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!
User reviews: Very Positive (35,009 reviews)
Release Date: Dec 4, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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.”

How long will this game be in Early Access?

“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.”

What is the current state of the Early Access version?

“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

Will the game be priced differently during and after Early Access?

“The price will likely change after Early Access!”

How are you planning on involving the Community in your development process?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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"EARLY ACCESS game of galactic exploration, adventure and discovery! Check out my video for gameplay and latest news!"
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Recent updates View all (8)

September 25

[DAILY BLOG] Weekly update round-up! 25/09/2014

Whoops! Yesterday I drank too much coffee and did loads of things, but remembering to write the weekly update round-up was not one of those things.

#Discussions_QuoteBlock_Author
Howdy folks!

I’ve spent the past couple of days getting the tiered novakid weapons into the game, both functioning and craftable. Some of the guns are still a little on the big side, so they’ll likely undergo adjustments, but it’s nice to have something for the novakids to use besides that rusty old revolver.



Beyond that, I’ve been planning the structure for the Glitch mission, which I’m pumped to start working on. It’ll likely be very script-heavy so it’s one that may have some roadblocks to overcome before I’ll be able to finish it. I can at least start building the environment in the meantime.

That’s it from me, have a good one!

---

#Discussions_QuoteBlock_Author
Evening all!

Apologies for the lack of update yesterday! The team’s really been kicking the pace up a notch with sweeping changes across the board. I’ve been constantly sidetracked from the Glitch mission to do a bunch of configuration work, fixing a handful of UI elements, updating objects and adding a few new sounds to boot. That said, the mission is pretty thoroughly mapped out in my concepts now, so I have begun building and been chipping away at it whenever I’ve not been on some other task. The case being that this is a Glitch mission, it of course involves a castle.



I’m trying to establish a greater sense of scale than the generated glitch castle dungeons, so expect it to be quite open. It’s a bit bare since it’s still in early stages, but hopefully this peek at the castle gardens will give you some sense of what I’m going for. What exactly will be happening at this castle? I’ll leave you to speculate!

In case you missed it, Tiyuri posted over on our new Chucklefish blog earlier today. If you’ve had concerns about the longevity of Starbound lately, I suggest giving it a read. We’re not giving up this project of passion any time soon, and we’re gunning to get the next stable update to you as soon as we can. Thank you everyone for your continuous support and patience.

---

#Discussions_QuoteBlock_Author
On Friday I decided to make a small change to the treasure table format. I got a bit carried away and ended up spending a bunch of time over the weekend to clean up, organize, and rebuild ALL of our .treasurepools files, which I finally finished. It was a lot of work but the results make treasure much easier to work with and a much better system in general, so I’m very happy to have completed it.

For a bit of technical detail: our treasure pools are specified as weighted lists of items. The weight associated with an item determines how likely it is to be randomly selected, relative to other items in the table (not an absolute percentage chance). This means that adding new items to a table changes the likelihood of each of the other items in the table being selected. As you can imagine, this makes it very hard to edit and balance the tables! The engine change I made was to allow treasure tables to reference other treasure tables. With that functionality implemented, I rebuilt our tables by splitting loot into categories. For example, here’s the new table for a single general treasure item, such as you might find in a plain surface chest:

[see post for example]

As you can see, the probabilities are now specified for general categories of items, each of which has its own separate treasure pool. Now, when we add (for example) a new weapon, the probability of getting SOME weapon will stay the same, as will the probabilities of other categories within this file. I’ve also split several of these categories up into sub tables, divided them based on threat level, and massively reorganized things to make them easier to work with. The end result is that we can now move ahead with our work on biomes and progression (more on that later in the week!) without creating huge amounts of redundant configuration files and future work in the process.

---

#Discussions_QuoteBlock_Author
As per usual, I’ve been juggling a few tasks the past couple of days.

