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 (35,438 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:

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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Recommended By Curators

"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 (11)

October 17

[DAILY BLOG] Weekly Update Round-Up! 17/10/2014

On Wednesday we finally merged the massive status system changes, including the new status effect system, into our main development branch. Those who are following the nightly builds have probably noticed some major differences, lots of improvements, and a few things still missing. The past couple of days have been spent finding and fixing bugs, adding missing Lua bindings, cleaning up old status effects and adding new ones. GeorgeV, Necotho and Armagon continue their development of more biomes and biome items, and we’ve been coming up with lots of good ways to use the new status system and status effects to make biomes and their items feel unique and interesting. Next week we’ll be reworking the food and hunger system in ways that make it less of a chore and more of a bonus. More on that soon; have a great weekend!


Evening folks!

I’ve carried on as usual with implementing the multitude of new weapons and items, many of which are taking advantage of our status system rework. I thought I’d try something a little different today and see how quickly you guys can identify what one of these weapons is from the sound it makes. I think this one is gonna be quite popular with PvP-oriented players. Click here to hear it!

It’s been a fun implementing these new items, and the list is expanding all the time. There’s even stuff like this!

What would such an item do, I wonder?


One of the features that we’ve wanted for a long time is a better way for modders to make their own GUIs (graphical user interfaces). Currently, all of Starbound’s interface windows are configured in JSON, but their appearances are largely static and they can only respond to user input in a few fixed ways. On Friday we had been discussing this in the ##starbound-modding IRC channel, trying to figure out the best way to make objects with dynamic displays and lamenting the fact that there wasn’t any good method currently available. So, over the weekend, Kyren took the initiative and made one, which I finally got a chance to test out this evening!

The system she built allows an object to open a configurable interface window when the player interacts with it. This window can contain all the usual window elements, but can also include a canvas widget which gives a Lua script direct access to primitive drawing operations and user input. These ‘scripted consoles’ can monitor and respond to keyboard and mouse input, and draw their own lines, polygons, images, text, etc. Essentially this allows all kinds of custom interfaces and even simple games to be built as mods and run within Starbound!

One of the most obviously fun uses for this is to make in-game games. Here’s a truly awful implementation of Pong that I threw together as a test:

Unfortunately we don’t have the time to go wild on this just yet, but this is a good first step toward a much better GUI system in the future. Some other examples we came up with include controlling turrets in a base, hacking puzzles for missions, and numerical keypad locks for doors. I hope to have more time to develop these at some point. In the meantime, however, it’s available for modders in the nightly build, and they’re already going crazy with great ideas. For example, Neurisko is starting on a full-fledged programmable computer made from scratch:

…and that’s just the beginning! What kinds of things do YOU want to make?


Hey guys, noticed there wasn’t a post made yesterday. Sorry I didn’t get this up sooner!

Here’s the quick rundown of what folks have been working on:

- Metadept has been working on the GUI stuff, following on from his Tuesday post. I’m really looking forward to seeing what the community does with this functionality once he’s finished.

- Kyren is working on something cool that we’ll (hopefully) have something to show for later today, provided things goes smoothly.

- George has continued his work on filling the biomes with more stuff, which ties into…

- Yup, I’ve still been working on making lots of the new loot and weapons actually function. I’ve spent a chunk of time recording new sounds for these things too.

For those of you who read my post on Monday and took a stab at identifying what the audio sample I included was; if your guess was that it was a paintball gun, you were right!

There are six colour variations you can get, each painting the enemies you hit in the corresponding colour for a few seconds, making it super clear when you’ve successfully hit them. Novel in the grand adventure, but potentially really cool for PvP servers. You’ll be able to find the blueprint and the unique resources to make it in one of the mini-biomes.

Later folks!

That's all, folks! Have a nice weekend! ːSBHorseː

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October 10

[DAILY BLOG] Weekly update round-up! 10/10/2014

Hello! Friendly reminder that if you don't see the dev blogs cross-posted here, you can always find 'em right on our website.

