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.
วันที่วางจำหน่าย: 4 ธ.ค. 2013
ดูวิดีโอ HD

เกมระหว่างการพัฒนา

เข้าถึงก่อนใครและเริ่มเล่นได้ทันที; มีส่วนร่วมกับเกมนี้ในขณะที่กำลังพัฒนา

หมายเหตุ:เกมระหว่างการพัฒนานี้อาจจะมีหรืออาจจะไม่มีการเปลี่ยนแปลงอย่างเห็นได้ชัดในตลอดช่วงเวลาของการพัฒนา หากคุณไม่ตื่นเต้นกับการเล่นเกมนี้ในช่วงสถานะปัจจุบันนี้ คุณอาจต้องการที่จะรอจนกว่าความคืบหน้าในการพัฒนาเกมไปไกลมากกว่านี้ เรียนรู้เพิ่มเติม

สิ่งที่ผู้พัฒนาต้องการจะบอก:

ทำไมถึงเปิดให้เล่นในช่วงระหว่างการพัฒนา?

“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.”

เกมนี้จะอยู่ในช่วงระหว่างการพัฒนานานแค่ไหน?

“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!”

เวอร์ชันเต็มได้ถูกวางแผนไว้ให้แตกต่างจากเวอร์ชันระหว่างการพัฒนาอย่างไร?

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

สถานะปัจจุบันของเวอร์ชันระหว่างการพัฒนาเป็นอย่างไร?

“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

เกมจะมีราคาเปลี่ยนแปลงไปหรือไม่ในระหว่างและหลังจากช่วงระหว่างการพัฒนา?

“The price will likely change after Early Access!”

คุณกำลังวางแผนเกี่ยวกับการมีส่วนร่วมของชุมชนในขั้นตอนการพัฒนาของคุณไว้อย่างไร?

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

ซื้อ Starbound

ซื้อ Starbound Four Pack

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

เนื้อหาที่ดาวน์โหลดได้สำหรับเกมนี้

อัปเดตล่าสุด ดูทั้งหมด (3)

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

20 สิงหาคม 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.

---

#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!

30 ความเห็น อ่านเพิ่มเติม

[DAILY BLOG] Update Round-Up! pt. 1

20 สิงหาคม 2014

For awhile now, we've been posting daily progress updates (weekdays only) over on our blog! At least one person posts every day, so you can check there every night (GMT) for info about what we've been up to.

We've also been posting them in a sub-section of the Steam forums called "Dev Blogs", but several people noted that they'd prefer if we posted a round-up in Announcements as well.

So here's a round-up of front page updates we've posted since the beginning of August! You can find many of these changes in the nightly builds.

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1 August - Quick Progress Report
#Discussions_QuoteBlock_Author
Evening folks! Looks like I’m doing another daily update, but since it’s my second in a row, I’ll be keeping it fairly brief. :P

For my part, I did what I set out to do and finished setting up the moon mine dungeon file and key, so I’m good to start building at any time. That said, I opted to spend some time fixing an issue that’s been bugging me for quite a while with all the chests. Up until this point they opened up in a painfully slow fashion and as a side effect were not appropriately playing their closing sounds if players closed them relatively quickly.

As for the others, here’s what I know:
- Supernorn has continued working dilligently on the Novakid ships.
- Metadept has been working on implementing a new item type. Not quite ready to talk about this one yet. ;)
- George has been producing new assets for the gateway to appear in the nav UI, along with some other elements relating to Metadept’s work.
- Kyren has been doing some cool stuff with instancing, specifically concerning how they can be located and reached in the world. I’m afraid I don’t fully understand the specifics, not being a programmer, but she should hopefully be able to make an post about it sometime next week.

Afraid I’m not really clued in on everyone else’s activities, but exciting things are happening. I’m looking forward to starting work on the dungeon next week.

Until next time guys!

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4 August - Liquidity
#Discussions_QuoteBlock_Author
Howdy! My main project for the past couple of days has been prototyping a tool for sucking up liquids into the player’s inventory. Aside from the obvious utility of being able to move them around, we plan to make them used as fuels and in crafting recipes, so finding biomes with certain kinds of liquids (such as oil) will become important. Here’s how it looks so far:



Since this is the first real scripted item we’ve built, it’s involved a lot of testing and adding functionality to the Lua item API, so that’s been a nice side benefit. I’m definitely looking forward to making some more interesting scripted items and tools in the future, as well as seeing what modders make with it!

