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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.
發售日: 2013年12月4日
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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲可能會隨著開發進度而有重大改變。若目前的遊戲開發情況沒有讓您對該遊戲有興趣,建議您等待本遊戲進一步的開發。了解更多

開發人員的訊息:

為何要使用搶先體驗這種模式?

“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.”

這個遊戲的搶先體驗期間將持續多久?

“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!”

How is the full version planned to differ from the Early Access version?

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

目前的搶先體驗版本發展情況如何?

“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

遊戲售價在搶先體驗期間前後會有所變動嗎?

“The price will likely change after Early Access!”

在開發遊戲時,您打算如何與社群互動?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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Includes four copies of Starbound - Send the extra copies to your friends!

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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

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[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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在討論區回報錯誤並留下對於此遊戲的意見

關於此遊戲

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?

系統需求 (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

系統需求 (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 系統需求

    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
具參考價值的客戶評論
21 人之中有 20 人(95%)認為這篇評論有參考價值
此帳號擁有 165 款產品
3 篇評論
126.6 記錄時數
搶先體驗的評論
一款充滿無限發展的沙盒遊戲

最初我認為它只是款2D的Minecraft
並也擔心2D會好玩嗎?
但最後,花在這款遊戲上的遊戲時間證明了我的擔心都是多餘的

Starbound雖然還並非是開發完成
但所能帶給玩家的感受就如同星界般充滿了各種可能
遊戲中有著豐富的星球和生物、種族
並藉由著設定來讓玩家能對於這個宇宙有更深入的體會
讓玩家能有著「自己也是其中一員」的帶入感
而在物品方面
Starbound也有著相當多種類的物品與武器
彷彿像是一個小型的RPG

喜愛建築的玩家也不用擔心
遊戲中有各式各樣的建材給你選擇

其中我最喜歡的設計就是時裝了
透過寶箱,玩家能在宇宙各地找尋到不同的時裝
並以此來裝扮自己的角色
除此之外,玩家也能在各處找尋到各式各樣的武器與收藏
讓遊戲的遊戲性更加加強

而因為它是一款在開發中的遊戲
也希望在未來能讓它在多方面有更多的發展
個人希望在種族的設定上能再多加著墨
能讓整體遊戲更加的豐富

但也因為它是一款開發中的遊戲
所以有時不免會出現bug
有時大更新也會對於舊檔有所影響
最慘可能會對於存檔造成傷害
最好的方法就是有空備份下
要購買的人可能得注意這點

從目前官方的情報來看,Starbound未來的走向似乎已經有了方向
讓我們一起期待未來Starbound還能繼續帶給我們更多驚奇的宇宙之旅吧 !!
張貼於:2014年3月17日
這篇評論有參考價值嗎?
10 人之中有 8 人(80%)認為這篇評論有參考價值
此帳號擁有 30 款產品
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67.1 記錄時數
搶先體驗的評論
Starbound這款遊戲在音樂上做得蠻不錯的,基本上就它的題材和遊戲風格而言它因該是款耐玩性高且不錯的遊戲,雖然一開始遊戲給人的感覺好像還不錯玩,但是當你玩到越後期之後就會發現其實有很多的方式可以跳級拿寶,這時遊戲本身的耐玩性就不是很高了,在加上遊戲現在還停留Beta階段,所以我並不是很推薦大家現在買這款遊戲,不過當遊戲推出正式版以後你或許可以試試這款遊戲。
張貼於:2014年3月16日
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搶先體驗的評論
最近更新慢了令遊戲人氣大減 不過整體遊戲性不錯 GD GAME
張貼於:2014年6月20日
這篇評論有參考價值嗎?
3 人之中有 2 人(67%)認為這篇評論有參考價值
此帳號擁有 16 款產品
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49.4 記錄時數
搶先體驗的評論
遊戲內容豐富,背景音樂優美,但跨等級間的星球怪獸強度差異頗大,遊玩時須小心,期待未來對母船外觀和功能的更新。
張貼於:2014年6月21日
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2 人之中有 1 人(50%)認為這篇評論有參考價值
此帳號擁有 8 款產品
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搶先體驗的評論
超棒的自由沙盒遊戲!!!
張貼於:2014年6月22日
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56 人之中有 51 人(91%)認為這篇評論有參考價值
此帳號擁有 284 款產品
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98.2 記錄時數
搶先體驗的評論
這款遊戲比起之前的作品更讓人著迷

使用宇宙探索這個設定更是吸引人,玩家除了一開始的星球,還可以從宇宙裡布星系來選擇,高達上億顆

每一顆的環境、物種、大小通通不同,非常值得玩家去探險

常常玩一玩就上癮了:D

遊戲也有多人可以開伺服器,跟好朋友一起組隊探險,RPG元素也很高,各式各樣的裝備外觀、傳奇武器

適合喜歡沙盒、宇宙、RPG、多人的朋友購買,不必等特價直接衝吧XDDDD
張貼於:2013年12月7日
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