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 (36,270 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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if 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.”

Approximately 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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Recommended By Curators

"If Terraria was Minecraft in 2D, this is Minecraft in 2D in Space. It's great."
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Recent updates View all (15)

November 17

[DAILY BLOG] Weekly Update Round-Up 17/11/2014

Just linking to Armagon's post above, because it's quite long and Steam announcements have character limits!

---

#Discussions_QuoteBlock_Author
Hey everyone!

Today I’ve been working on a new sub-biome that you’ll encounter: A swamp environment.

I’m currently working on some biome specific plant life and fauna, including some huge swamp trees! There’s still a lot of assets to create for the biome, but I’m pleased with how it’s looking. I’ve added the pine tree from the garden biome for size comparison:



The rest of the team has been working on finishing up Tier 1, balance testing, fixing bugs etc.

In addition to this, a lot of work has been going into crops and cooking recipes! No doubt you’ll be hearing some more about these soon.

Until next time, have a good evening!

---

#Discussions_QuoteBlock_Author
Hey there! Have we met before? Today I’ve been working on adding detail to the first mission you’ll find in the game. Kyren has added a mission tab to the AI window so you can access them from your ship. If you’re in a party when you are deployed, your friends will go with you so you can play through together! After all, spacefaring is an experience best shared with good company.



This will be in the Nightly soon enough, if you’d like to take a sneak peek! What could be lurking down there in the dark anyway?



Have fun!

---

#Discussions_QuoteBlock_Author
Hello everyone!

What a week this has been! lots of progress has been made, but I’m only going to focus on a few things for this update. As mentioned by Armagon in his earlier post, the food system is currently undergoing a huge rework. Everyone should say hello to Rosiedeux, who’s been working diligently on reworking Crops, Recipes, Craftable foods and more!

Now you’ll encounter more crops on the starting planet, meaning you’ll be able to collect ingredients and create food much earlier in the game. This greatly expands into the later tiers, allowing you to craft more complex foods by combining multiple ingredients.





A big change to the game is that alongside bandages, you can heal by eating food! Certain foods will heal you more than others, and higher tier foods will give multiple status effects, such as jump and run boosts!

To prevent buff spamming, the “well-fed” status effect will appear when you eat a food item, temporarily restricting you from eating more until it wears off. As an example, Fish & Chips will increase your max health by 20 points (until the ‘Well-Fed’ status wears off), while restoring 3.5 health points for a period of 60 seconds. Keep in mind that these will continue to be tweaked as they are added to the game, and will vary massively depending on the complexity of the food item.



Rosiedeux has mapped out which biomes and tiers you’ll find specific crops and ingredients in, including their buffs and durations. I won’t spoil anything by revealing all the details, but we now have around 200 recipes and 35 crops. Armagon is now going through the process of adding these to the game, while myself and Rosiedeux work on spriting the new ingredients. We’re also planning for you to be able to purchase more complex and rarer ingredients from the Infinity Express store at the Outpost. Crop Seeds will also potentially be available at the Terramart.



In Other News:

There’s been a lot of work going into the quests and missions system. The team has been working very hard on it, and you’ll hear about that shortly, but I will share this little thing:

I spent some time today tweaking and prettying up the parallax layers for the desert biomes. I’ve felt that some of the backdrop art could look much better, and I spent some time replacing a particularly ugly one with a new backdrop piece. I’ll be doing several variations of these to spice things up a bit!

42 comments Read more

November 7

[DAILY BLOG] Weekly Update Round-Up 07/11/14

#Discussions_QuoteBlock_Author
So I started work on adding shield generators to the existing dungeons at the end of last week. I’ve gotten a few done so far. Some have been relatively easy to handle, chiefly the dungeons that already had places naturally suited to the addition of a shield generator, with appropriate obstacles in place.

