The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customise your experience, the universe is yours!
User reviews:
Recent:
Very Positive (46 reviews) - 82% of the 46 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (1,945 reviews) - 74% of the 1,945 user reviews for this game are positive.
Release Date: Nov 27, 2014

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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 are offering the current full version of the game to play for free in alpha, scroll down!
We are using Early Access to give the players the possibility to play the game, as well as giving them the opportunity to be a contributing factor in the game's development. We are a small independent company, and this will help us to develop the game further, through player feedback and funding. The demo will still be free to try out from our own website, as well as a free version available here.

All existing customers that have an upgraded account can receive the game on Steam through linking their StarMade Citizen’s Registry account with their Steam account

Approximately how long will this game be in Early Access?

“StarMade will stay in Early Access until we’ve developed all core features and feel confident in the game’s overall systems. We will also need to go through a rigorous bug testing phase. Our plans are ambitious, as such no definitive date can be made.”

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

“We have many features planned for development. You can check out what we're working on, or what we will be working on at our Trello Roadmap (https://trello.com/b/9Kg5Jn6g/starmade-roadmap), development direction post (https://starmadedock.net/threads/starmade-development-direction.21615/) and our bug tracking site (http://phab.starma.de/). In essence, the full version will have a more lively universe. Here are a few ways we plan to achieve this, dynamic and procedural quests, NPC factions and empires, soundtracks and sound fx, scripting, modding API, creatures, diplomacy and fleet control. Game performance and scalability is our underlining priority.”

What is the current state of the Early Access version?

“We have had stable versions of the game and server since 2014. StarMade in its current state is a complex and extensive sandbox, we have created a set of tools for us and the community to create the ultimate space experience. It’s now time for us to bring StarMade’s universes to life.”

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

“The game's price will slowly rise during the Early Access period as features are progressively added. This system will favour those who have purchased and showed their support in the early stages of the game.”

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

“We already extensively involve the community in the development of the game. Pre-steam release we were roughly at 300,000 people registered on our account system, requests/bug reports/suggestions are constantly read by our team. Many player contributed suggestions have already been implemented into the game. We host community build contests to create ships, stations and other in-game creations for placement in the game. Additionally, we have a community elected council who seek opinions, suggestions and feedback and relay it back to the development team. We as a team, are heavily involved with our community.”
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Recent updates View all (61)

September 23

StarMade v0.199.234 - More Logic, New Effects, and Radial Menu

Greetings citizens, ~

This is another update in the midst of developing the NPC update. Although we said updates are going to be smaller during this time, this one actually has quite the substance to it for logic users.


New Logic Blocks
This update adds a new logic block and system to the game.

Randomizer Block
As you probably guessed by the name, this block produces random results when activated. Each time it receives any signal (true or false) it has a 50% chance to change its state.

This can have several applications:

Using multiple randomizers can create a random binary number depending on how many you use. You also can also modify the odds by chaining these blocks together with ANDs to reduce the odds or ORs to increase them.


Logic Sensor Block (Council suggestion T1756)
The logic sensor block is part of an entirely new system that can probe the current state of most systems on a structure, such as power or shield percentage. This means you can now include the state of those systems in your logic circuits.


The following systems can be probed:

  • Power and Power Aux: The output is based on the power/capacity percentage.
  • Shields: The output is based on the percentage of shields compared to its capacity.
  • Jump Drive: The output is based on the charge percentage.
  • Jam/Cloak: The output is 100% when it’s on and 0% when it’s off.
  • Doors: The output is 100% when closed and 0% when open.
  • Cargo: The output is based on that unit’s volume/capacity percentage.

We will add more in the future.


(For more information on reading the values, see below.)

The sensor block outputs a true signal to all touching logic blocks if its condition is met.

It only does this check when it’s triggered by an external signal such as an incoming true signal from a button/activation module. It’s best to make your own clock, so it constantly asks the sensor block to check again.

Just link the sensor to any of the systems mentioned above to change what it should be checking. Linking it to a single block is enough. For doors, it will look at the entire group, for systems such as power it will look at the total power. Make sure you only have 1 type linked.

Its default condition is 100% (or above but it’s already the maximum value). Meaning that closed doors, cloaker/jammer/… enabled, and fully charged power/shields/.. Will make it output a true signal when triggered.

You can change this condition by linking the sensor to activation modules. It’s using the same system as rail speed controllers so it’s looking at the ratio of true signals versus the total linked.

3 true activation modules out of 5 linked ones means the condition is set to 60% (3 / 5 * 100) and above.


