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

August 27th, 2014

Yo, it's Wednesday! Here's a round-up of updates from the past week. 23rd to the 25th = three day weekend.

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!


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!


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:



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

August 20th, 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).


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.


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.


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.


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!


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!


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.


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.



No space left for Omni's post from yesterday on the JSON patching system, so I'll just leave a link here.


'Til next time!

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About the 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:
  • 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?

PC System Requirements

    • 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
    • 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

Mac System Requirements

    • 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
    • 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 System Requirements

    • 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
    • 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
457 of 554 people (82%) found this review helpful
418 products in account
4 reviews
152.0 hrs on record
Early Access Review
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.

At the LEAST; wait for the games full release to see if it improves. Mind you, thats not even known, since the last many release dates they gave they couldn't meet (last date 2013), so they stopped trying.
But PLEASE, at the least just wait. Perhaps, it will become something good.... though it still won't fix the developer actions and comminity issues... perhaps if you wait, something might come out of it. And if not, you saved your money.

Posted: July 15th, 2014
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1,734 of 2,273 people (76%) found this review helpful
301 products in account
6 reviews
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 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/


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.



Posted: July 4th, 2014
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329 of 416 people (79%) found this review helpful
56 products in account
8 reviews
582.2 hrs on record
Early Access Review
Promises don't mean anything.

Announced in 2012, Beta released in 2013. Officially claimed to be "fully released" by 2013, this game was pushed back in development because it was not properly finished. Through many updates at first, the game's difficulty was scaled down drastically, and was turned into something equally easy as Minecraft. Originally being made by the Developer's views, the game was changed drastically by community requests and incorporating user-created mods. Originally promised to have "thick and fast" updates, the game met a stagnant halt, only to be given a beta-beta release by the name of [Unstable]. This is where the small updates were to be shown, and for a time, they were. A very short time, at that. After a few small patches and one moderately average sized patch, stagnant development once more arrived. The crew behind the game moved out of the country over to Europe, and set up shop where everyone was close together. Surely the updates would be fast now, you'd think. The biggest update since March 2014 is that they have a small dog at the office.

The game had such a booming and viral start. It was a game of promises, dreams, and a great pixel game; something incredibly rare nowadays. The game had a somewhat rocky start, being a cleverly disguised alpha instead of the stated beta release, but it was playable. Many features felt nice, and the gameplay fit well with the atmosphere and music. Then it got boring because nothing was new. Through lost promises and hilariously bad customer support on the official forums, many people believe this game is dead. It pretty much is, when the developers are spending little time developing as they once did.

At first, we had developer streams. We could talk to the developers for HOURS, talking about everything down to the color of the kitchen sink. Then we had some streams of gameplay with less discussion. Then we had preorder bonuses, including some really lame things like a statue of "you" in the game. Then we had promises of fast updates, which has so far been a lie. It's been months since the last real update as of this post time, and there's no real sign of progress. There were people who donated HUNDREDS to this game, only to be shafted so far. By definition, as of the game's current and past iterations, this game is a scam.

I still hold hopes that the developers will EVENTUALLY do something for the game's betterment, but I will definitely not expect them. It's obvious they ran with the money. If you want this game, look up youtube videos first. If it looks like something you'd want to play, then by all means buy it, but just remember that it's a buggy, unfinished game with no hope in the nearby future of completion. Other Early Access games are more likely to be fully released ten times over before this is out of the current be- I'm sorry, ALPHA release.
Posted: July 2nd, 2014
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862 of 1,158 people (74%) found this review helpful
366 products in account
2 reviews
3.5 hrs on record
Early Access Review
Video games don't exist in a bubble. They don't exist independently from their makers when they're as horrifically unfinished as Starbound. The game itself is deceivingly shallow, having a huge lack of content, especially compared to Terraria. On top of a lack of content, it has tons of issues that still aren't fixed.

It has been months without a substantial update for a game that they swore would be released in 2013.

On top of that, the developers and moderators have taken to blaming the community for their disappointment.

They've gone so far as to blame "vote brigading" for negative Steam reviews.

