Aktuellt
Spel
Programvara Demoversioner NYHETER Rekommenderas
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.
Utgivningsdatum: 4 Dec 2013
Se HD-film

Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel kan komma att ändras avsevärt under utvecklingsprocessen. Om du inte känner för att spela spelet i sin nuvarande form, kan du kanske vänta tills spelet har kommit längre fram i utvecklingen. Läs vidare

Vad utvecklarna har att säga:

Varför Early Access?

“We were at a point in Starbound's development where it was already pretty fun, so we decided to release the game in beta through early access to ensure the community has a chance to help us shape the game.”

How long will this game be in Early Access?

“It's difficult for us to give a solid release date-- we're not so good at those, we've learned. Starbound still has a ways to go, but we'll keep you posted via our website!”

How is the full version planned to differ from the Early Access version?

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

What is the current state of the Early Access version?

“Starbound is already extremely playable and contains a vast amount of content in its current state! There are two beta branches currently in use-- [STABLE] and [NIGHTLY].

The stable branch receives less frequent updates, as we're currently working on one big update that will complete the first few tiers of player progression.

The [NIGHTLY] branch is updated automatically every night, and is for players who want to track progress or simply can't wait to check out shiny new features. :D Play at your own risk, though, as these builds are not tested and bugs/crashes are likely.

Find out more about how to opt into the nightly builds here: http://playstarbound.com/support/#unstable

Will the game be priced differently during and after Early Access?

“The price will likely change after Early Access!”

How are you planning on involving the Community in your development process?

“We post daily progress updates on our blog, and we're always hanging around IRC.”
Läs mer
This product does not have support for your local language. Please review the supported language list below before purchasing

Köp Starbound

Köp Starbound Four Pack

Includes four copies of Starbound - Send the extra copies to your friends!

Nedladdningsbart innehåll för detta spelet

Nya uppdateringar Visa alla (3)

[DAILY BLOG] Update Round-Up! pt. 2

20 Augusti 2014

Continuing from part one! In the future these will be shorter and fit into one post, but we're taking on 20 days worth of posts here (and Armagon talks a lot :D).

---

#Discussions_QuoteBlock_Author
Remember the late time I mentioned documentation I said I’d eventually make it automated?

I did that today. It’s now tied to the steam upload so it should update every time Steam does (ie, nightly).

You can find the documentation here: http://doc.playstarbound.com/

You can navigate around by classes or by namespace, but the front page is mostly blank (because it’s the default doxygen setup).

The bits that you lua modders are most interested in are located here:
http://doc.playstarbound.com/namespaceStar_1_1LuaBindings.html under the namespaces section ( for instance:
http://doc.playstarbound.com/namespaceStar_1_1LuaBindings_1_1WorldEnvironmentCallbacks.html )

Hope this helps!

Also did a few things with the Sky today. I’m currently separating the Sky from the Celestial Coordinate system so that we can give fully featured Skies to Outputs and Instances and the like. Nothing too exciting though.

---

#Discussions_QuoteBlock_Author
Sorry, I was supposed to do the daily update yesterday and I missed it :(

I’ve been working on a ton of things lately, instancing and unique world support, world <-> world warping, new world generation types and general world generation fixes, material light sources.

But right now I’m fixing a loooong standing series of bugs in starbound regarding projectile disconnects between the client and server. I’m basically done, and with any luck you will see it in tonight’s update.

If I finish and merge today, I’ll do another post later today that goes into how the fix actually works.

---

#Discussions_QuoteBlock_Author
Projectile disconnect fix is complete and pushed to master. It’s less of a fix and more of a.. near total rework.

I promised I would go into more detail but.. it’s late so here’s the very VERY quick version:

Projectiles are now proper synced entities with entity update deltas and everything, and damage is sometimes applied where an entity is not necessarily the master entity. Our old concept of a disconnected entity is gone, and there has been a lot of simplification with other damage and status related parts of the code. Self damage no longer routes through the damage manager, and instead entities can produce arbitrary damage notifications themselves. Damage requests and now also a new thing called *hit requests* can travel over the network before being applied, and there is no longer a need for direct status effect requests over the network. Total change in lines of code: -120

PvP needs lots more work still, but PvE locally and over network should be MILES better.