Visual examples:




The reasoning behind requiring a logic signal to pulse the sensor is that it both adds more control over signal rates and significantly reduces overhead. A reverse trigger (meaning the block automatically firing when sensing the desired value) had several problems: Not only would it be performance intensive by having to iterate through all sensor blocks on every update (as inputs don’t know their incoming connection), but it is also less versatile, since this logic-based approach lets you sense a value on events (e.g. a better automatic door that only sends a signal to close a door that is actually open).

The whole system also ties nicely into the general design of StarMade, which is to avoid countless menus of configuring systems with dropdown menus and entering numbers.


Radial Menu
We have developed and included a new radial menu for this update. This menu will finally make remembering shortcuts for menus a thing of the past.

The default hotkey for the menu is TAB; everything that was previously bound to TAB has been moved to F1. Keep in mind that the design and usability of this menu is not final! We understand that there are several approaches and ideas on how radial menus work, and we will adapt it according to what feels the most comfortable for users.


New Graphical Effects
This update also contains some shiny new effects, as well as improving existing ones:




Thrusters and Cannons
We’ve added new post-processing to both the thruster plume and cannon fire that will make your ships significantly prettier, and the effect isn’t simply linear, so the more thrusters you expose, the more rockin’ that ship’s tail will be. This is a prototype, and it will be expanded upon later.

Likewise, cannon fire now glows and scales with that cannon’s damage. You can also customize the muzzle flash by connecting its computer to a light block. The same goes for the thrusters on your ship, just connect the ship core to a light.

This glow has also been applied to our beacon blocks.


Display Block Logic
Due to high demand, we’ve had this planned for quite a while now. The content of display blocks is transferrable, and it works exactly the same as rail replacement. Just place an activation block next to a display block and connect it to a second display elsewhere. On activation, the content of the adjacent display block will be transferred onto the remote display. This allows, among many other things: cycling systems readouts, security feeds, and even a chat/alert system.

Since we’re aware that players will make some crazy things with this, we’ve made improvements to the network code so that changes only affect nearby players. In this case, it only sends the text to nearby players (as opposed to everyone) when displays change.


Rail Connection Logic
You may now connect rails to activation blocks. This allows you to use logic without needing to place the activation blocks directly adjacent to your rails -- potentially in the middle of nowhere. This will, however, disable touch logic for the specific rail block you’ve linked.


Additional Features
Rail pickup points are now invisible if the point is deactivated. (Council suggestion T1735)

Furthermore, it is now possible to toggle the logic pipe graphics on/off in the game’s graphics options.


Block Config change
  • Power auxiliaries were changed from 100 SHP to 25 SHP. This should make it less punishing to lose them. We’ve planned other changes, but they’ve been delayed for the time being due to insufficient feedback.
  • We’ve changed the grouping of logic multi-slots to make room for the new randomizer and sensor block.


Bugfixes
  • T1869: Client crash in specific sector (nullpointer)
  • T1918: Power aux explosions aren’t random
  • Ghost linking by switching rails with logic is fixed.


The shadows have been fixed and improved using values from Crusader’s mod. The shadow map updates now runs at a limited framerate compared to the game, which improves performance. We’ve also greatly increased the draw distance for ultra quality shadows. Also, instead of objects beyond the shadow draw distance being dark, they will be lit instead.



Thanks for playing StarMade,

~ The Schine Team

20 comments Read more

September 9

StarMade v0.199.214 Auxiliary Power, Better Graphics, Better Textures, and Bugfixes

Greetings citizens,

We are currently mainly working on the NPC Faction update, but we will release updates on the normal schedule. This update has some nice new gameplay features, as well as an overhaul of our lighting engine and a small texture update.


Auxiliary Power
The need for power in StarMade is always present. So much so, that players came up with complex designs involving the supply beam to overcome built-in restrictions to docked entities.

The problem with this kind of construction was that they didn’t really perform very well, and if they undocked in combat or on accident, they would cause significant lag. We don’t want to punish players by just taking their power away, so we had to come up with a compromise. Together with the Council, we developed a new block: Power Auxiliary. This new power block replaces the functionality of the current docked reactor concept with an onboard block. Eliminating any lag caused by physics.

Auxiliary power can be assigned to your hotbar (from your weapons menu) and can be turned on and off on demand. It works like a reactor with internal storage that can act as a buffer. When it’s on, its regeneration gets added to the main ship and stored power gets dumped into it (even if there is no room). When it’s off, it charges its internal storage, although at a slower pace compared to its normal generation. Stations/Planets can’t switch between modes; their reactor is always on. The AI though can’t use the block right now; that will be added at a later stage.