Since kyren is getting close to completing her massive status system rework, I’ve spent the past couple of days helping her design and test the new Lua APIs, fix bugs, and preparing to integrate the changes back into our main development branch. One of the most apparent changes is that status effects are now driven by Lua scripts and have access to a wide variety of API functions, making them incredibly flexible and fun to work with. Today we’ve just been testing out features and exploring what kinds of crazy stuff we can do. Here’s one example, a sword with high knockback that makes monsters bounce:

Or how about a “nitroglycerine” effect that causes the player to explode when they fall too hard?

Obviously we’re also reimplementing and improving the existing status effects like fire, poison, and slows, but it’s been a lot of fun testing out the new possibilities! I think a lot of these crazy ideas may make it into the final game in some form or other, to give it a bit of a roguelike flavor.


Apologies for this going up the following morning! The Chucklefish team went out last night to celebrate the arrival of our newest member Rosie (not to be confused with the office pet of the same name) and I forgot to write this when I got home, so that’s on me!

In any case, I’ve been continuing my work with George in setting up a bunch of new weapons and fun loot for the biomes. The status system rework from Kyren and Metadept is almost done, so in the meantime I’ve been working mostly with our existing status effects, in some cases combining them for fun results. It can be a deceptively involved process, particularly if you want to make some nice particle effects to go along with it.

I’m really looking forward to when we can begin implementing some more unusual status effects, like the ones Metadept was prototyping. Then we can really go to town with making fun and, most importantly, unique weapon drops.


Nothing too exciting to post today. We’re getting very close to merging the new status changes into nightly, so kyren and I have been reimplementing lots of the old effects and responsibilities of the old system, and fixing plenty of bugs along the way. It’s going very quickly, which is a good sign because it means the new status system is very easy to work with. Today we rebuilt healing items, beds, liquid status effects, cleaned up some unused and misconfigured effects on objects, added several new functions and missing functions to the API, and added a much better system for light sources on Networked Animators (the class used to display pretty much everything on entities). I made this ridiculous effect to test it out:


Some of the recent new additions George and I have been making to the game’s loot pool are made because they’re cool. Others are silly and fun. Then there’s stuff like this that straddles the line.

Seems like a surefire way to win a snowball fight!

Sometimes you’ll find items like this in biome-specific chests, but most of the time you’ll only find blueprints, and its up to you to get the necessary materials together. Typically it will require a component you can only get from that biome.

There’s more to come!

Also! In case you missed it, we've got Steam trading cards now! Collect 'em all to craft Steam profile backgrounds, badges and emotes. You'll get about one card drop per hour of play.

ːSBHorseː ːSBchickenː ːSBpandaː ːSBpenguinː

Have a nice weekend!

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“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.”

“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.”

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

    • 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
    • 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
    • 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
1,367 of 1,761 people (78%) found this review helpful
152.0 hrs on record
Early Access Review
I've changed my review to more properly asess the game itself instead of compare it to other games. My old review is here if you want to read it. I'd reccomend doing so after reading the new review to get a more complete picture. Note that this review was made Jult 15th based on a version of the game from april. Not much has changed, and reading both will give you a better understanding;

As well, if you interested in a comparison content wise between starbound and it's competitor, terraria, here is something I made in response to someone else. Beware though; it's spoiler heavy for both games. Though if you have played terraria, on't feel you will play it, or don't care about spoilers im general, feel free to give it a read. It'll clear up a lot of things on with the comparisons people make about the games.

Starbound is not a good game. It's not a good exploration game. It's not a good builder. It's not a good with the combat either. The main thing I don't like about starbound is how lackluster EVERY aspect of the gameplay is. The classes they are putting in are too basic for their own good (melee, ranged, magic, but with very basic weapons through normal play). The world has little in it that isn't reskins, and the caves and world gen is not well done, and causes stagnant exploration. Heck, on the note of exploration, there is no consistency with what you find except with biome chests.