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5 August - Mission Prototyping
#Discussions_QuoteBlock_Author
Evening guys! I’ve been up to something a bit different today.

With the recent addition of the floating dungeons and player spawns, I spent my day building a rough prototype for what our missions could be like. The objective was for me to create a level for players to move through from start to finish, with environmental hazards and enemies to fight. The main objective of this test was to assess how long I would need to produce a mission, so we can gauge precisely how many polished missions we could create in time for 1.0, and to highlight any issues we may run into.

When I say the prototype is rough, I mean super rough. I didn’t spend any time dressing it up visually, since it’s just for testing and it only involved me using randomized monsters for now, which means no configuration of behaviours or dialogue as there would be when using humanoid NPCs. I ended up using the glitch dungeon files as the base for the mission.

For my test playthroughs, I would attempt to get through it repeatedly with a tier 1 broadsword, shortsword and shield, 10 bandages, and my starting clothes. It would typically take me anywhere between 10-15 minutes to get through in one go (without dying).

The difficulty of the mission varied greatly since the monsters are randomized on each instance, but when approaching the actual missions we’ll have a good idea of what the players will have by that point and be able to scale the difficulty accordingly, not to mention we’ll be using specific enemy types with known behaviours, making it easier to craft challenges with a bit more thought. I imagine it’ll be a tricky balancing act when we factor in whether you have other players with you too, but that’s just one the many challenges of game design!

This test mission also highlighted what the current benefits and limitations of using wiring within the missions are. Because I am able to plan around a linear approach, I have the ability to set up traps and obstacles that may change as you progress. In the case of the glitch, they have a number of switch objects and even hidden door objects that can also double as platforms when used in an open space, so I was able to create timed alternating platform jump puzzles, passages that only open when all switches in a room are activated and the like.

All in all it’s been a valuable experience that will prove most useful once I start working on the missions proper.

Apologies for the lack of screenshots by the way, I’m writing this from home.

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6 August - Progression Progress
#Discussions_QuoteBlock_Author
Everyone’s been working on the various elements for the gate and outpost stuff, and today we’ve started putting them all together!


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7 August - Blog of Dev
#Discussions_QuoteBlock_Author
Today one of the many things we worked on was improving the visual distinction between the various ores and bars. This will continue to change over the Beta and this is not final.



Click to enlarge!

BYE!

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8 August - Mission to the Moon
#Discussions_QuoteBlock_Author
The last couple of days have been really exciting. As our work on progression continues, we’ve been putting some serious focus into our missions; what they will be, and how they’ll tie into the grand scheme. Those of you who follow the daily updates will likely recall the moon mine George showed a mockup of a little while ago. Well, now you know what it was for!

We sat down and mapped out the overarching goal, structure, events, and enemies for the player’s first mission. Unlike the dungeons where I would generally build a single carefully detailed room at a time, we intend the development of this mission to be a highly iterative process, with feedback and ideas from other members of the team.

For now I’ve got the entire layout boxed out with a loose scale reference, but next week I’m going to really go to town shaping it into an actual environment. Detailed decoration will come later after we’ve got something solid we can actually play through.

I’m honestly really excited. Being able to work on a carefully constructed experience from start to finish will be a refreshing change of pace from having to build dungeons that are inherently dynamic in nature, as I am not bound to the limitations that randomly generated layouts bring with them. In the interest of keeping specific elements a mystery, I won’t be sharing any media of it today, but I’m sure you guys can understand.

In any case, that’s it from me. Take care and good night!

Down with character limits! Onwards to part 2.

14 ความเห็น อ่านเพิ่มเติม
ดูการสนทนาทั้งหมด

รายงานจุดบกพร่องและฝากข้อเสนอแนะสำหรับเกมนี้บนกระดานสนทนา

ข้อมูลเกม

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?

ความต้องการระบบ (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

ความต้องการระบบ (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

ความต้องการของระบบ (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
บทวิจารณ์จากผู้ใช้ที่เป็นประโยชน์
3 จาก 3 คน (100%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
302 ผลิตภัณฑ์ในบัญชี
22 บทวิจารณ์
11.4 ชั่วโมงในบันทึก
บทวิจารณ์ในช่วงระหว่างการพัฒนา
เกม Sandbox สุดจะอวย