---

#Discussions_QuoteBlock_Author
Hey guys!

Over the past few days I’ve continued my work on the lunar base mission with a nice steady rate of progress with some feedback from Tiy and George along the way. As I’ve stated previously, I don’t wish to spoil any plot details, but I’m okay with teasing a small piece of the environment. You may also notice a subtle new feature that crept its way into the game. Blocks are now capable of casting light.



It can be challenging at times; sculpting out a cave environment in such a way that it looks natural while also keeping the player’s ability to traverse it firmly in mind. That said, I think it’s coming along nicely.

On a side note, yesterday’s upload of the nightly build failed, so if you’re interested in trying out Kyren’s new projectile code, the update only went live a couple of hours ago. Personally, I’ve already noticed a huge improvement!

Area-of-effect projectiles like grenades are hitting and damaging multiple enemies far more reliably. The issue of projectiles outright disappearing when shot point blank into an enemy’s face is gone. If you have a bunch of monsters clustered together and you land a melee attack it now damages all of them as it should, rather than just a fraction. The PvE combat is feeling really good right now. Nice work, Kyren!

Anyway, that’s it from me. Stay classy and good night!

---

#Discussions_QuoteBlock_Author
Here’s a little something I’ve been working on… The Novakid will be needing their own armor sets.



Time to go back to my Devcave. K Bye!

---

#Discussions_QuoteBlock_Author
As we’ve been working on the progression of the early game, one awkward point that kept coming up is the Matter Manipulator. You’re given this all-purpose future tool, but then immediately replace it with stone age pickaxes because of their superior digging ability. So, for the past few days, I’ve been prototyping a system of upgrades for the Matter Manipulator that should keep it useful throughout the course of the game and give players something more futuristic than hand tools. This is all WIP, obviously, but so far it seems to make more sense both aesthetically and mechanically. Here’s a quick look at the current range of upgrades we’re testing:



Players will be able to upgrade the area, digging power, and other numerical aspects of the Matter Manipulator as well as enabling new harvesting options such as liquid collection. Hopefully, this should make it a satisfying tool in your character’s arsenal and even offer a bit of customization to suit your play style.

---

#Discussions_QuoteBlock_Author
It’s pretty much been business as usual for me the last few days. The lunar base mission is getting to a really nice place, and I’ll be able to start populating it with enemies and loot very soon.

Kyren kindly implemented a quick update to our lighting engine that provides far greater control of how a light flickers. Previously the controls were a little vague and it was often difficult to get the precise results desired. It was difficult to get lights doing anything other than dimming and brightening in an largely unpredictable fashion.

Now we have the capacity to make lights pulse, strobe, or flicker erratically as we wish. As a side effect of this update, you may notice in the nightly that any lights that previously flickered currently are not doing so, but I’ll be quickly zipping through them to make them work as intended again in my downtime.

I put a quick video test together with a variation of the spotlights that flickers erratically. I do not advise watching this video if you are sensitive to strobing light effects as I have purposefully used a lot of them in one space simply to demonstrate.

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

---

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

http://playstarbound.com/august-19-the-day-when-all-your-mods-died/

'Til next time!

25 kommentarer Läs mer

[DAILY BLOG] Update Round-Up! pt. 1

20 Augusti 2014

For awhile now, we've been posting daily progress updates (weekdays only) over on our blog! At least one person posts every day, so you can check there every night (GMT) for info about what we've been up to.

We've also been posting them in a sub-section of the Steam forums called "Dev Blogs", but several people noted that they'd prefer if we posted a round-up in Announcements as well.

So here's a round-up of front page updates we've posted since the beginning of August! You can find many of these changes in the nightly builds.

---

1 August - Quick Progress Report
#Discussions_QuoteBlock_Author
Evening folks! Looks like I’m doing another daily update, but since it’s my second in a row, I’ll be keeping it fairly brief. :P

For my part, I did what I set out to do and finished setting up the moon mine dungeon file and key, so I’m good to start building at any time. That said, I opted to spend some time fixing an issue that’s been bugging me for quite a while with all the chests. Up until this point they opened up in a painfully slow fashion and as a side effect were not appropriately playing their closing sounds if players closed them relatively quickly.

