So many things wrong with this and I don't even mean the actual game.
- No actual updates to a game that is effectively in alpha and should see changes to its core frequently considering in how rough of a state even the engine is
- The so-called "Nightlies", unstable versions of the most current code made available every evening, are either viewed as updates or not, depending on what is more convenient for the person that is talking to the community
- Developers stated multiple times that anything currently in is just a placeholder when it was first released as an early acces game, yet none of the promised features have even been talked about again since then
- Merely having the launcher (which serves no actual purpose) open counts as "playing" the game, thus resulting in plenty of inflated game times (I have not even spent half of the time Steam says I've spent on this game actually ingame and at least half of the actual time spent was me testing simple item modifications)
- Moderators on the official forums, Reddit and Steam have engage multiple times in censoring of criticism, both regarding the behavior of developers and community managers towards the community as well as the current state of the game and the direction it is heading (if it even is going anywhere at this point)
- Quite a lot of money was spent on trying to relocate everyone to a new office in London, which would be a good thing if it was even remotely required to have all your employees in the same location for a completely digital product. This move came with a multitude of problems, as not only was important equipment stuck on a ship(!) in the middle of the ocean for quite some time, but also the only seemingly competent coder on the team was stuck in visa limbo for an extended period
These are just some of the problems surrounding the game, not even the game itself.
Now the actual game... the only positive thing is that it is relatively bug-free in its current state. Mostly there's nothing that could have any bugs, as in, there is no content. If you are looking at this and thinking it will be Terraria in space, you're mistaken. There are currently three bosses, which are all heavily tiered and either impossible to beat if you don't have the appropriate gear and total pushovers if you do. Beating one rewards you with an item required to unlock the next tier of space, which you are forced to go to if you want to get anything new. And yes, it includes mining up tons of ores for every single tier.
The "space" aspect, as in moving from planet to planet, discourages building permanent structures on planets, since you will be moving from one planet to another constantly. Since there is nothing on lower-tier planets that you can't also find on higher-tier ones, there's no reason to go back to them either. Even less so when you consider that you also don't need any of the previous resources for later items and blocks.
Moving from tier to tier also plays out exactly the same every single time. You arrive at a new planet, beam down and probably get almost oneshot by the first enemy you encounter, as whatever armor you have from the last tier will provide effectively no damage reduction from your new foes. These enemies meanwhile take barely any damage from your old weapons. Thus you hole up and dig down, hoping to find enough of this tier's new ores to make new weapons and armor, at which point you will be god again. You kill the new boss, get the item required to move to the next tier, then return to my first sentence.
This progression is supposedly going to be split up into three paths, which are essentially the usual tank/melee, ranged and mage archetypes, as seen in Terraria. However, this is not in the game yet and was last mentioned a couple months ago
In fact the current development focus seems to be entirely on two things: terrain generation, which is the only thing that has been brought up multiple times in recent news posts, and decorative and vanity items. Both things that most definitely should be on the backburner at this point, as there is an already functional terrain generation, but barely any actual interesting content, be it progression-related items that would offer some choice instead of a forced path, well designed enemies and especially competent enemy AI, or a quest system that is more than just a glorified tutorial.
The only thing Starbound currently has over its content-heavy predecessor Terraria is modability. Materials, blocks, weapons, enemies, biomes, effectively everything you see can be changed by you with minimal artistic effort and a basic understanding of LUA. However, this is also where it ends. A lot of core structures that would be interesting to mess with are hardcoded, like an enemy's body composition, world interactions, status effect hooks and, mind-boggingly enough, inventory access. This reflects in just what kind of mods are currently classified as containing new "mechanics": Minecraft-style tech mods, which deal with a basic power system and ore-processing machinery, as well as some defensive mechanisms. One of the few mods that managed to create something unique with some mind-bending codework, considering the limitations, added "Bioshock Infinite"-style skyrails within the first month of the game's initial opening to the public - which were added as "official content" and the only new content in one of the few updates following that mod's release. Take that however you will.
All in all Starbound is at best a promising proof-of-concept, if trying to copy a Metroidvania with building can be called that. It has potential which I firmly believe Chucklefish is not capable of realizing, considering they have failed to even manage a community without banning voices that were offering valid criticism. Avoid at all costs.