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.
リリース日: 2013年12月4日
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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは開発段階によって大きく変わることも、そうならないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“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.”

このゲームはいつまで早期アクセスですか?

“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!”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“The full version of Starbound will contain a plot and sidequests, more dungeons, more bosses and lore, among other features.”

早期アクセスバージョンの現状はどうなっていますか?

“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

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“The price will likely change after Early Access!”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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[DAILY BLOG] Weekly update round-up! 17/09/2014

9月17日

Hello!


#Discussions_QuoteBlock_Author
So as Kyren mentioned, yesterday I arrived in the UK! I said I’d write a post, but then immediately got distracted by a bunch of other discussions… sorry!

My main activities yesterday were discussing plans and priorities, getting my desk set up, and being a zombie from lack of sleep! Kyren and I talked a lot about her progress on the new status system, which is sounding awesome. The biggest feature is the conversion of all complex status effects to Lua scripts. Aside from massively improving the engine code and cleaning out a ton of unused hard coded stuff, this will allow us to easily implement some very interesting status effects, so we spent awhile coming up with ideas for possible scripted statuses. I also talked with GeorgeV and Armagon about how to implement features they need for the missions they’re designing. More traps, logic/wiring bits, and scripted/triggered events for NPCs are all in the works. More on that later; time for me to write some code!

Oh, and a small note for modders: Kyren added Lua bindings for getting and setting arbitrary world properties, so we now have access to world-level storage to communicate between script contexts and store persistent world data. I’m sure people will come up with some great uses for this!

---

#Discussions_QuoteBlock_Author
Hello there!

So we’re going to have a few missions in Starbound and here’s just a glimpse of another one. This is a Floran mission where… bad things happen. Staying true to myself I’ll barely say anything and let you wonder…




---

#Discussions_QuoteBlock_Author
This week is off to a very good start, with lots of small (and not so small) progress made on several different fronts. My main accomplishment was adding functionality for quests to be turned in to quest giving NPCs rather than completing immediately once the requirements are met. Kyren’s continuing work on the status system and Lua APIs. We improved the gate placement and starting system selection, cleaned up a bunch of quest text, improved the layout of the AI interface a bit and fixed some GUI issues and other bugs. We’ve also started adding in tiered guns and ship upgrades for the Novakids!


---

16th September - Space train!
#Discussions_QuoteBlock_Author
Hello earth!

That’s so exciting, it’s the first time I make a “daily update”! I take this opportunity to introduce myself : I’m Neco (or Necotho), I recently joined the Starbound team as an artist. End of the introduction, let’s get serious! I have finally finished making the graphics for all of the the tiers of the Novakid’s Space-Train-Ship, and I spent a long time to implement them in the game.

I really looking forward to seeing how you will fill your Space-Train!


---

That's all for this week! See ya! ːpizzasliceː

15 件のコメント 詳細を見る

[DAILY BLOG] Weekly Update Round-Up! 10/09/2014

9月10日

#Discussions_QuoteBlock_Author
Evening folks!

I returned to my efforts on the lunar base today, as I’ve begun my detailing pass to make it all look nice and fill it with loot. There’s still a couple of elements I’m going to need before I can totally wrap up on the mission, like scripted NPC events (among other things). The good news is that we will have Metadept officially joining us in the office next week so we should see some really big progress on this front soon! I’m quite looking forward to having him in the office for the long haul, since he does a lot of stellar work and is a great guy to collaborate with.

George has continued working on his own mission and has been making excellent progress, with very little support required from yours truly. He’s already got a solid foundation down to build upon, and even though it’s rough around the edges it’s already looking great, I fear I may soon be eclipsed by his talent! That said, the fun bit will be when I get to teach him how to configure NPCs.

I’m afraid I don’t personally have much more to report, again for the wish to keep missions relatively spoiler-free. The programmers have continued to toil away on their respective tasks, which continue to sail over my non-programmer head, but what I was able to grasp is that they’re intensely focused on crushing a number of insidious bugs that crept their way in some time ago. Kyren in particular seems to be gearing up to assist Metadept when he arrives by tackling the systems he’ll need to work with.

Lastly, just in case you missed the announcement; the Chucklefish Blog has just gone live and Tiy kicked it off with a fairly comprehensive post on our plans for what will feature in Starbound’s 1.0 release. I wouldn’t advise reading it if you want a spoiler-free experience, but for those of you who absolutely must know what’s coming next you can read it . On this new blog we’ll be posting Chucklefish-related news, along with updates from the developers of games that we’re publishing, so you guys should definitely check it out from time to time!

Good night everybody!

---

I'm just going to link you to this post, because it's super long and technical and there's a character limit here. :D

---

#Discussions_QuoteBlock_Author
Hello again, since I spoke last, I’ve been working on a couple of different things.