+ ภาพที่มีเอกลักษณ์ในทุกๆด้าน ตั้งแต่ลายเส้น การออกแบบที่ดูดี จนติยาก
+ เสียงเพลงน่าฟัง (แต่บางเพลงหนกขู) เสียงประกอบใช้ได้
+ เกมเพลย์ จะให้ผู้เล่นได้ตะลุยดาวต่างๆได้อย่างอิสระ ซึ่งทำให้ผู้เล่นที่ชอบผจญภัย เบื่อได้ยาก
+ ลูกเล่นที่เยอะไม่ว่าจะเป็นการคราฟ การไปดาวต่างๆที่ไม่ซ้ำซาก การเจอดันเจี้ยนแปลกๆ เป็นสิ่งที่ทำให้เกมนี้สนุกมากจริงๆ

- บางส่วน นานๆเข้า กลับดูน่าเบื่อ ทำให้ผู้เล่นอยากจะไปดาวเพื่อลงดันซะมากกว่า
- การต่อสู้ไม่มีอะไรแปลกนอกจาก ยิง และ ฟัน
- โหมด Multiplayer ที่มี option น้อย ทำให้ไม่มีระบบป้องกันการโกง ซึ่งการเปิดเซิฟแบบ สาธารณะ จะทำให้เล่นลำบาก
- AI ที่ดูเหมือนจะเป็น Script ซะมากกว่า

โดยรวมโอเคครับ ซื้อมาเล่นกับเพื่อนนี้สนุกเลย

เกมสาระ Score: 8.5/10

( รีวิวเฉพาะ Early Access เท่านั้น )
โพสต์: 27 เมษายน 2014
บทวิจารณ์นี้มีประโยชน์หรือไม่? ใช่ ไม่
1 จาก 1 คน (100%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
236 ผลิตภัณฑ์ในบัญชี
22 บทวิจารณ์
71.3 ชั่วโมงในบันทึก
บทวิจารณ์ในช่วงระหว่างการพัฒนา
"Terraria เวอร์ชั่นอัพเกรด"

ตามนั้นจริงๆ ระบบเกมการเล่นคล้ายๆ กับเทอราเรีย คือ ขุดแร่ ลงดัน คราฟของ สร้างบ้าน ยุกเบิกดินแดน..

แต่สเกลของเกมใหญ่กว่าเทอราเรียหลายเท่ามาก...เพราะนี่ไม่ใช่แค่การสำรวจเกาะเพียงเกาะเดียว

แต่เป็นการสำรวจจักรวาลทั้งจักรวาล!!

ค้นพบดาวดวงใหม่ๆ ที่มีสภาพแวดล้อมแตกต่างออกไป เช่น ดาวน้ำแข็ง ดาวทะเลทราย ดาวป่า พบเจอเผ่าพันธุ์อวกาศสายพันธุ์ใหม่ๆ ที่บางตัวอาจจะเป็นมิตร แต่บางตัวนั้นพร้อมจะฆ่าเราเมื่อเราเข้าไปใกล้เสมอ!!

บุกเบิกดาว เอาชนะบอส เพื่อปลดล๊อกเทคโนโลยีล้ำสมัยใหม่ๆ มากขึ้น! ทั้งการสร้างหุ่นยนต์ สร้างรถ (ฟีเจอร์นี้ยังไม่มีในเวอร์ชั่นล่าสุด) อัพเกรดยานอวกาศ เดินบนดวงจันทร์ในสภาพสูญญากาศ ล่าสัตว์ประหลาดมากิน ทำอาหารเมนูใหม่ๆ พบเรือเหาะของสลัดอวกาศ เพื่อผูกมิตรซื้อของด้วย หรือถล่มปล้นเรือโจรสลัดอวกาศให้ราบ!!

ทุกสิ่งทุกอย่างที่เติมเต็มเกม Terraria ให้สมบูรณ์...อยู่ในเกมนี้แล้ว!!