Others have involved a bit more work. With our dungeons now having wire functionality, I was able to do a lot of the stuff I’d wanted to do with the Apex test chamber dungeon since I first started it.

https://www.youtube.com/watch?v=CfKreFcHvtQ

To give a better idea of what you’re looking at in the video, the player entering the facility will need to power things back up before they can progress any further. There is now a shield generator, but you aren’t going to be able to get to it at first. Two sets of doors restrict your access and you’re going to have to find the two switches that open them. Each switch opens one layer of doors. Only when you’ve activated both will the shield generator be exposed to you.

Presently in our nightly the shield generator just gets turned on and off by player interaction, but the intent is that you will have to smash them yourself. Once the generator is disabled you gain access to one last reward room where you might find something quite nice inside! Disabling the generator also restores the player’s ability to take the dungeon’s objects and blocks, as well as their ability to place blocks inside it.

This all is fairly simple when you describe it, but making it actually work has been a bit of a nightmare, since I have wires that appear in different rooms in random locations so I had to wrap my head around how best to use the logic gates, which I’m still relatively new to using. I had to make sure the brushes worked dungeon-wide and the pieces that were needed always appeared. I mean, take a look at this!



There’s still some functionality I’ll need before I can truly finish the dungeon as I originally envisioned, chiefly the ability to have traps and hazards controlled by wires. I ideally wanted the teslaspikes to only turn on when the player walks into the room (so you don’t know what the room is like until you get there), and to turn off when the switch at the end of each path is thrown (so you can travel back to the entrance in relative safety). I’ve already worked out precisely how I’m going to do this when the trap wiring functionality is added, but as this is more of a polish thing, its going to have to wait for now.

It’s been fascinating to see how something as simple as having a light turn on and off under specific circumstances can be incredibly involved. Still, it’s great to have this kind of control over the wiring system now. I don’t expect every dungeon will receive this treatment but I thought you might find it interesting to see how I’m using it so far. For now I’ll continue to update the other dungeons with our shield generators.

See you later folks!

---

#Discussions_QuoteBlock_Author
It’s been a busy week already, and it’s only Wednesday!

We’ve completed most of the content and basic configuration for the first few tiers of the new biome and crafting progression, so we’re now working through the game one tier at a time to fix bugs, balance numbers, and generally tie everything together. There are a few more biomes to add (particularly at high tiers) and some exciting things like missions that we’ll be working on as we go along, but this mostly involves intensive playtesting and cleaning up all of the new (and old) issues we discover.

GeorgeV and the other artists continue to add more content, including a few more items to liven up the Garden biome. Armagon is configuring weapons and adding shield generators to dungeons. I’ve been fixing bugs and improving biome configurations. We’ve also gotten a good start on numerically balancing the combat and crafting for tier 1 (and discussed how this will relate to the overall progression). Too many small improvements to list!

Kyren also just finished a revamp of the liquid system. The main visible difference is that liquid is no longer compressible, so the total amounts of liquid in large pools will make much more sense, but the rendering methods are still the same. The more important benefit of this is that large quantities of liquid will now settle much more quickly and won’t lag out servers, so we can now start real work on ocean planets.

We’ll be posting more about Oceans and other biomes soon, once we get into the relevant content tiers, but I did just a bit of preliminary testing with Oceans in the new water system and I’m very excited about the prospect of filling them with life!

---

#Discussions_QuoteBlock_Author
Hello everyone!

Today I spent time working on the starting planet’s garden biome. Those of you playing around on the nightlies might have noticed it needed a little bit of love.

The first issue was the lack of variation in foliage, so I spent some time drawing some additional pine trees. Metadept tweaked the biome settings to generate more flowers and bushes.

The second thing was the parallax background. The rolling hills were beautiful, but it looked a bit flat with the trees only available in the foreground. I fixed this by adding a few parallax layers with pine trees of various scales amongst the hills.

Lastly, the mountain skybox. I spent some time making it look unique, with tiny pines, grasslands and flowing rivers.

Here’s the culmination of these tweaks below:



The rest of the team has been busy working on bug fixing, starter quests (including quests that generate when you pick up certain items) and the game’s first mission. I expect you’ll be hearing about these in the near future!

Until next time, have a good evening!

