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.
출시 날짜: 2013년 12월 4일
HD 비디오 보기

앞서 해보는 게임

지금 바로 플레이할 수 있습니다. 게임이 개발되는 과정에 참여하세요.

알림: 앞서 해보기 게임은 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 현재 상태에서 이 게임에 흥미가 생기지 않는다면, 개발이 더 진행될 때까지 기다려보는 것도 좋습니다. 더 알아보기

개발자의 한마디:

왜 앞서 해보나요?

“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.”

이 게임은 언제까지 앞서 해볼 수 있나요?

“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!”

정식 버전은 앞서 해보는 것과 어떻게 달라지나요?

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

지금 앞서 해보기 버전은 어떤 상태인가요?

“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

앞서 해보는 동안, 또는 앞서 해본 이후 게임 가격이 다르게 매겨지나요?

“The price will likely change after Early Access!”

개발 과정에 어떻게 커뮤니티를 참여시킬 건가요?

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

Starbound 구매

Starbound Four Pack 구매

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

이 게임의 다운로드할 수 있는 콘텐츠

최신 업데이트 모두 보기 (7)

[DAILY BLOG] Weekly update round-up! 17/09/2014

2014년 9월 17일

Hello!


#Discussions_QuoteBlock_Author
So as Kyren mentioned, yesterday I arrived in the UK! I said I’d write a post, but then immediately got distracted by a bunch of other discussions… sorry!

My main activities yesterday were discussing plans and priorities, getting my desk set up, and being a zombie from lack of sleep! Kyren and I talked a lot about her progress on the new status system, which is sounding awesome. The biggest feature is the conversion of all complex status effects to Lua scripts. Aside from massively improving the engine code and cleaning out a ton of unused hard coded stuff, this will allow us to easily implement some very interesting status effects, so we spent awhile coming up with ideas for possible scripted statuses. I also talked with GeorgeV and Armagon about how to implement features they need for the missions they’re designing. More traps, logic/wiring bits, and scripted/triggered events for NPCs are all in the works. More on that later; time for me to write some code!

Oh, and a small note for modders: Kyren added Lua bindings for getting and setting arbitrary world properties, so we now have access to world-level storage to communicate between script contexts and store persistent world data. I’m sure people will come up with some great uses for this!

---

#Discussions_QuoteBlock_Author
Hello there!

So we’re going to have a few missions in Starbound and here’s just a glimpse of another one. This is a Floran mission where… bad things happen. Staying true to myself I’ll barely say anything and let you wonder…




---

#Discussions_QuoteBlock_Author
This week is off to a very good start, with lots of small (and not so small) progress made on several different fronts. My main accomplishment was adding functionality for quests to be turned in to quest giving NPCs rather than completing immediately once the requirements are met. Kyren’s continuing work on the status system and Lua APIs. We improved the gate placement and starting system selection, cleaned up a bunch of quest text, improved the layout of the AI interface a bit and fixed some GUI issues and other bugs. We’ve also started adding in tiered guns and ship upgrades for the Novakids!


---

16th September - Space train!
#Discussions_QuoteBlock_Author
Hello earth!

That’s so exciting, it’s the first time I make a “daily update”! I take this opportunity to introduce myself : I’m Neco (or Necotho), I recently joined the Starbound team as an artist. End of the introduction, let’s get serious! I have finally finished making the graphics for all of the the tiers of the Novakid’s Space-Train-Ship, and I spent a long time to implement them in the game.

I really looking forward to seeing how you will fill your Space-Train!


---

That's all for this week! See ya! ːpizzasliceː

댓글 15 개 더 읽어보기

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

2014년 9월 10일

#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!

댓글 17 개 더 읽어보기
모든 토론 보기

버그를 신고하고 게임 토론에 피드백을 남기세요.

게임 정보

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?

시스템 요구 사항 (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

시스템 요구 사항 (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

Linux 시스템 요구사항

    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
유용한 고객 평가
67명 중 61명(91%)이 이 평가를 유용하다고 평가했습니다.
77.2 시간 기록
앞서 해보기 리뷰
게임 컨셉트와 구조는 놀라운 게임이 될 잠재성을 갖췄으나 안타깝게도 개발자들이 너무 게을러서 이미 나온 지 한 세월이 된 테라리아 보다도 더 느린 진행 속도를 보여준다. 광고한 바와는 달리 현재 상태로서는 그저 테라리아의 아류작으로밖에 볼 수 없으며 추천할 수 없는 상황.
게시 일시: 2014년 6월 23일
이 평가가 유용한가요? 아니요
32명 중 28명(88%)이 이 평가를 유용하다고 평가했습니다.
37.7 시간 기록
앞서 해보기 리뷰
업뎃좀해라 시발
게시 일시: 2014년 7월 12일
이 평가가 유용한가요? 아니요
12명 중 11명(92%)이 이 평가를 유용하다고 평가했습니다.
36.2 시간 기록
앞서 해보기 리뷰
수많은 행성, 다른 지형과 종족들의 마을, 특이한 던전 등 신선한 볼거리들이 있다.
하지만 그것이 전부. 어느 정도 돌아다니다보면 비슷한 풍경을 계속보게된다.
단지 장소가 존재할 뿐 그 장소가 퀘스트나 특정NPC등의 특별한 의미가 없는 것이 아쉽다.
커다랑 방이 있어도 가지고 놀 장난감이 부족하면 언젠가는 질리고 다른 곳에 놀러가기 마련인데
패치를 통해 이러한 장난감을 추가해주면 좋겠다.
게시 일시: 2014년 8월 5일
이 평가가 유용한가요? 아니요
3명 중 3명(100%)이 이 평가를 유용하다고 평가했습니다.
18.0 시간 기록
앞서 해보기 리뷰
정말 재미지다 다른 행성 놀러가고
친구들하고 하면 잼있는 게임이다 ㅇㅇ
게시 일시: 2014년 5월 31일
이 평가가 유용한가요? 아니요
7명 중 5명(71%)이 이 평가를 유용하다고 평가했습니다.
107.8 시간 기록
앞서 해보기 리뷰
이건... 뭔가 추천하기도 애매하고 비추천 하기도 애매한 한 중간정도라고 평가한다.
아직 베타단계라서 할게 없기도 하지만 배경이 우주라는점이 모험심을 깨워준다고 생각한다.그래도 테라리아처럼 액션이 많다보니까 행성 안에서는 자유도가 슈퍼마리오 그지없게 된다
물론 정식버전으로 업데이트 된다면 이 게임은 엄청난 대작이 된다고 생각하기도한다. 게다가 전에 말했듯이 베타여서인지 싸기도 하니까 정식버전에는 가격이 올라갈가능성이 있으므로 지금 사두는것이 좋을것이다.
총점:★★★★☆

※총점은 베타버전 기준으로 평가한겁니다.
게시 일시: 2014년 6월 13일
이 평가가 유용한가요? 아니요