Docked reactors had downsides, though. They were easily found on a ship because of their navigation markers. And when damaged, they would rapidly lose their efficiency. The new block has a different downside that comes down to the same thing, loss of efficiency/regeneration. If a block of a group gets taken out, the whole group starts to discharge. Explosions will occur inside that group. The amount of explosions, their radius and damage depend on the size of the group at the time of being hit. The biggest reactors can almost reach an efficiency of 200 power per block, but they’re also the ones that are easily hit and take the most damage when exploding. They’ll lose most of their blocks in about 1-2 minutes, which still makes them useful for a short period after they get shot.

However, it is strongly advised to use armor, not only to protect those groups from external damage but also to interlace it within the group. This is so a potential discharge would minimize damage inside a group. It’s a high-risk high-reward system. Using it wisely can make your ship superior to others. Using it recklessly can make your ship useless with some lucky hits. Your power is the most important part of your ship, and you want to make sure it’s out of reach.

(Smaller ships didn’t have docked power reactors to begin with. We have other systems planned that will affect them.)


Supply/Drain Beams
To make sure people will stop using docked reactors of any kind, we have now included a config option to modify the output of these Beams when they’re hitting a docked entity, or an entity where it is part of. It’s set to 0 meaning that

  • Power Supply
  • Power Drain
  • Shield Supply
  • Shield Drain

Don’t work anymore on any docked reactor type. We didn’t make a shield reactor replacement system since this is just a fancy way of avoiding the “regen under fire” mechanic. If shield rechargers or capacitors need a buff, then we’ll simply change the config values.

Roleplay servers that still want these reactors to work just to have to change <RailHitMultiplierParent> in their blockBehaviorConfig to 1


Lighting Shader Overhaul
We completely reworked the lighting shader engine. It now looks much cleaner than before, allowing better specular control and removing previous oversaturation issues. More features will be coming to improve lighting indoors. If you have previously altered your Gamma or Lighting Quality settings to manipulate the brightness, you may want to re-check your settings to find a desirable light level in this update.



Detailing on hulls such as wear and scratches are now light dependant and will shimmer in the sun.



Blocks that are light in colour will no longer wash out or bloom when lit.


Texture Changes
Hulls and Light blocks have been adjusted to work accurately with the new lighting system. All others blocks have been given a basic working specular value temporarily while we prepare for new texture projects.

Normal maps have been re-enabled on hulls and measures added to help prevent Moiré effects.

We’ve squashed lots of rotation bugs on hulls meaning hazard stripes and hull blocks with normal maps will no longer sit at odd angles to each other when rotated. They should now smoothly tessellate across varying shapes and angles, and lighting will flow accurately along their maps.

This example of old, broken tiling is a thing of the past!


Fixed tiling! Hazard hulls will now tessellate correctly over multiple angles and shapes.

An all new texture pack is in progress, which will take advantage of the new lighting changes to allow better material definition through specular mapping. This new pack is a complete overhaul of our default set; you can check out a few work in progress shots and discuss the upcoming changes here in this thread. We hope to have this in your hands within the next few release cycles.


Work in progress shot for the upcoming texture set.


Small Shipyard Features and Fixes
Several shipyard bugs have finally been fixed. If you find more, make sure to report them. Shipyards will be a key component later on so it’s important to make them reliable. There is still more to do regarding usability, but some small new features have already been added:

  • Designs can now be created directly from the catalog list.
  • A permission block next to the Shipyard now also acts like a permission block next to the shipyard anchor, making it possible for players to create ships on a shipyard that doesn’t belong to their faction. The constructed ships will have the faction of the player who issued the order.
  • Shipyards can be linked to factories (pull on construction will pull from factories)


Rail Fixes
In tandem with the Shipyard fixes, some important fixes to rails have also been made:

  • Rail movement is now delayed until all necessary elements have been loaded. That means, docked entities will no longer just start moving if they are on a rail that has 0 speed. They will also not collide into each other on loading making them unusable until redocked.
  • Rail collision behavior has been improved by delaying a resetting entity by a random time, this decreases the potential of a deadlock at intersections considerably. You could also use this as a random signal generator (until a block for that is introduced).


Config
The SHP of Shield capacitors and rechargers was reduced from 100 to 25. This should make them a more viable choice to use as a buffer block between your armor and your power.