And of course, they don't want you to get refunds anymore.

Don't waste your money. Buy something else, and don't support rotten indie developers.
Posted: July 17th, 2014
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836 of 1,133 people (74%) found this review helpful
154 products in account
19 reviews
79.8 hrs on record
Early Access Review
This game may look like the Terraria lover's dream come true, and indeed it did look so to me at first, but after playing through the game and aquiring the final tier of tools and armor, I discovered that all is not lollipops and unicorn farts as I thought. These are my reasons for why the game lets me down:

*The game has terrible gear scaling to the point that you can skip entire tiers of tools and armor and not miss out.
*There is no reason to create a permanent settlement on any planet, as when away from that planet, time does not proceed. Meaning that a farm on that planet will not grow. Causing you to have to make a farm in your ship, so that it grows everywhere you go.
*While the first planet may play like terraria, once you get the ship modifications to go to other sectors, you will likely move your storage and crafting stations on to your ship, so you have it available easily.
*Poor difficulty scaling. The difficulty on terraria scaled well. Making what was previously the best armor the lowest quality armor for the next section of the game. Where in Starbound, the next tier of armor gives you slightly more health and slightly more energy.
*Weak guns and unavailability. For a game that boasts randomized guns, they are quite unavailable until later in the game. All of the guns I ever found in the game felt like I was toting a piece of cardboard. They consumed far too much energy for their damage output.
*Farming endgame. After about the second tier of tools, there are no more hunting knives or hunting bows, so the collection of leather and alien meat becomes a lot harder than it was on the first planet. Causing the player to slump into a farming lifestyle for all their food.
*Stale combat. All of the enemies hop around the same, use similar attacks or cheap tactics that allow easy hits on the player.
*Inconsistency between clients. When playing with others, the creatures are not consistent between clients. You may think that an enemy looks like a Pikachu, which makes squeaky noises. But for your friend, it looks like a puddle of custard with seven brown eyes on a round head on a long neck, and it makes noises like a sheep. This makes it hard for players to convey to their allies or friends what they are seeing/being attacked by.

This review is based on the state the game was in when I played it. As I achieved the final tier of gear, I feel no need to play it again unless it changes dramatically. As such, I have not played to the end in every single update, so I am unaware if any changes have improved on the problems I have outlined in this review
However, this game is in early access, and it should improve with time. I advise letting the super fans help the developers kick the kinks out of the game for you, and grabbing the game at a later time, when it is out of Early Access.
When the game fully releases, I may play it again, and revise my review.
Posted: June 8th, 2014
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6,876 of 8,003 people (86%) found this review helpful
972 products in account
20 reviews
147.7 hrs on record
Early Access Review
My Review from 2014:

---Changes since 2013---

- Skyrails
- Some new Biomes
- Weather effects
- Race stuff and furniture

And that's it, the developers of Starbound have some serious problems right now and because of high demands i'm changing my Review now since I don't have much hope left for Starbound BUT i still recommend this game as it is right now, it is well worth its price and you can have over 100 hours of fun if you bring some friends with you.

The Problem is that they promised so many things and nothing of that happened in 2014 and it's looking like this game will be in beta untill 2015 or even longer since they don't give us, the community, any important information about that stuff. There are still only 3 Quests, every NPC only talks one line and the story is still non-existing.

If you don't mind playing unfinished games go get it and have some hours of fun with your friends!

My Review from 2013:

It's basically Terraria in space, but with quests and NPCs (that actually speak and fight with/against you) and even a STORY!!!

Tons of races, random weapons, monsters, and planets. This game has everything...
I've been waiting forever for the game, and now the beta is finally here!

My first impressions after 6 hours: http://pepijndevos.nl/images/mind-blown.gif
So much content, an awesome soundtrack and smooth gameplay. You really wouldn't think that this is a beta and it is very clear that the devs put all their effort into this to make it the best game they could and it's not even done yet.

If you enjoyed Terraria, purchase Starbound asap. It's an improvement in all aspects, and its still just in beta.
Posted: December 4th, 2013
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