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.
使用者評論: 非常正面 (34,828 篇評論)
發售日: 2013 年 12 月 4 日

登入好來將此遊戲加入您的願望清單或是標記為無興趣

搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲可能會隨著開發進度而有重大改變。若目前的遊戲開發情況沒有讓您對該遊戲有興趣,建議您等待本遊戲進一步的開發。了解更多

開發人員的訊息:

為何要使用搶先體驗這種模式?

“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.”

這個遊戲的搶先體驗期間將持續多久?

“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!”

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.”

目前的搶先體驗版本發展情況如何?

“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

遊戲售價在搶先體驗期間前後會有所變動嗎?

“The price will likely change after Early Access!”

在開發遊戲時,您打算如何與社群互動?

“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!

 

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"Starbound is a world of endless mystery and infinite discovery, where weird otherworldly creatures might lurk beyond the next hill. Best of Indies 2013."
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09 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!


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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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09 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.

---

#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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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?

系統需求

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
具參考價值的客戶評論
2 人之中有 1 人(50%)認為這篇評論有參考價值
294.3 記錄時數
搶先體驗的評論
超棒的自由沙盒遊戲!!!
張貼於:06 月 22 日
這篇評論有參考價值嗎?
2 人之中有 1 人(50%)認為這篇評論有參考價值
1.2 記錄時數
搶先體驗的評論
This game is so fun and very free.
I've spent so much time enjoying STARBOUND.
張貼於:05 月 12 日
這篇評論有參考價值嗎?
4 人之中有 2 人(50%)認為這篇評論有參考價值
10.7 記錄時數
搶先體驗的評論
非常自由的沙盒遊戲,創造你自己的王國吧!
張貼於:07 月 20 日
這篇評論有參考價值嗎?
4 人之中有 2 人(50%)認為這篇評論有參考價值
108.6 記錄時數
搶先體驗的評論
最近更新慢了令遊戲人氣大減 不過整體遊戲性不錯 GD GAME
張貼於:06 月 20 日
這篇評論有參考價值嗎?
4 人之中有 2 人(50%)認為這篇評論有參考價值
49.4 記錄時數
搶先體驗的評論
遊戲內容豐富,背景音樂優美,但跨等級間的星球怪獸強度差異頗大,遊玩時須小心,期待未來對母船外觀和功能的更新。
張貼於:06 月 21 日
這篇評論有參考價值嗎?
57 人之中有 52 人(91%)認為這篇評論有參考價值
98.5 記錄時數
搶先體驗的評論
這款遊戲比起之前的作品更讓人著迷

使用宇宙探索這個設定更是吸引人,玩家除了一開始的星球,還可以從宇宙裡布星系來選擇,高達上億顆

每一顆的環境、物種、大小通通不同,非常值得玩家去探險

常常玩一玩就上癮了:D

遊戲也有多人可以開伺服器,跟好朋友一起組隊探險,RPG元素也很高,各式各樣的裝備外觀、傳奇武器

適合喜歡沙盒、宇宙、RPG、多人的朋友購買,不必等特價直接衝吧XDDDD
張貼於:2013 年 12 月 7 日
這篇評論有參考價值嗎?