These blocks lost most of their usefulness when you start taking block damage so there’s no reason to have their SHP this high.

The new power auxiliary block has the same values as power reactors/capacitors except for its HP and its recipe:

  • Block HP is 50 (instead of 25)
  • Crafting recipe is: 1x power reactor + 1x power capacitor


Looking for new forum admin(s)
The StarMade Forums (StarMade Dock) are currently looking for one to two new community administrators. Admins are volunteers who manage the moderation team, site policy and overall ensure the community is running well. More details can be found here: https://starmadedock.net/threads/looking-for-new-administrator-s-for-smd.26679


Other Bugfixes
  • Your player character getting reset on exiting the game might be fixed now. This one is hard to trace.
  • Fixed an exploit involving shipyards
  • T1360 Shipyard adds suffix and prefix to chosen name


Thanks for playing StarMade,

~ The Schine Team

19 comments Read more
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Try out the full game for free in Alpha!

We are currently offering the full version of the game for free on our demo. This will be throughout Alpha as we believe a user wanting to purchase an open alpha game, should get to try out and test the current full state of the game first. We also need as many testers as possible, your reports, feedback and input is invaluable!

So... why should you purchase the game if it's currently free?

  • Support the developers!
  • Purchased users will still have access to the latest updates when the demo stops being supported/updated in beta.
  • Get it cheaper! As more features are added, the price will progressively increase. This will benefit those who supported the game earlier.
  • We're adding upgraded only features to our Registry system, this will not directly affect any game features, however, it will give more access online. For example, blueprint hosting and multiple skin uploads for selection.

    What are you waiting for? Click that demo button, and try out the full game for free!

About This Game

A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customisable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door.

The universe is a vast, mystical, beautiful, awe-inspiring place.... the universe is yours.

Built for scalability to facilitate massive fully interactable objects, almost anything is possible. Gameplay elements have been skillfully constructed to bring the ultimate space sandbox experience.

Dive into your own unique universe, and choose your path.

Key Features:


  • Procedurally generated infinite universe, with quadrillions of galaxies - The universe is massive. It'd take approximately 10,000 years to cross from one end to the other! Singleplayer and Multiplayer worlds can be heavily customised with our extensive config options.
  • Developed for scalability- We have a broad range of graphical and performance options that cater to our low-end users as well as those with heavy rigs and servers.
  • Advanced Build Tools - Powerful and easy to use building tools, quickly design awesome ships, stations and bases. Including functions: Copy & paste, undo, redo, replace, symmetry modes, shape assistance systems (spheres, cycles, torus and more) and rotation of templates.
  • Modular Weapon Systems - Combine weapon systems for countless configurations of weapons. From sniper beams to swarm missiles.
  • Comprehensive Rail & Logic Systems - Use the rail system to build moving parts. You can do anything from simple elevators, sliding or rotating doors, to complex cranes.

    Tinker with our logic systems to control any system in the game, be it weapons, lights, rails, or explosives. Logic covers all basic gate types for convenient use (AND, OR, NOT, DELAY, Flip-Flop), allows in flight control and wireless connections between entities. You can use it for simple things like timers, switches, buttons. Or, build complex systems like working clocks and even a real CPU.
  • Community multiplayer (dedicated servers) - Play with others in our community hosted servers. Our configs allow administrators to customise core game mechanics for a tailored experience. Most settings can be tweaked to squeeze the best performance out of hardware.
  • Platform independent (Windows, Linux, Mac) - StarMade is completely platform independent. We support the three most widely used operating systems.
  • Free to play in alpha - We offer the full game free to play while in alpha development. Play our game through this period for free while in return we receive invaluable feedback and bug reports.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 - 64 bit
    • Processor: Intel Core i3 (2nd Generation and above) | AMD FX 6xxx or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 260, 275, 280, 460 SE, 550 Ti | AMD Radeon HD 4870, 5770, 4890, 5830, 6770, 6790 or equivalent with OpenGL 2.1
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
    Recommended:
    • OS: Windows 7/8/10 - 64 bit
    • Processor: Intel Core i7-2600 @ 3.4 GHz | AMD FX-8320 Eight-Core @ 3.5 GHz or equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 560, 650 Ti, 750 | AMD Radeon HD 5850, 6870, 7790 (or equivalent)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Minimum:
    • OS: OS X Mountain Lion - 64 bit
    • Processor: Intel Core i5-750 @ 2.66GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: Radeon HD 4850 or equivalent.
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Requirements are approximately the same as Windows/Linux. 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
    Recommended:
    • OS: OS X Mavericks 10.9.5+ - 64 bit
    • Processor: Intel Core i5-6600 @ 4.0GHz or equivalent (Intel Quad Core @ 2.5 GHz +)
    • Memory: 8 GB RAM
    • Graphics: Radeon R9 M390/M395 or equivalent.
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Minimum:
    • OS: Ubuntu 14.04 - 64 bit
    • Processor: Intel Core i3 (2nd Generation and above) | AMD FX 6xxx or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 260, 275, 280, 460 SE, 550 Ti | AMD Radeon HD 4870, 5770, 4890, 5830, 6770, 6790 or equivalent with OpenGL 2.1
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
    Recommended:
    • OS: Ubuntu 15.04 - 64 bit
    • Processor: Intel Core i7-2600 @ 3.4 GHz | AMD FX-8320 Eight-Core @ 3.5 GHz or equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 560, 650 Ti, 750 | AMD Radeon HD 5850, 6870, 7790 (or equivalent)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Recent:
Very Positive (46 reviews)
Overall:
Mostly Positive (1,945 reviews)
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1,553 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
43 of 68 people (63%) found this review helpful
29 people found this review funny
Recommended
78.5 hrs on record
Early Access Review
Posted: September 9
Better than No Man's Sky
Was this review helpful? Yes No Funny
11 of 11 people (100%) found this review helpful
1 person found this review funny
Recommended
39.6 hrs on record
Early Access Review
Posted: September 18
I first started playing this years ago, when it was just starting out and was far rougher than it is now.