Work has continued on the Glitch mission I told you guys about last week, though a gameplay decision that came about midway in its development has made me have to re-think the overall structure a bit. It turned out that having a larger scale structure didn’t necessarily equal more fun for the player. None the less, it’s coming along nicely and I’m looking forward to getting into scripting it. The old structure will likely end up being utilized elsewhere down the line.

As part of our restructure of the tiered progression, the mining experience is currently under the microscope. You may recall some time back, Metadept was experimenting with the matter manipulator as an upgradeable tool. Many who have tried the nightlies have likely experienced this in the form of the completely unbalanced and relatively weak starting iteration. The reason we haven’t addressed this yet is because we decided it didn’t make sense to focus on balancing the tools until we had tackled the larger task of rebalancing all of our tiles.

Every tile in the game has its own set health that governs how difficult it is to break. Since we’re having biomes split up by tier during the initial progression (note that all biomes will be available with higher difficulty levels at the end-game), it meant we needed to balance the large number of materials based on their biome and their place in the overall progression. At time of writing we have 140+ different types of tiles that each needed to be assessed and reconfigured, so most of my time the last couple of days has been tied up with this task. For now it’s looking good, but it’ll likely require adjustments as we test.

In the wake of the matter manipulator becoming the primary mining tool, it bears mentioning that the pickaxes won’t be going away altogether. Instead they will remain in the form of rare drops that, depending on your luck, could end up being one markedly more powerful than your matter manipulator at the time. The trade-off is that they will no longer be repairable, so you’d want to save them for the toughest of blocks.

The next step is going to be balancing the matter manipulator and its upgrades. We’ll be sure to keep you in the loop!

---

#Discussions_QuoteBlock_Author
Hello humans and non-humans, and others!

Have you ever dreamed to decorate your house with reeds? Sleep on reeds, sitting on reeds, or even eating on reeds? Starbound will make your dream come true!

As you know we are working on new minibiomes now. Next step (for my part) will be more oasis things, a bedouin outfit, and a throwable coconut.

Have a good space night!


ːpizzasliceː

30 comments Read more

September 17

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

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

20 comments Read more
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Reviews

“Starbound is one of the most impressive never-ending games I've ever played.”
9 – Polygon

“Starbound's delivering on its core promises even in its early access incarnation.”
Eurogamer

“This might be a bare-bones version of the game to come, but boy, check out those bones. The game's minutiae will be mapped out across various wikis for years to come, and many mechanics will be added and refined, but even now, Starbound is an enticing journey of discovery that reminds you just how exciting it can be to stare at a sky full of stars.”
Gamespot

About This Game

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:
  • 7 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?

System Requirements

PC
Mac
Linux
    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
    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
    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
Helpful customer reviews
1,082 of 1,343 people (81%) found this review helpful
152.0 hrs on record
Early Access Review
EDIT; if you are curious about the comparisons between starbound and its predecessor, terraria, I've made a notepad document you can read comparing the two. Read this only after the review, and only if you are ok with spoilers for both games. I reccomend copy and pasting the text to notepad or word to read it more easily.

https://dl.dropboxusercontent.com/u/134599654/Starbounds%20problems%20-%20An%20explanation%20by%20Skyblade799%20in%20response%20to%20Jelly%20Slug.txt

I once had faith in this game, but that faith died, and it died hard.

A little history first;
This game's development started in about february of 2012, after Andrew Spinks temporarily left terraria to take care of his family. It had appeared referenced in his leaving post, which also seemed to indicate he was leaving terraria and that he may not comeback, but as we know now he came back about year and a half later, and came back better, with a team too. People jumped to starbound in hopes of finding a game to take the place of terraria at the time, knowing that the game may not return with updates. And so, the wait commenced...
One must for a moment note, that terraria's development started in January 2011, and 1.0 was released early due to a beta leak in june. And note that that initial 1.0 version, and even the beta, was more polished then starbound is now. One must also note that terraria only had a coder, artist (who now is starbounds director), and a composer (plus a fantastic community manager who is no longer around due to complications behind the scenes). Only in the last year does terraria now have a larger team.