Final Verdict - 8/10
หักคะแนนจากบั๊กเกมและฟีเจอร์บางส่วนทีโฆษณาไว้ แต่ยังไม่มีในเกมซักที
โพสต์: 24 กุมภาพันธ์ 2014
บทวิจารณ์นี้มีประโยชน์หรือไม่? ใช่ ไม่
1 จาก 1 คน (100%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
46 ผลิตภัณฑ์ในบัญชี
6 บทวิจารณ์
56.0 ชั่วโมงในบันทึก
บทวิจารณ์ในช่วงระหว่างการพัฒนา
i love it
โพสต์: 3 พฤษภาคม 2014
บทวิจารณ์นี้มีประโยชน์หรือไม่? ใช่ ไม่
1 จาก 1 คน (100%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
58 ผลิตภัณฑ์ในบัญชี
3 บทวิจารณ์
25.6 ชั่วโมงในบันทึก
บทวิจารณ์ในช่วงระหว่างการพัฒนา
จากที่ผมเป็นผู้เล่นที่ชอบเล่นเกมเเนวนี้นะครับ ผมว่าระบบเกมทำได้ดีพอสมควร เเต่ก็ยังมีบัคประปรายอยู่บ้าง จากที่ดูเเล้วระบบเสียงเกมทำได้ดีมาก รวมถึงระบบเเอ็คชั่นที่สนุกสนาน เเละโลกที่เปิดกว้างเเบบอลังการงานสร้างชนิดที่เล่นทั้งชาติก็ไม่หมด เเต่ข้อเสียคือพลังงานผมว่าหายากมาก หรือผมขี้เกียจก็ไม่
ทราบ เเละเกมนี้เมหาะสำหรับคนที่เบื่อความซำซากเพราะตั้งเเต่เล่นเกมนี้มายังไม่เจอมอนซำๆ รวมถึงดาวซำ้ๆ สำหรับใครที่คิดจะซื้อเกมนี้ เเนะนำเลย
ข้อดี เจออะไรใหม่ๆตลอด ระบบเสียงดีมาก รวมถึงระบบเเสง
ข้อเสีย บัคเล็กน้อย
สำหรับเกมนี้ผมให้9/10
โพสต์: 28 กุมภาพันธ์ 2014
บทวิจารณ์นี้มีประโยชน์หรือไม่? ใช่ ไม่
1,642 จาก 2,155 คน (76%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
268 ผลิตภัณฑ์ในบัญชี
4 บทวิจารณ์
36.4 ชั่วโมงในบันทึก
บทวิจารณ์ในช่วงระหว่างการพัฒนา
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 ''Thich 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/
โพสต์: 4 กรกฎาคม 2014
บทวิจารณ์นี้มีประโยชน์หรือไม่? ใช่ ไม่
23 จาก 25 คน (92%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
833 ผลิตภัณฑ์ในบัญชี
19 บทวิจารณ์
53.9 ชั่วโมงในบันทึก
บทวิจารณ์ในช่วงระหว่างการพัฒนา
เห็นเกมส์นี้แรกๆหลงคิดว่านี่มัน terraria ภาค 2 รึยังไง ซึ่งผมเคยเล่น terraria แล้วไม่รู้สึกว่าชอบมันเลย แต่พอเล่นจริงๆนึกว่าเกมส์ Rockman+terraria+mass effect เกมส์น่าสนใจมาก แม้ตอนนี้ยังจะยังเป็นแค่เวอร์ชั่น beta ก็ตาม แม้จะมีบัคและเปิดเซิฟยากสำหรับบางคนไปหน่อย แต่ระบบการที่ดีเลยยอมกันได้ โดยตัวเกมส์จะให้เราเลือกเป็นเผ่าใดเผ่าหนึ่ง ซึ่งรู้สึกว่าความสามารถและรูปร่างจะไม่เหมือนกันด้วย รวมทั้ง item และ boss ในเกมส์ดูอลังมาก เพราะ item เกมส์นี้เยอะมาก และมีดาวให้สำรวจนับร้อยนับพันดวง ซึ่งแต่ละดาวเราจะเจอสิ่งที่ไม่เหมือนกันรอคุณอยู่ เช่นชนเผ่าอารยธรรมแปลกๆ หรือ มนุษย์ต่างดาว และพวกหุ่นยนต์คุมดาวอีกด้วย และยังมีอย่างอื่นอีกมากมายให้คุณค้นหาในเกมส์นี้ ยิ่งถ้าคุณเล่นกับเพื่อนจะเป็นอะไรที่สนุกมาก เอาใจผมไปเลยเกมส์นี้ 9.5 / 10ที่ไม่ให้เต็มเพราะว่า บางเครื่องฟอเวิรท์พอทไม่ได้ จึงทำให้ลำบากมากเวลาเปิดเซิฟ ฮามาชิก็ใช้ไม่ได้ ต้องใช้โปรแกรม Evolve อย่างเดียวสำหรับคอมผม T^T รอเวอร์ชั่นเต็มกว่านี้อาจจะดีขึ้น แถมกินสเปคด้วยนะ โดยเฉพาะ cpu แต่ไม่กินการ์ดจอ เฟรมเรทร่วงกันระนาวแน่นอนครับ !
โพสต์: 14 ธันวาคม 2013
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