ːSBpenguinː ːpizzasliceː

48 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

Windows
Mac OS X
SteamOS + 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
253 of 331 people (76%) found this review helpful
0.4 hrs on record
Posted: November 2
Early Access Review
Feb, 2012 Starbound officially announced. Slated release is "summer 2012" *No beta is planned.
/ http://www.indiegamemag.com/tiyuri-unveils-his-upcoming-game-starbound/
/ *http://web.archive.org/web/20120302120922/http://playstarbound.com/faq

----------

Jan, 2013 - CF fails to meet its estimated 2012 release date for Starbound.
/ http://www.curse.com/news/starbound/44701-starbound-development-q-a-2-with-tiy-rho

Feb, 2013 - Ship upgrades are talked about by the developers and progress on them is shown. Tier3 is complete on one race.
/ http://community.playstarbound.com/index.php?threads/irc-new-starbound-ship.15020/

Apr, 2013 - Pre-Orders for Starbound open. They put up a faq, along with pre-order bonus goals. These are: Starter pets, Fossils, Novakid race.
/ http://playstarbound.com/starbound-preorder/

Apr, 2013 - At this point beta is not the release slated for 2013. It was "when it is ready". Release was 2013, period.
/ http://web.archive.org/web/20130420182848/http://playstarbound.com/faq/

Apr, 2013 - All pre-order stretch goals are achieved. CF comments on surprise of raising one million in the first month alone.
/ http://playstarbound.com/thank-you/

Sep, 2013 - CF attends a Euro-gaming i49 convention, flying the team over for the span of roughly two weeks. Starbound world premier is given by Yogscast.
/ http://insomniagamingfestival.com/2013/07/16/i49/insomnia-49-to-host-world-exclusive-public-demonstration-of-starbound/

Oct, 2013 - CF edits the faq to remove questionable statements regarding release from it. Release time is changed to reflect the new "beta" in 2013 goal.
/ http://playstarbound.com/wp-content/uploads/2013/09/sbchronicleoctober.html
/ http://community.playstarbound.com/index.php?threads/why-is-tiy-changing-things-we-were-promised-also-why-our-money-is-sort-of-evaporating.24843/
/ http://community.playstarbound.com/index.php?threads/beta-release-discussion-december-4th-all-beta-discussion-goes-here-other-threads-deleted.25665/
*The second and last are noteworthy as being from Tiy himself.

Oct, 2013 - CF uses the first phrasing of "thick and fast" to describe phase one of beta. (Content that follows koala versions is mostly art assets.)
/ http://playstarbound.com/how-the-beta-is-going-to-work/

Dec, 2013 - CF releases the beta. Several quick patches are implemented but it is generally regarded as smooth release aside from forum and OS issues.
/ http://www.rockpapershotgun.com/2013/12/04/life-is-beta-starbound-out-today/

Dec, 2013 - CF abandons the 100 planet level system for a 10. Same content, minus Armor Penetration. One of the largest mechanics changes to date.
/ http://community.playstarbound.com/index.php?threads/12-10-13-patch-notes.47320/

----------

Jan, 2014 - CF fails to meet the 2013 full release estimate for Starbound. This is not the first time such a date is not met.
/ http://web.archive.org/web/20130420182848/http://playstarbound.com/faq/

Jan 2014 - At the end of the month the developers release the next patch. Furious Koala. Stutter issue "fixed", but still reported by many.
/ http://community.playstarbound.com/index.php?threads/changelog-for-v-furious-koala.66574/

Feb, 2014 - CF decides to remove universe sectors compressing all the same content into one single sector. (Not implemented yet.)
/ http://playstarbound.com/23rd-february/

Feb, 2014 - At time of writing, last koala version. Is focused on preventing wipes ever again. Updates after this patch, can be pushed as soon as completed.
/ http://playstarbound.com/v-enraged-koala-patch-notes/

Feb, 2014 - Hotfixs for enraged become problematic resulting in five releases back to back.
/ http://playstarbound.com/issues-surrounding-hotfix-2-for-enraged-koala/