Wait passed, and in december 2013, an entire two years later, starbound's beta came out....
The game had, and still has almost no content. Barely anything that the devs said they wanted to do with the game has been done. The game has been in development only one year less then terraria, yet it is lacking in every way in comparison. The community was confused. The tier system refered to was a mess, throwing around broken data values, and requiring a full fix to get it to even remote functionality. The combat is mainly click to kill, with almost no interesting or unique weapons. The enemies, weapons, worlds, and dungeons all scream of quanity over quality. There are many of each, but none of them have anything of real note, making each mostly a reskin of the other.

So of course, Tiy, the director, decides the best option is to.... stop development and move all of the developers over to europe, which took about 4 months, and was barely talked about. The move finished in may...
A few Months later, we are here. Nothing has changed.

The game has no content in comparison to terraria. It has no interesting/well made combat mechanics to speak of. The planets are reskins as well as the underground biomes, which only have slight differences (one is cold, one is not, one has brown mushrooms, etc). The cave generation is empty and disjointed, requiring minutes of digging only to find another empty cave... even if the cave is in sight. The villages in game are soulless, and purposeless, having no useful purposes, and thus become only another thing to click to kill. The random weapons aren't even remotely as interesting as the borderlands style weapons they are trying to build on. The unique items the game does have are too few, and aren't even that interesting. The tiers consist of; mine tier ore, fight simple boss, mine tier ore plus coal, fight simple boss; and repeat, exactly. Until about halfway through where they don't have anymore bosses at all.

An example of a design decision that makes this game worse then terraria. The dungeon system only allows the order of the dungeon rooms to change, and the chest contents, nothing else. That means, unlike in terraria, in starbound the dungeon will not have procedural/randoml; enemy placement, trap placement, chest placement, room layout, corridors between rooms, furniture placement, tileset placement, and so on. Thats right, the enemy placement is always the same as well. Not even the dungeon chest items are unique, with only some crappy dungeon enemy items being unique (and those enemies are mostly reskins, again).

Even the small underground building rooms are the same every time you find a type. One underground graveyard room look the same as every other. This is in stark contrast to terrarias underground wooden houses, which have bizzare procedural layouts, interesting randomly placed furniture (that is often unique to said area), useful and interesting items in a chest which is placed somewhere randomly in the room, and sometimes even traps.

There is only one single positive; building things is easier then in terraria..... but only slightly. Since the building has no purpose in starbound, even that is a moot point.

The game hasn't had a full update in months; the only updates are in a completely unplayable nightly build for dev use. Even then, not much has been done.

The game is bad..... but that isn't all. The developers and forums are also in bad shape.
A recent example involves adding a horse with boobs as a ship AI for a robot race. Over half the community was bothered by this. Many of the developers have gone out of their way to mock the playerbase for stating their displeasure with this choice, with troll posts saying they would replace all AI with animals with boobs, and even the dev characters wearing horse hats. They then made a poll for it.... and it turned out they were mocking the playerbase the entire time, and were never going to use that AI. Many people got banned for even stating their displeasure in a kind matter, and for months even. Anyone acting rudely/offensively in chucklefishes favor did not get banned, and was instead left perfectly fine. Shortly after, forum white knights started saying it was rediculous to think that it would be the AI.

The critics on the other hand, pointed out that the developers have done equally rediculous things in the past. They have added bouncing poop monsters, countless idiotic jokes and many a pop culture references. This all combined into a game where they have an avian race whom cuts eachothers limbs off eachother in the name of a broken religion, a human race lacking a homeworld, and a race of apes which have lore jacked from George Orwell's "1984". Thats right, they took a book about the horrors of a dystopian world crafted off the experiences Orwell had in spain during WWII, and slapped incomprehensibly stupid jokes, items, and enemies into the game. Awful.