Otherwise you have no idea where to find anything, and the whole experience feels like running through a random number generator. A bad one at that, considering most of what you find (minus legendaries) is useless. The legendaries are also troublesome; they are the only remotely interesting weapons and they are blocked behind the wall of RNG as opposed to normal progression. And most of them aren't even interesting anyway; most melee just shoot a single short range projectile, and the ranged weapons aren't worthwhile.The combat feels bad. Even the coming update voices some issue from even those playing it. The additions such as parry or blocks specifications don't do much to actually liven up the action itself; it's a very slow combat system that has little depth. Slow walking backwards slows things down for no reason, and limited attack angles makes many melee weapons outright useless. Moreso, the energy system linked with movement items makes ranged combats uses questionable compared to a hammer/spear melee user. Even the enemies, while they are to have unique attacks added, have the issue of the fact that their parts are not linked to certain areas, so that you have little reason to care about them. Even more so, they only drop money, leather, and meat. As such, there is no point to kill anything; it's not worthwhile, and is overall a waste of time. Almost all of the weapons feel bad, with the only exception being the bonehammer. Ranged weapons are garbage. The actual discovery is almost nonexistant.
After the first two dungeons and a few hours of exploration, I came to feel no more feeling of discovery. You aren't discovering some strange items or unique areas, they are all too simple and similar. Especially the bosses. You go to a tier, get the tier ore, fight a simplistic and uncreative boss with little more then a tier upgrade afterwards, and move on. You aren't going through the world and thinking; "Hmm, I wonder if I can use this on that object I collected over there" or "I wonder where I might find this strange item?". Instead it's "well, better get grinding all the steel I need for that robot. Then, in the next tier, grind some more. And then, grind some more. While making sure not to die, since that would drop my ores and start the slow grind over again". What abount dungeons, or mini rooms? Nope. They don't have anything interesting in them but furniture. And due to the fact they only change room order, they stop feeling fresh after the first go.

Imagine if a roguelike (the genre which started the random gen craze I so love) had only changed room order but nothing else? It would become stagnant quickly, because each run would feel too samey. And it does. No feeling of discovery, too many of the same thing reskinned, and an overall empty world in a supposedly "vast" "complex" exploration sandbox. That's awful. I should never feel that a game is grindy like this. Not even the most hardcore of roguelikes have made me feel that, but that is because they are fun to experience from the start.

Starbound feels like some sort of poorly made foreign MMO focused on grinding over and over with no satisfying result. The themes are just copy paste without any strange additions. Seriously, they could do a lot with these themes. But instead, they gave mushroom boring brown mushrooms. They gave rainbow nothing but a bunch of melons and sand. They gave a potential lava/crystal cave area, just a bunch of empty rooms filled with lava with the occastional crystal which is ONLY used for furniture. They gave the tentacle area nothing BUT TENTACLES. I... just why. I'm sorry, but I have to compare this one time. Look at the nether from minecraft or the corruption from terraria. They don't just have fire or corrupt dirt. They have so much more. The tentacle biome is just that, with nothing to find that'll make you think "what is that? I really need to find out what that is!". Instead, it's all "Wait, they just reskinned all the trees and made them drop tentacles, and reskinned the dirt and stone? Thats it? REALLY? And more so, you don't actually need to explore to anywhere particular, just grind enough. The progression is so straightfoward that at times you can practically draw a line through it. And it's a sandbox, I should not feel that way.

The items and enemies in starbound are mostly just the same throughout the game. Tier 1 sword is the tier 10 sword with less power. No weapon stats other then damage or speed (or energy for guns). No stats like size, crit chance, crit damage, bullet spread, etc. The elemental stats are simple after effects and enemies don't actually have weaknesses. Building has no purpose other then vanity as of now. Yes they "plan" to change that, but that time isn't soon. Their development is extremely slow; it's been over two years (approaching 3) and they don't have much. Even the nightly updates lack anything noteworthy.

