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.
用户评测: 特别好评 (34,834 篇评测)
发行日期: 2013年12月4日

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容在开发进程中也许会发生大幅度的变化。如果您目前不是特别想玩这款游戏,那么您可以等待一段时间,直到游戏得到进一步开发。了解更多

开发者的话:

抢先体验有何好处?

“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.”

这款游戏的抢先体验时期将持续多久?

“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!”

计划中的完整版本和抢先体验版本到底有多少不同?

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

抢先体验版本的现状如何?

“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

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“The price will likely change after Early Access!”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
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Includes four copies of Starbound - Send the extra copies to your friends!

 

由鉴赏家推荐

"If Terraria was Minecraft in 2D, this is Minecraft in 2D in Space. It's great. "
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9月17日

[DAILY BLOG] Weekly update round-up! 17/09/2014

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

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9月10日

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

#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.

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#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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关于这款游戏

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?

系统需求

PC
Mac
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
有价值的用户评测
10 人中有 10 人(100%)觉得这篇评测有价值
16.1 小时(记录在案的)
抢先体验时期的评测
有人说现在独立沙盘都一个样,这也许是大势所趋,但是我认为这款游戏并不在此列。
泰拉瑞亚我也玩过,与星界边境相比,前者可能更知名,但是论一款游戏如何抓住普通玩家的心,后者给出了最好的答案。
Starbound虽然很久没更新了,但是它永远那么惊艳。
我郑重推荐这样一款精致的游戏,有谁能探索完所有的星球呢?
发布于:8月31日
这篇评测是否有价值?
16 人中有 13 人(81%)觉得这篇评测有价值
3.2 小时(记录在案的)
抢先体验时期的评测
貌似组里有土豪开了SB的服务器,有想试试的进来看看吧
不过这游戏自从3月份以来接近半年没有官方正式推送的更新了
真是,这开发速度还不如BugZ呢

http://steamcommunity.com/groups/SBEAMTERRARIA
发布于:7月9日
这篇评测是否有价值?
13 人中有 11 人(85%)觉得这篇评测有价值
37.6 小时(记录在案的)
抢先体验时期的评测
基本上属于不停的收集资源,打怪赚钱(像素 ),之后升级科技,一环扣一环。总共升级科技需要召唤的boss有UFO,机器人,骷髅龙,明胶怪吧。
不得不佩服,这游戏的细节,道具部分,还有怪物,Npc的可爱之处,我在自己的飞船里放了个医生的十字架,等我再回去一看,一个老头竟然在里面转悠,我能在他呢里买血瓶啊。
最让人难忘的其实是游戏里面各种的矿物,你能看到,铁铜银金,白金,钻石,钛,倪磷 矿,还有很多,随着自己道具的升级,后期采集效率非常高,还有各种钻头,高级防具。
不论你是建筑党,农作物家,收集党,还是喜欢杀杀杀,可以屠村,也可以养宠物,保护村民,或者进入地下偷宝物。
这游戏90大洋,绝对回值了。我还有很多需要再玩一玩,科技没有升级完毕,宠物没有养,建筑没有造,很多水果做物的种子没有种呢。
推荐这个沙盒类游戏!期待正式版更丰富成功!

发布于:4月6日
这篇评测是否有价值?
12 人中有 10 人(83%)觉得这篇评测有价值
39.7 小时(记录在案的)
抢先体验时期的评测
I should say this game is a good one.
It brought me tons of fun in the first 20/30 hours.
But soon I got the very end of the game.
Given that this game's still in early access, this seems not to be a problem.
The problem is that ages have passed since its last update.
It's been quite a long time in the EA state with no update in several months.
Therefore, I do not recommend it. It is fun to play but not the one I thought it would be.
发布于:7月21日
这篇评测是否有价值?
9 人中有 7 人(78%)觉得这篇评测有价值
326.7 小时(记录在案的)
抢先体验时期的评测
first sandbox game ever played
after 300h, find myself lack of creativity /w\
发布于:4月10日
这篇评测是否有价值?
129 人中有 102 人(79%)觉得这篇评测有价值
14.9 小时(记录在案的)
抢先体验时期的评测
我玩了接近40款独立沙盘游戏,我真的很难从中找出两款截然不同的游戏来。3D都一路方块,2D都一路像素,我预言这样下去用不了几年——独立沙盘游戏这个名字就要变臭。
发布于:3月12日
这篇评测是否有价值?