As for the others, here’s what I know:
- Supernorn has continued working dilligently on the Novakid ships.
- Metadept has been working on implementing a new item type. Not quite ready to talk about this one yet. ;)
- George has been producing new assets for the gateway to appear in the nav UI, along with some other elements relating to Metadept’s work.
- Kyren has been doing some cool stuff with instancing, specifically concerning how they can be located and reached in the world. I’m afraid I don’t fully understand the specifics, not being a programmer, but she should hopefully be able to make an post about it sometime next week.

Afraid I’m not really clued in on everyone else’s activities, but exciting things are happening. I’m looking forward to starting work on the dungeon next week.

Until next time guys!

---

4 August - Liquidity
#Discussions_QuoteBlock_Author
Howdy! My main project for the past couple of days has been prototyping a tool for sucking up liquids into the player’s inventory. Aside from the obvious utility of being able to move them around, we plan to make them used as fuels and in crafting recipes, so finding biomes with certain kinds of liquids (such as oil) will become important. Here’s how it looks so far:



Since this is the first real scripted item we’ve built, it’s involved a lot of testing and adding functionality to the Lua item API, so that’s been a nice side benefit. I’m definitely looking forward to making some more interesting scripted items and tools in the future, as well as seeing what modders make with it!

---

5 August - Mission Prototyping
#Discussions_QuoteBlock_Author
Evening guys! I’ve been up to something a bit different today.

With the recent addition of the floating dungeons and player spawns, I spent my day building a rough prototype for what our missions could be like. The objective was for me to create a level for players to move through from start to finish, with environmental hazards and enemies to fight. The main objective of this test was to assess how long I would need to produce a mission, so we can gauge precisely how many polished missions we could create in time for 1.0, and to highlight any issues we may run into.

When I say the prototype is rough, I mean super rough. I didn’t spend any time dressing it up visually, since it’s just for testing and it only involved me using randomized monsters for now, which means no configuration of behaviours or dialogue as there would be when using humanoid NPCs. I ended up using the glitch dungeon files as the base for the mission.

For my test playthroughs, I would attempt to get through it repeatedly with a tier 1 broadsword, shortsword and shield, 10 bandages, and my starting clothes. It would typically take me anywhere between 10-15 minutes to get through in one go (without dying).

The difficulty of the mission varied greatly since the monsters are randomized on each instance, but when approaching the actual missions we’ll have a good idea of what the players will have by that point and be able to scale the difficulty accordingly, not to mention we’ll be using specific enemy types with known behaviours, making it easier to craft challenges with a bit more thought. I imagine it’ll be a tricky balancing act when we factor in whether you have other players with you too, but that’s just one the many challenges of game design!

This test mission also highlighted what the current benefits and limitations of using wiring within the missions are. Because I am able to plan around a linear approach, I have the ability to set up traps and obstacles that may change as you progress. In the case of the glitch, they have a number of switch objects and even hidden door objects that can also double as platforms when used in an open space, so I was able to create timed alternating platform jump puzzles, passages that only open when all switches in a room are activated and the like.

All in all it’s been a valuable experience that will prove most useful once I start working on the missions proper.

Apologies for the lack of screenshots by the way, I’m writing this from home.

---

6 August - Progression Progress
#Discussions_QuoteBlock_Author
Everyone’s been working on the various elements for the gate and outpost stuff, and today we’ve started putting them all together!


---

7 August - Blog of Dev
#Discussions_QuoteBlock_Author
Today one of the many things we worked on was improving the visual distinction between the various ores and bars. This will continue to change over the Beta and this is not final.



Click to enlarge!

BYE!

---

8 August - Mission to the Moon
#Discussions_QuoteBlock_Author
The last couple of days have been really exciting. As our work on progression continues, we’ve been putting some serious focus into our missions; what they will be, and how they’ll tie into the grand scheme. Those of you who follow the daily updates will likely recall the moon mine George showed a mockup of a little while ago. Well, now you know what it was for!

We sat down and mapped out the overarching goal, structure, events, and enemies for the player’s first mission. Unlike the dungeons where I would generally build a single carefully detailed room at a time, we intend the development of this mission to be a highly iterative process, with feedback and ideas from other members of the team.