What I had when I first started playing:

- Hull blocks (I don't think I even had wedges, now they have corners, tetras, and others)
- Blocks make power.
- Cannons go pew pew and damage stuff.
- Missiles go boom boom and blow stuff up.
- Some other really basic things like shields.
- Random stations here and there (all the same, some had pirates)
- No main menu, just a launcher

What we have now:

- 3 different types of hull (hull, armor, advanced armor) with different shapes of blocks.
- A bunch of new weapon systems.
- All weapons systems can have effects added to them, like punch-through and explosive effect.
- CHEWIE GET US OUTTA HERE! (Warp drives)
- CHEVRON 1 LOCKED (Warp gates)
- Plenty of random spawn stations
- A GUI that doesn't make me want to rip my eyes out.
- An actual main menu that works pretty well.

Along with so many other things I won't fill up this post with. You get the idea, this thing may as well be a new game from when I first started. We're still getting updates (Last one as of this post was 9/9/16, before that was 8/28/16), and the developers actually seem to listen to the players. (Check the most recent update notes).

Don't forget it's FREE in alpha, so you have nothing to lose! TRY IT!
Was this review helpful? Yes No Funny
8 of 10 people (80%) found this review helpful
5 people found this review funny
Recommended
24.9 hrs on record
Early Access Review
Posted: September 7
It's been a long time, and I haven't dabbled in a while. But, to put in a nutshell, it's a game that lets you build ships with Dragonball Z levels of firepower.
Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
Recommended
485.9 hrs on record
Early Access Review
Posted: September 15
I played this game before the rails, logic, and weapons update and it was good. Now it's awesome. Buggy sometimes, but awesome nevertheless. Unlike most dev teams who seem to forget they were even working on a sandbox survival game, this dev team actually works on their game, works closely with the community, and has a solid roadmap for their vision of the game going into the future. Think From The Depths meets No Man's Sky set in Minecraft in space.

The demo is still free, so go download it and build an awesome base, mine some asteroids (or planets), and conquer your chunk of the universe! The learning curve isn't even as steep as Minecraft, really.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
301.9 hrs on record
Early Access Review
Posted: September 23
Great Game! Mine Craft in space. I've played for years now and it never gets boring.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
216.6 hrs on record
Early Access Review
Posted: September 22
Great game. I always find myself coming back to Starmade.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
540.3 hrs on record
Early Access Review
Posted: September 6
I've logged over five hundred hours in this game on the steam version alone, and I must say that I definitely recommend it for those who love to build. At the moment in it's early access state the game is very barebones in terms of things to do. There is not much to get involved in other than what is brewed up by players and there is not much NPC activity.

There are a few annoying bugs as well, as to be expected from a game in alpha developement.

I must say now, if you do not enjoy building then this game is definitely not for you. As of August ninth 2016 there is little to do outside of what fun you can dream up. You certianly have to entertain yourself a bit.