Feb, 2014 - Unstable branch is introduced promising even faster updates for those willing to risk the issues involved. Mostly art asset updates follow.
/ http://playstarbound.com/nother-update-new-unstable-branch-on-steam/

Feb, 2014 - Mods are promised to be added frequently and the office to help speed productivity. Skyrail and Asteroid belts are added, then no others to my knowledge.
/ http://www.joystiq.com/2014/02/21/new-office-means-faster-content-updates-says-starbound-creator/

Feb, 2014 - CF lays out a document promising features. Begins laying foundation for work on another selfpublished game at the same, and office work.
/ http://playstarbound.com/the-future-of-chucklefish-and-starbound/

Feb, 2014 - "beta updates should happen a lot more frequently - think several times a week instead of once every one or two weeks", and more office work.
/ http://www.escapistmagazine.com/forums/read/7.841508-Starbound-Dev-We-Want-to-Protect-Indies-From-Predatory-Publishers

Mar, 2014 - Weather is expanded in small art & coding updates in unstable branch during the month. Currently only affects events near the player.
/ http://playstarbound.com/unstable-update-march-19-2014/

Apr, 2014 - Work on the office continues. Ship upgrades mentioned last year, continue to be talked about.
/ http://community.playstarbound.com/index.php?threads/ship-upgrades-and-some-new-shots-of-the-office.76554/

Apr, First week of - Ship upgrades still MIA, other big mechanic changes still not completed. Work focus shifts to monster parts. Koala remains unchanged.
/ http://community.playstarbound.com/index.php?threads/a-quick-monday-update.76983/


I would like to take this space to give an apology for the rudimentary nature of this. Many answers given by Chucklefish have been phrased in a less then forthright way and across dozens of sources including ones that can't be linked such as TwitchTV. Furthering the problem is that things have simply been deleted or lost beyond the means of even the wayback to find. Just be aware everything I have stated is backed up by easily confirmed facts. Simply follow the links and view for yourself.
Was this review helpful? Yes No
114 of 151 people (75%) found this review helpful
98.7 hrs on record
Posted: October 30
Early Access Review
Potential of the highest caliber. Updates less frequently than my grandma's facebook computer hardware. If they ever decide to update to what they promised I will redo this review.
Was this review helpful? Yes No
146 of 200 people (73%) found this review helpful
42.3 hrs on record
Posted: October 25
Early Access Review
It's fun with friends, but after 40+ hours of gameplay it's really not all that memorable in its present state. Even for early access, the game itself is really buggy. There's no reason to ever set up a homebase on any planet since you're constantly moving around (the only really "permanent" location is your ship), really reducing how fun the building is. In addition, the whole game (even late game) just feels like a search for more fuel for your ship. This was really over-hyped and not worth it.

The devs rarely, if ever, communicate with the players. Updates have virtually ceased.

There is no reason to buy this game in the state it's in, and I'm not at all optimistic about its future. Terraria is still vastly better in every aspect.
Was this review helpful? Yes No
123 of 167 people (74%) found this review helpful
64.7 hrs on record
Posted: October 30
Early Access Review
This game and company is the perfect example of why we should all stop tossing our money away on the early access explosion.

Seriously. Remember the days when we all purchased games that were released buggy, broken, and incomplete? Most of us complained. Some of us played the games anyways. Very few of us were not disappointed by the garbage we purchased.

This game cured me of purchasing early access promises forever.

While the game is playable and fun for a while, you really do get the feeling its over ambitious and will never be what you hoped for. I got my money out of it, but the disappointing updates tarnished that mild entertainment.

Its a fanboy title, and don't let their message boards suck you in.

