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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.
Fecha de lanzamiento: 4 Dic 2013
Ver vídeo en alta definición

Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado puede o no cambiar significativamente en el curso de su desarrollo. Si no te entusiasma jugarlo en su estado actual, entonces puede que quieras esperar hasta que el juego avance más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“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.”

¿Cuánto tiempo va a estar este juego en acceso anticipado?

“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!”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

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

¿Cuál es el estado actual de la versión de acceso anticipado?

“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

¿Variará el precio del juego durante durante el periodo previo y posterior al acceso anticipado?

“The price will likely change after Early Access!”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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Actualizaciones recientes Ver todos (4)

[DAILY BLOG] Update Round-Up! 27/08/14

27 agosto 2014

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!

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#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!

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#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

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#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

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

20 agosto 2014

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).

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#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.

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#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.

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#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.

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#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!

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#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!

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#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.

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#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

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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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Ver todas las discusiones

Informa de errores y deja opiniones sobre este juego en los foros de discusión.

Acerca del juego

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?

Requisitos del sistema (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

Requisitos del sistema (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

Requisitos del sistema (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
Análisis útiles de usuarios
A 112 de 154 personas (73%) les ha sido útil este análisis
501 productos en la cuenta
7 análisis
82.4 h registradas
Análisis de acceso anticipado
Este juego lleva meses totalmente abandonado, los desarrolladores no hacen más que tratar de acallar (baneandolos de sus foros) a los que critican que estén sin hacer nada desde principios de Febrero, lo cual es muy grave teniendo en cuenta que han recaudado más de 4.000.000€, dando a parecer que solo buscaban el dinero.

El juego es jugable, pero cuando lo juegas unos pocos días te das cuenta de que es todo lo mismo, una y otra vez, las mismas mazmorras, mismos NPCs, mismas armas...

En resumen, ni se os ocurra comprarlo.

ACTUALIZACIÓN: Ahora parece que se están poniendo las pilas de nuevo, hay novedades en la Web y en los foros y están trabajando en un parche gordo. Aun así quiero que quede constancia de todo lo que ha pasado desde que salió el juego.
Publicado: 26 junio 2014
¿Te ha sido útil este análisis? No
A 67 de 104 personas (64%) les ha sido útil este análisis
261 productos en la cuenta
4 análisis
26.8 h registradas
Análisis de acceso anticipado
Nunca mas se supo de actualizaciones o nuevo contenido. El juego en si no tiene chicha para jugarlo mas de 3 o 4 dias.

Una verguenza habiendo recibido mas de 4 millones de dolares del acceso anticipado.
Publicado: 15 junio 2014
¿Te ha sido útil este análisis? No
A 34 de 48 personas (71%) les ha sido útil este análisis
41 productos en la cuenta
1 análisis
139.2 h registradas
Análisis de acceso anticipado
me da mucha pena , porque es un juego tremendo, pero ha sido totalmente abandonado por los desarrolladores, los cuales prometieron una serie de actualizaciones que nunca van a salir a la luz , no recomiendo este juego porque no va a ser mas de lo que es ahora , es decir, no va a tener mas actualizaciones , ni nada por el estilo y se te hace ya cansino y repetitivo. gracias a los desarrolladores del juego por cojer todo el dinero recaudado y quitarse del medio. Gracias .
Publicado: 13 julio 2014
¿Te ha sido útil este análisis? No
A 23 de 35 personas (66%) les ha sido útil este análisis
88 productos en la cuenta
2 análisis
55.7 h registradas
Análisis de acceso anticipado
Ante la posibilidad de que nos dejen colgados, tantos meses sin actualizar ni dar explicaciones... no aconsejo a nadie que lo compre hasta que no esté completo
Publicado: 1 julio 2014
¿Te ha sido útil este análisis? No
A 21 de 32 personas (66%) les ha sido útil este análisis
69 productos en la cuenta
3 análisis
36.8 h registradas
Análisis de acceso anticipado
El juego lleva sin recibir una actualización importante de contenido desde hace más de 7 meses. Tiene mucho futuro y es entretenido, pero no recomiendo comprarlo hasta que esté terminado ya que de momento no parece que vaya a estar acabado en muchísimo tiempo.
Publicado: 13 julio 2014
¿Te ha sido útil este análisis? No