For example, the nightly updates (as of forum reading and dev blog reading) lack any use for building at all, except maybe for farming. They somehow haven't managed to get the shops functionally in the
outpost yet, and the normal village shops are so worthless, that it seems pointless to even have villages in the game.

Well. There's way more, but I think I can cut it there.

I think I lined it out well enough. Not even the next update solves really any of the real problems, and many of them are imbedded in their design philosiphy. Mind you, I do also despise how the community was treated. It was incredibly irrisponsible and blatantly bad to treat so many people who had followed you like that. It's even more aggrivating that all they tried was damage control and then eventually just being quiet, as if nothing happened, but that is not the main issue with the game itself.
I haven't had fun, and that is due to how the game is designed. It's grindy without reward. The exploration, combat, building, etc either lacks purpose, reward, or fun. And most importantly, it's a sandbox exploration game, whlist I do not feel like I am discovering anything. It makes me ill. It had so much potential, but they aren't trying to make their systems fun, they are too stuck in their ways it seems. Dissapointed isn't a strong enough world for my feelings on the game in it's current state.

Posted: July 15
Was this review helpful? Yes No
2,108 of 2,841 people (74%) 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:


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:
Link to the updates:

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:
Vocal Minority:

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.


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.


Posted: July 4
Was this review helpful? Yes No
361 of 480 people (75%) found this review helpful
19.1 hrs on record
Early Access Review
Do not buy - the only thing the developer is doing is filling their 'dev blog' with empty promises, poor excuses and fake 'progress updates'. Game didn't receive an update in at least half a year (recently they added "experimental" "updates" that add almost no content and STILL break the game without fixing the old issues, so you get 1 exp. update to fix the one that came before it) now. Most recent update on their 'blog': a picture of a mob without much context and "Well I don't feel like typing much. See you later!" at the end. This just explicitly shows how lackluster and amateurish (or simply lying) their whole team is. On one occasion I had an unpleasant talk with a few of their devs and I can only say that if those people worked in any real company, they'd be fired by now.

Combat is extremely tedious and boring - hit stuff with swords and spears. For ten tiers. In a sci-fi themed game. Stuff kills you in two hits. Then you equip for that tier. Then you kill stuff in two hits until you go up a tier. Bosses are all incomplete and bland. Have trouble with one? Encase it in a dirt tomb and stab it/ blast it with turrets or underpowered guns. The only challenge in this game is dealing with the blatant lack of any though in the combat system EVEN THOUGH it was already redone to make it seem "better". One bad design decision leads to another and leaves the player frustrated, bored or simply regretful when he realises that he could have spent his money on something better (like a couple of actually good games). (as of 09/08/2014 this is STILL the case)

Exploration is bland. Run around the planet, looking for labs for tech, cutting down trees. All planets feel exactly the same with a different colour palette. Best thing you can get out of this is some uniquely coloured blocks if you like building (but if you do, there's Terraria and Minecraft where you can do as much and more) (as of 09/08/2014 this is STILL the case)

Tech is limited to new jumping mechanics and mechs which have a very limited window of usefulness. If any at all by the time you get them.

If you ever wondered why the Early Access programme should have more restrictions and a refund policy in place then you can take a look at this game and find out. This project if we can even call it that is a cash grab by many standards and it reminds me only of one other game that was in the same state - the infamous scam "WarZ" now known as Infestation: Survivor Stories. Not to dwell on this for too long but if I am to be honest: this is the only purchase on my list of over 150 games that I have ever regretted and asked for a refund (that was refused because bah, early access shield).
Posted: May 30
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655 of 895 people (73%) found this review helpful
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 2
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482 of 651 people (74%) 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
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10,829 of 12,910 people (84%) found this review helpful
47.1 hrs on record
Early Access Review
You don't have to wear pants in this game.

Posted: December 5, 2013
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