Buy something complete and be warned very few developers of this stuff will give you quality titles like Terraria, SPAZ, and Dungeons of Dredmor.
Was this review helpful? Yes No
86 of 113 people (76%) found this review helpful
173.1 hrs on record
Posted: November 5
Early Access Review
To quickly sum this game up, it advertised itself as the spiritual successor to Terraria, but they failed miserably. No updates in almost a year (Nightlies do not count, they are virtually unplayable), almost any form of criticism on their forums are banned, and the devs have decided to fund a new game while this game is still in the works. AVOID
Was this review helpful? Yes No
89 of 120 people (74%) found this review helpful
65.4 hrs on record
Posted: October 28
Early Access Review
Visually, Starbound is amazing. The animation is smooth, the lighting engine is GODLY.
The problem is that Starbound is shallow and empty. Combat is awkward, the UI clumsy.
For all its worth, Starbound feels like it was made by graphics designers. There's randomly 'made' moster sprites, lots of weapons and tilesets, but none of it does anything special. Starbound is COD. A looker, but it leaves you empty.

If you want a deep, amazing adventure with excitement and action, play Terraria, or try Crea. Crea's also in Early Access, but the polar opposite of Starbound. It looks a lot less (but still pretty great) but has a lot more mechanical depth in it.

EDIT:
Let me add something else. Starbound doesn't change over time. Terraria gave you potions and weird weapons, but Starbound keeps being obsessed with mining and crafting. Crafting, however, is clumsy, and mining very boring (other than the pretty tileset).
The worst part is that, despite its focus on cool monsters, being underground makes the floaty movement choke on itself. And unless you're hunting for dungeons, there's no reason to be surface-side.
Starbound is a sightseeing tour (like I mentioned with COD). Once you've seen the sights, you lose a lot of luster. Destiny is better, because at LEAST Destiny's combat and core gameplay is enjoyable(?).
Was this review helpful? Yes No
88 of 121 people (73%) found this review helpful
39.5 hrs on record
Posted: October 27
Early Access Review
Wow. 15+ negative reviews in a row. I'm not surprised. Buying games in early access is a roll of the dice. I don't know the developers, personally, but they have had me waiting for a decent spaceship and actual variety for almost a year. Also, a stable game that people can mod without seeing their work wiped out by the next update. Come on Chucklefish.
Was this review helpful? Yes No
83 of 113 people (73%) found this review helpful
17.7 hrs on record
Posted: October 26
Early Access Review
The game is missing almost all of the promised features, so it's nowhere near beta. This is an alpha release advertised as a beta to increase sales. After months without any updates, and no significant updates at all since release, they're finally overhauling the game by making it more gated and linear than ever. Updates were still promised to be "thick and fast" until a month or two ago.

Fans will tell you "It's just in early access!" to excuse the detestable behavior of the developers, which has been to lie. Two of the screenshots on this very store page are from mock-ups; the art assets exist but are unavailable. Notably, the depiction of an underwater Hylotl city simply does not exist, because, almost a year since release, the Hylotl race still does not have any cities or villages. This game really shouldn't be allowed on Steam, since it uses fake screenshots to advertise itself even on the store page. Earlier versions of the website also featured hand-made mock-ups instead of screenshots, to deceive readers into thinking the game was farther along than it really is.

The procedurally generated enemies are boring to fight and the procedurally generated weapons are boring to find. Features announced as complete on the blog years ago, like the frozen ocean biome and the complex weapon generation system, are nowhere to be found, either having been simply removed during development or outright lied about. A system listed as "50% finished" on the Starbound Roadmap in December 2013 was only just being initially prototyped in September.

This game is a mess, and the developers are dishonest fools who do their best to censor all dissent. Don't give them any more money.
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81 of 111 people (73%) found this review helpful
26.2 hrs on record
Posted: November 2
Early Access Review
Don't buy this yet. At this point it's way to underdeveloped. Sure it's fun but don't expect terraria or minecraft level of quality. This is one game I can say I regret buying.
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68 of 93 people (73%) found this review helpful
285.7 hrs on record
Posted: October 28
Early Access Review
This is vaporware. They released a game with some pretty textures and a decent soundtrack, as well as some pretty cool ideas behind it. But. It's unfinished. The epic quest part simply isn't implemented. It's minecraft but with the focus almost entirely on combat, which, by the way, is miserable as all get out. Hit the critter. Critter knocked back. Critter charges. You WILL take damage despite having better equipment, making every venture onto a new planet a slogfest of tedious combat. Not that you'll be rewarded. there's maybe a quarter of the dungeons promised, and most of the races simply don't have any content at all. A damn shame, since they had a really nice world going here. If you crave intergalactic exploration with strange alien races, try FTL. If you want to build homes and explore a strange world, try Terraria. If you want to cut down trees for an hour and dig a very large hole so you can get different armor that becomes useless as soon as you go to the next sector, all while plundering the same dungeon over and over to get utterly useless loot, play Starbound. (disclaimer: do not play Starbound.)
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47 of 59 people (80%) found this review helpful
58.5 hrs on record
Posted: October 29
Early Access Review
I hope I can edit this review in the future with positive notes about the game.