First, there was the new status system for players, npcs, and monsters which has been written and integrated into Player, but for right now it sits in its own branch awaiting a couple more things. The new system is basically ready, but there is a lot to the old status system which is needs conceptual reworking because it just wasn’t working out or wasn’t fun. The biggest example of this is the heat / warmth system, which will probably be replaced by something much simpler. The system is ready, but merging it to master is going to happen once metadept arrives in the UK and we can sit down together and make some design decisions and implement the scripts to drive them. In any case, the system is cool, it works very much like tech that you don’t actively control (player effects that involve movement == tech, player effects that don’t involve movement == status).

Oh and by the way! Metadept is moving to the UK to work with us in our physical actual corporeal office, and be a real life employee. He arrives on thursday and I am super thrilled, because you just can’t beat working together in person. Right now starbound programmers in the UK are pretty thin on the ground (me alone) so having me + metadept will be amazin’.

Other than status, I think you heard a little about the whole Star::Root threading debacle.. the important bit is that it’s fixed, and the atomic_store / atomic_load thing with shared_ptrs turned out not to even be needed. Now *every* database in Star::Root is updated through Read Copy Update, not just the few with the problems, and Root locking is avoided entirely. This fixes the problem without causing rendering slowdown, and actually speeds things up in a lot of places.

Other than THAT, I’m working on a few items in the starbound 1.0 todo, mission things and some boring technical ones involving Drawables and Particles. When I’m done, rain will NOT slow down your game to a crawl, which is nice. Next week, once metadept and I are both in the office, we’re going to start focusing very very hard on getting a new stable patch out, with all the save file compatibility fun that will go along with that.

Aaaaand in case you haven’t heard, Chucklefish is making a new game! It’s called Wayward Tide and, you should check out the Chucklefish blog post about it here. Development on Wayward Tide is *entirely* parallel with Starbound, a whole separate team in fact with Palf as the programmer.

In a technical sense, Wayward Tide is kind of cool for Chucklefish, because it represents a radical departure from the way starbound was developed, and if it works out it may very well be the way that Chucklefish makes games from now on. It’s entirely written in Haskell, primarily based on Functional Reactive Programming, and it’s really really cool. I would tell you more about it but I’m sure Palf will want to tell everyone more about it at some point in the near future.

---

#Discussions_QuoteBlock_Author
Howdy guys!

Since I”m waiting on Metadept’s arrival at the office later this week before proceeding further on the missions, I spent my time today continuing one of my side tasks, which is to convert all existing lights over to the new flickering light code I discussed a few weeks ago. There’s a lot of lights that used the old flickering code, but I’m almost done with the conversion, and many lights (particularly fire-based ones) are being adjusted to look a bit more natural.

Working on this stuff isn’t terribly exciting in and of itself, but it makes for a welcome change of pace from all the mission work, and really it’s so gosh-darn nice to be able to make the lights pulse in time with their object’s animations!


That's all for now! Goodnight!

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このゲームの掲示板でバグを報告したりフィードバックを残そう

ゲームについて

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?

システム要件 (PC)

    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

システム要件 (Mac)

    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

システム要件 (Linux)

    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
参考になったカスタマーレビュー
33 人中 21 人 (64%) がこのレビューが参考になったと投票しました
記録時間: 281.0 時間
早期アクセスレビュー
マイクラがパスタ
テラリアがラーメンだとすれば

公式は「こんなうどん作るよ!美味しいよ」
と歌うが、現状このゲームは小麦粉状態である。

うどんになってからプレイするのをおすすめします。
投稿日: 6月24日
このレビューは参考になりましたか? はい いいえ
30 人中 18 人 (60%) がこのレビューが参考になったと投票しました
記録時間: 0.5 時間
早期アクセスレビュー
このゲームTerrariaというのに似てるんですか!?
じゃあTerrariaってゲームはどんなにクソゲーなんでしょう!
投稿日: 8月30日
このレビューは参考になりましたか? はい いいえ
5 人中 4 人 (80%) がこのレビューが参考になったと投票しました
記録時間: 502.6 時間
早期アクセスレビュー
現在β版の為、未実装項目が多岐に渡りますが、2Dサンドボックスゲームを好まれる方、もしくは初めて手にする方にはお勧めしたいゲームです。
惑星を探索して未知の研究所に潜入したり、多種族の町を訪問、買い物をしたり(家具を略dゲフンゲフン)危険なバイオームを探検してお宝を発掘したり、はたまた惑星を自由に開発して、自種族の街を開くなんてこともできたりします。
主言語が英語ですが、日本語対応MODも有志が対応中ですし、ニコニコ動画などで実況されている方などもおられますのでそちらでどういうゲームなのか、あらかじめ予習しておくこともお勧めですね。(かくいう私もそのクチでしたw)
投稿日: 4月22日
このレビューは参考になりましたか? はい いいえ
4 人中 3 人 (75%) がこのレビューが参考になったと投票しました
記録時間: 172.2 時間
早期アクセスレビュー
マイシップで広大な宇宙へ出かけよう!
あのterrariaの後継作!