For now I’ve got the entire layout boxed out with a loose scale reference, but next week I’m going to really go to town shaping it into an actual environment. Detailed decoration will come later after we’ve got something solid we can actually play through.

I’m honestly really excited. Being able to work on a carefully constructed experience from start to finish will be a refreshing change of pace from having to build dungeons that are inherently dynamic in nature, as I am not bound to the limitations that randomly generated layouts bring with them. In the interest of keeping specific elements a mystery, I won’t be sharing any media of it today, but I’m sure you guys can understand.

In any case, that’s it from me. Take care and good night!

Down with character limits! Onwards to part 2.

14 kommentarer Läs mer
Se alla diskussioner

Rapportera buggar och lämna synpunkter för detta spel i diskussionsforumet

Om spelet

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?

Systemkrav (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

Systemkrav (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

Systemkrav för 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
Hjälpsamma kundrecensioner
13 av 15 personer (87%) fann denna recension hjälpsam
115 produkter på kontot
4 recensioner
13.1 timmar totalt
Early Access-recension
Not recommended. But it has potential, so it may – possibly – be good once it's finished.

The biggest reasons why you shouldn't get it yet:
– It's pretty boring. Yeah yeah, some fanboys say they've invested 500 hours into Starbound, but unless you're also a fanboy, you'll probably run out of interesting things to do pretty fast.
– There is a pretty high risk that your worlds and/or characters will be wiped or corrupted in software updates, which is pretty disencouraging for investing time and effort into this game.

There are some troubling aspects about Starbound. Some of those things have to do with the failed promises of the developer. Around 6 months after it was released as Early Access, it's still basically in alpha, and who knows when it's going to be released? With few major updates, it's also hard to know if the game is on the right track. Put simply, I don't think we should reward developers who can't live up to their promises.

But I also have some deeper concerns about the concept of Starbound itself. Starbound is basically Terraria in space, and one reason it's taking so long to finish is because it's so damn ambitious. An endless amount of planets with lots of various biodomes, what's not to like? Even in the Early Access, there's a lot of variety, but unfortunately it seems to be rather superficial. And that is the problem: that despite the massive amount of content, most of it may ultimately feel rather generic and not especially meaningful. In other words, my concern is about quantity vs. quality. And furthermore, why invest time in building stuff on a planet, if you're going to move on to other planets anyways? As a result of these things, both exploration and building are hurt – arguably two of most fun things do to in games of this genre.

Can they solve this, and create both quality AND quantity? I.e. create a good game? It should definitely be possible, but we can't know until they've gotten further into the development. As of now, they haven't solved it.
Upplagd: 6 Juni 2014
Var denna recension hjälpsam? Ja Nej
2 av 2 personer (100%) fann denna recension hjälpsam
14 produkter på kontot
2 recensioner
24.7 timmar totalt
Early Access-recension
Good game ruined my life
Upplagd: 19 April 2014
Var denna recension hjälpsam? Ja Nej
1 av 1 personer (100%) fann denna recension hjälpsam
106 produkter på kontot
1 recension
24.5 timmar totalt
Early Access-recension
Typiskt spel du sitter i hur länge som helst med och hittar nya saker hela tiden. Väldigt mysigt spel, spelas helst med kompisar.
Upplagd: 27 Juni 2014
Var denna recension hjälpsam? Ja Nej
0 av 1 personer (0%) fann denna recension hjälpsam
15 produkter på kontot
2 recensioner
47.2 timmar totalt
Early Access-recension
This game is super awsome its totaly worth the money.
Upplagd: 6 Mars 2014
Var denna recension hjälpsam? Ja Nej
0 av 1 personer (0%) fann denna recension hjälpsam
7 produkter på kontot
1 recension
75.7 timmar totalt
Early Access-recension
if you like terraria you gona love this game.
Explore planets, build and craft, learn new moves, a perfect game!
Upplagd: 15 Juni 2014
Var denna recension hjälpsam? Ja Nej
38 av 42 personer (90%) fann denna recension hjälpsam
131 produkter på kontot
6 recensioner
46.0 timmar totalt
Early Access-recension
If this game was a potato, it would be a very good potato.
Upplagd: 11 Februari 2014
Var denna recension hjälpsam? Ja Nej