But if you do enjoy building... The building system is one of the best I've ever seen in a game! As well as going old fashioned Minecraft style and building one block at a time one can also use the advanced build tools integrated into the game to place a lot of blocks (amount can be adjusted in config files), set symmetry planes (yes, you only need to build one side of it), copy n' paste and more! The configuration of ships is not very demanding either. You can put everything pretty much wherever you want. There are no wires to worry about or other things of that nautre, so you can go blow people up in an American flag or build the most exotic of alien ships.

However, I must say that the learning curve is very steep. At the start of the game you will be watching a lot of videos telling you how to do things. To access them, simply press 'f8'.

The dev team is very involved with the community. They take community feedback and actually listen to what people say. They also constantly update the game, so it only gets better and better (obviously larger updates take much more time).

The game is also FREE, at least until it is complete, so you can try it for yourself with no risk except spending hours playing! Why not give it a shot? If you don't like it how it is now, then perhaps wait a while for it to have more features when there will be more to do.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
11.4 hrs on record
Early Access Review
Posted: September 5
I like this better than From the Depths and X3. X3 has great space-flight, and From the Depths has great ship-building, but StarMade mashes both together flawlessly. Also it's easier to build a spaceship that doesn't flop over more than it is to build a boat (for people familiar with From the Depths).

I was originally turned off by the crappy little Lego-headed space-man, but that was misleading. I haven't tried the multiplayer yet, but just playing the demo for about 13 hours straight until 4 am this is a very good gameplay experience.

It's a combination of brain-dead mining grind, exploring the endless universe, and exploring the technologies required to put the components together to make a good ship. Tuning the ship is great and very challenging in early game as mass build-up is hard to compensate for with engines, so maneuverability is very difficult to achieve while still having weaponry, armor and shields.

I paid full price and have no regrets other than I know I'll never have enough time to play it very well.

Try the demo - it is 100% the real game with nothing disabled. I have to run the original launcher - the new one crashes. Then update to the latest version and play. Then ask yourself if you enjoy it. I did and it was a no brainer to buy the game.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
478.0 hrs on record
Early Access Review
Posted: September 21
If you want Minecraft in space this is your game. It has thousands of block planets randomly generated in many block galaxies you can fly around in your block ship. You can also build stations or directly on the planets themselves if you would prefer to get into base building instead of ship building. I had a lot of fun making my own mini starport on my first playthrough and launching into space.

In multiplayer it has a faction system for claiming home bases and planets, you can build ship interiors and invite friends to fly around with you. Or you can sacrifice interiors to fill your ship with more modules to make them more powerful. Compared to games like Space Engineers its much more fast paced, you can mine enough materials and build huge ships pretty fast in a creative mode like editor.

And the game is free with no restrictions if you want to try it before you buy it like I did, I was happy enough with it to want to support it and buy the full version which is no different from the demo version at the time I am writing this review. I have to give the developers a lot of respect for doing that, such a bold move.
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5 of 7 people (71%) found this review helpful
Recommended
86.2 hrs on record
Early Access Review
Posted: September 16
LOVE THIS GAME!
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Recently Posted
AThao1
0.8 hrs
Early Access Review
Posted: September 26
It's an alright game. I just didn't like the fact that you can barely see what's shooting at you or what's going to hit you.
Also the fact that you cant hear anything which makes the experience kinda seem... bland? but yea over all its a nice game besides the sounds and the animations on the weapon fire.
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DA BATMAN
11.2 hrs
Early Access Review
Posted: September 23
really great game worth 15 bucks
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noob
11.1 hrs
Early Access Review
Posted: September 23
can you please ad a auto navigation
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Nyxus the Noble
20.2 hrs
Early Access Review
Posted: September 23
Product received for free
Well I didn't buy it. It was a gift from a friend, on the condition that we play together.
That was over a year ago now, and we still haven't done that.
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Alvenor
363.8 hrs
Early Access Review
Posted: September 17
If you like being able to create space machines (automated miners, space stations etc), great game.
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Owl
13.2 hrs
Early Access Review
Posted: September 17
This is an awesome game and deserves more attention than it gets. Building ships, mining resources, fighting pirates, intergalactic trade/exploration, multiplayer, factions, etc. This game has it all. Yes, it is a voxel game but when it comes to ship and base building, everything blends together in a way that puts minecraft aesthetics to shame. The only problem I've had so far is figuring out how to allocate more memory. This is java-based so it has some of the same problems early mincraft had. Great game, play it!
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