テラリアのデザイナーTiyが立ち上げたchucklefishが開発した2DSFアクション
とてつもない広さの宇宙を舞台に冒険していく

今現在ではユーザーによるMOD製作が充実しており(一部不具合があるがマルチでも可能)
楽しみを増やしてくれる


注意点としてPCスペックがかなりあったとしてもプログラム上
かなり処理落ちする場面が多いこと
できればコンテンツ増強よりもこちらを何とかしてもらいたいですね

Wikiを見てもらえばわかりますが今後のアップデート予定でとんでもない量のコンテンツが追加されます
今は忙しいそうなのでアップデートが来てませんが私としてはすごく期待してますので何年でも待ちます
投稿日: 5月28日
このレビューは参考になりましたか? はい いいえ
1 人中 1 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 47.0 時間
早期アクセスレビュー
コンテンツ不足は仕方がないが、ゲームとしては面白いので今後に期待
投稿日: 7月1日
このレビューは参考になりましたか? はい いいえ
199 人中 163 人 (82%) がこのレビューが参考になったと投票しました
記録時間: 221.8 時間
早期アクセスレビュー
バニラのMinecraftには非常に大きな欠点がある。それは建造物を作ることそのものに喜びを見いだせないプレイヤーはすぐに「やる事がない」状態に陥ること。
Minecraftに限らず全てのサンドボックス型ボクセルゲームに言えることだが、結局の所大体のゲームの最終目的は「すごい家」を作り、それに飽きたらないプレイヤーは「すごい◯◯」を、集めに集めたブロックやアイテムで作ることが目標となる。
これに価値を見いだせないプレイヤーは適当にしょぼい作りの家を立ててそのまま「やる事がない」状態に陥るため、すぐに目的を無くしてゲームを止めてしまう。これはゲームの楽しさを生み出す仕組みを作らず、プレイヤーの「想像力」に責任転嫁して「すごい家を建ててね」といった漠然とした最終目標を開発側が投げ出しているからに他ならない。しかしこれではプレイヤーは精々左クリックを押し続けて集めに集めた石ブロックで巨大な城を建ててニコニコに動画をアップしてドヤ顔する以外に達成感は得られない。

Starboundの開発はこの問題に気付いている。

Starboundにも自宅や建築物を作る要素はある。但しStarboundはそれを全く持って最終目標としていない。
このゲームには初めから最低限の設備を置くことができるようプレイヤーに対して宇宙船という概念のスタートマップを与えている。プレイヤーはその気になれば自宅など作らずとも、宇宙船の内部にチェストを置き、戦利品をそこに蓄え、手に入れた希少な鉱石を宇宙船の中で精錬することができる。Starboundは既にゲーム開始の時点で殆どのボクセルゲームの逃げ道の「自宅を作る」目標すら捨てているのだ。

それではこのゲームの目標は何か。無い。他のボクセルゲームと同じく一切無い。
但しプレイ体験そのものがが他のボクセルゲームとは明らかに方向性が違う。

Starboundには未完成ながらクエストがあり、様々な武器の種類があり、ボスが出現し、惑星を移動することによりいつでも新しいマップに移動でき、惑星によって様々な建造物がある。建造物はそれこそプレイヤーが考える「すごい家」であり、かなりのプレイヤーが「このNPCが住んでいる家に一緒に住ませてもらおう」と思うほどである。NPCはちゃんと会話し、宇宙野菜を露店で売り、Mobが街を襲えば助けを求めてくる。
鉱石を求めて地下深く掘っていくと突然骨の山になった不気味な洞窟や、爆弾等を格安で売るカエルに突如出くわしたりする。それら全てに飽きたなら宇宙船に帰って他の星に行けばいい。星全体がジャングルに、雪に、火山に、草原に覆われた真新しい場所でまた冒険をすればいい。

このレビューを書いている時点でStarboundは全くの未完成だ。この先一体何が追加されるかも判らない。
ただ一つだけ言えることは、このゲームは今までのサンドボックス型ボクセルゲームと同じように安直に「このゲームの楽しさはプレイヤーの想像力にお任せします」と逃げを一切打っていない事だ。

このまま開発がペースを崩さずにアップデートを繰り返しコンテンツを増やし続けた場合、例えば1年後、どんな壮大なゲームになるか想像できない。
間違いなくこのゲームはこの手のボクセル型サンドボックスゲームとしては買いである。
投稿日: 2月4日
このレビューは参考になりましたか? はい いいえ