Starbound is an ambitious project that took "procedural generation" a step too far. The planets are random, the creatures are random, the weapons are random, the loot dispersement is random (dependent on danger level of the planet the loot is found on).

It sounds like a lot of fun until you take into account that the endgame currently consists of "start crafting from [Ore A] so you can build [Metal Upgrade A] so you can start crafting from [Ore B] do you can build [Metal Upgrade B] so you can start crafting from [Ore C] so you can build..."

Once you get past the game's 4 ridiculously-flawed bosses, literally the entire rest of the game (roughly half) is going to a planet whose danger level is 1 higher than the previous planet, crafting enough of a certain bar to build the next upgrade, and then going to the next planet whose danger level is 1 higher than the previous planet. I found myself just sticking with Durasteel Armor up until I had a full Impervium set, because prior to that, it was just mining just below the surface and casing myself off from threats.

The combat consists of "do you have the level-appropriate armor? No? One-hit kill. Yes? Combat is identical to the previous tier."

I bought this game thinking it would feel like Terraria, but the combat is incredibly loose, enemies are completely lackluster, and the sporadic temples/towns/labs don't really make up for the fact that the planets are lacking entirely in both diversity, and content.

I hope I can recommend this in the future, but as for now, it's worth waiting for some major content additions.
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59 of 79 people (75%) found this review helpful
84.1 hrs on record
Posted: November 3
Early Access Review
Better than terraria in concept, but rarely updated,; tired of waiting for chucklefish to make this a finished deal, not recommended unless you like early access games that never get finished, ever.
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52 of 68 people (76%) found this review helpful
136.7 hrs on record
Posted: November 4
Early Access Review
I want to like this game. I played a good chunk of it and it was fun. I want to like this game so much. I am incredibly upset that I have to recommend against buying it. I don't want to dislike it, and I suppose I don't; What I dislike is the idea that the game is dead in the water and looks like its going to be that way for... Well... Forever.

I got this game before it even came to steam. I bought the four pack straight from Chucklefish's main site. Played around in it, did all there was to do- I even have some hilarious screenshots of bugs that were fixed very early on. It was fun but eventually doing the same basic things over and over got very boring. The progression was basically broken past tier 2 (and there are 10 tiers) and if you wanted to make a nice base you had to luck out and find the right building materials on some planet. Which is fine, it was an alpha, I accepted it.

Fast forward to now. Almost nothing has changed. There is a little bit of tweaking here, some touch-ups there, but nowhere NEAR the amount of progress you'd expect from this amount of time. So I went back to their website and a wave of dread washed over me as I saw what I knew was the death knell of this game:

Several of the key developers advertising their personal pet project.

I heavily suspect they are using Starbound as a financial springboard for these projects. There is literally no other reason to do them besides ignorance. A studio as small as chucklefish can't AFFORD side projects like that, because all they do is take away from their primary project. Either they know this, and we're all being swindled so they can fund their pet projects (which, by the way, will likely be DOA, if not DNF, as most one-man projects turn out to be) or they do not realize this and they need to get their act together and put their personal projects on hold until Starbound is ready for release.

