームはこの手のボクセル型サンドボックスゲームとしては買いである。
投稿日: 2014年2月4日
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