Most of the admins on the forums do a questionable job, with specific mention to an Eonwe, who is particularly awful. I personally have not been banned, but I have seen many taken by the banhammer for almost no reason.
The community manager mollygos is also bad at her job. She barely does any sort of community management, mostly promoting games they are publishing, and when she does manage the forums, the same awful results can be found.
The developers have been blaming their community for problems caused, and won't treat their community with respect in most cases, not to mention the unprofessionalism on their twitter accounts.

I cannot say enough now; do not get this game. Get terraria. Heck, if you have that, there are other options. Want early access; you have edge of space and crea.

Want 3d? You have the highly moddable minecraft.

Still not content? If you look only for the procedural gameplay, look into roguelikes/roguish games, like spelunky, dungeons of dredmor, magicite, don't starve, tower of guns, diehard dungeon, sword of the stars the pit, the binding of isaac, full mojo rampage, AND SO ON. Don't have much money? Free roguelikes like doom the roguelike, ADOM (ancient domains of mystery), ELONA (eternal league of nefia), and dwarf fortress will make you far happier then starbound will.

DO NOT BUY NOW, NOT RECCOMENDED. AVOID.
Posted: July 15
Was this review helpful? Yes No
1,959 of 2,604 people (75%) found this review helpful
36.4 hrs on record
Early Access Review
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 prove 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 worthwhile at all, and are pretty much just gifs and pictures of things you won't get to play with 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 it 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 blind 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 ''Thick 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 a rotten, clueless developer like Chucklefish.

__________________________________________________________

OTHER REVIEWS TO CONSIDER

http://steamcommunity.com/id/Omegacorp/recommended/211820/
http://steamcommunity.com/id/sweetjbro/recommended/
Posted: July 4
Was this review helpful? Yes No
272 of 342 people (80%) found this review helpful
198.9 hrs on record
Early Access Review
I want this game to be good, but it isn't yet.

When I bought this game as a pre-order, it was supposed to be released in 2013. The roadmap on the company site had most of the items at or near 100% complete.

There is really nothing to differentiate the beginning of the game from the end of the game. Walking in a tier 1 planet with tier 1 gear feels exactly the same as a tier X planet with tier X gear. Progression consists of mining the new color ore, building a new sword and armor, and fighting a boss (if it exists for that tier)

The most exciting things that were promised include a research-based progression system where your exploration efforts would actually mean something. That really spoke to my interest in a space-explorer game. Unfortunately, this no longer seems to be the direction that this game is going. Instead, it is a poor implementation of a space terraria - right down to the tiered pickaxe.

I would highly recommend NOT getting this game until it is released (if at all). Try terraria instead!
Posted: June 27
Was this review helpful? Yes No
191 of 234 people (82%) found this review helpful
93.0 hrs on record
Early Access Review
No new content for ages, game is horribly unfinished, the promised deadline passed by months ago. The game was so promising but got killed by the vague attitude of devs.
Posted: June 2
Was this review helpful? Yes No
447 of 591 people (76%) found this review helpful
107.4 hrs on record
Early Access Review
For an indie game of this proportion, it had a big budget, a sizable team and ample time, yet the game is 2 years behind schedule, still in alpha and doesn't come close to delivering a quarter of its promised features.

As of now it's struggling to ape Terraria, which it was supposed to blow out of the water.
Really a sad sight but a good lesson for everyone considering to invest in crowdfunding/early access games.

I can only advise you to stay away from this game for now. Play Terraria instead.
Time will tell if Chucklefish will deliver, but for now it's a 15 bucks alpha with scarce updates.
Posted: June 2
Was this review helpful? Yes No
10,778 of 12,737 people (85%) found this review helpful
47.1 hrs on record
Early Access Review
You don't have to wear pants in this game.


11/10
Posted: December 5, 2013
Was this review helpful? Yes No