I am upset that I have to give this game a no-go. I wanted it to turn out good so much. The concept is here but the staff keeps side-tracking and delaying so they can work on petty dead-end distractions.
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75 of 106 people (71%) found this review helpful
103.3 hrs on record
Posted: October 26
Early Access Review
The game is fun enough, but, no update in.. How long? Just sort of sidelined with nothing even close to seeming like a completion. Would not suggest getting it. its kinda fun to play, but just stalls out leaving you hanging with nothing to do.
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67 of 93 people (72%) found this review helpful
140.4 hrs on record
Posted: October 28
Early Access Review
I think the most helpful reviews of this game have said everything I could have said and more.

This is the most disgusting use of "Early Access" I've ever seen in my days as a gamer, and now I've learned to never support Early Access ever again. I'll wait for my games to be complete before I spend a single cent on them.
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60 of 82 people (73%) found this review helpful
9.2 hrs on record
Posted: October 28
Early Access Review
Made millions through it's association with and claims of improving on the legendary Terraria... in reality, the nail in the coffin for many of us who would otherwise be supporting Early Access games.
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48 of 67 people (72%) found this review helpful
65.5 hrs on record
Posted: October 26
Early Access Review
There has been no content update for about a year. Chucklefish promised to release the "complete" game at multiple different occasions, but they are still only in very early alpha. Not even half of the promised content is in the game yet, limiting certain races and quests from being played. While it was fun to play, the faith in this has degraded every month with not even a little offical update.
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36 of 48 people (75%) found this review helpful
160.2 hrs on record
Posted: November 3
Early Access Review
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.
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27 of 34 people (79%) found this review helpful
64.1 hrs on record
Posted: November 16
Early Access Review
Starbound starts off feeling like it's going to be a great experience when you finish your tutorials and beam down to a planet to explore/build/fight Pokemon. An hour in and you're feeling pretty good about your decision to buy the game, you're feeling like this is a solid experience. A couple hours later, you've explored and seen quite a bit. Maybe you've built yourself a shantytown or a castle. However, you have noticed that the game can sometimes be very plain.

Eventually, the idea that the game is rather plain becomes so persuasive that you feel you need to say so or recommend a great idea for new content on the forums. There is only a short time now before you realize why Starbound has so many negative reviews. Enter Chucklefish, the developers of Starbound, some of them came from an optimistic place like Terraria and even more of these devs came from parts unknown. At first we wanted to give Chucklefish our money for Starbound, we even practically threw it at them and told them to shutup and take it. They were more than happy to take our money from us, as any company would probably be.

Days went by, months went by, we're very close to a year now, less than a month at the time of this review. There have been no updates to the game. Oh but wait, there are "nightly builds" which tout daily updates to the game, what you get when you opt into beta nightly builds is a mess that crashes so often that it should be a new meme. There are also Devblogs that advertise things that have already been in the game since it was added to Steam as something new they're adding to nightly builds. That's right, they're pretending old content is new content.

I wanted Starbound to succeed, I pre-ordered it and couldn't wait for all the rewards with pre-order. We were promised a new class and fossils you could dig up, we still don't have the pre-order rewards after all this time. If you go to the official website you may see a different tale, but I assure you that's only because they delete any bit of criticism from the site, no matter how honest it is. The developers of Starbound also have a hallowed history of flaming and insulting customers they disagreed with. Couple all of this with what they're doing now (advertising old things in the game as new) and you're left feeling that Chucklefish is just a gang of con artists.

I'm sorry my review is like this, but it's the truth. You would do well to stay away from this game until the developers in Chucklefish can be mature enough to deliver what they promised with no drama. If they don't deliver what they promised in this game, I will be buying nothing from them in the future. I might even do that anyways to make an example that it's not okay to do the things they did to your customers.
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32 of 43 people (74%) found this review helpful
40.3 hrs on record
Posted: November 2
Early Access Review
I bought this game when it was originally released on Steam. I gave it some time, and understood that being Early Access it would feel incomplete. I'm no programmer, never done anything of this sort, but after 11 months I was expecting a lot more content and polish. I might recommend this game eventually, but based on the progress they've been making that may not be until next decade.
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