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Creativerse is a sandbox adventure game set in a beautiful yet treacherous world of exploration and creation. Stake your claim, tame the land and bring your friends! It's now $20 for 2 copies of the early access game, or you can wait until official launch when it'll be free-to-play.
Release Date: Aug 12, 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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We believe in the power of playtesting and the value of feedback. Creativerse will be a free-to-play game at launch. By charging for Early Access, we're hoping to ensure we get feedback from people who are passionate about shaping the game's destiny, invested in its future, and excited to get access to the game before it's released.”

How long will this game be in Early Access?

“We anticipate the game will be in Early Access for 4-6 months.”

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

“The core game is built on three essential components: exploration, combat, and crafting. On that foundation, we'll be adding a variety of new features, systems and content over the course of Early Access. We're excited to share these with you!”

What is the current state of the Early Access version?

“The game is fully playable with a decent amount of content, though it's certainly not bug-free. If you're experiencing an issue, your feedback will help us fix it!”

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

“Yes - the game will be free to play after early access. We believe free to play works best when gameplay isn't dependent on purchases, so Creativerse will be fully playable and enjoyable for free, with purchases simply enhancing the fun (i.e., no energy bars or stuff like that).

If you paid for the Early Access version, you'll not only gain advanced access to the game and help shape upcoming features, but you'll receive a bonus of ingame currency equal to what you paid once the game officially launches!”

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

“We're hoping to get as much feedback as possible. We'll be reaching out with surveys and questions, combing through forum postings and maybe hosting a contest or two for free stuff. Don't miss out...join us on our forums, Twitter, or Facebook:

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Recent updates View all (2)

Creativerse Servers: Regular Downtime Schedule

August 27

Hi all!

Starting Wednesday, August 27th, we're going to begin regularly scheduled downtimes for the Creativerse servers. We'll use these downtimes to reboot the servers and deploy new updates.

The downtimes will be Mondays, Wednesdays, and Fridays at 1:30 p.m. CST, and should last no more than 45 minutes (usually less).

We believe these downtimes will help with general server stability and keep things running smoothly.

Three scheduled downtimes a week is an extra dose of caution on our part. As we continue through early access, we'll monitor things to see if we can scale this back to less frequent downtimes (once or twice a week). Further down the road, we'll look into moving the downtimes to a better time of day as well.

If we need to add any unscheduled downtimes to support deploying a new build or a hotfix, we'll make every effort to give the community a couple of hours of notice.


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Creativerse FAQ

August 13

Welcome Creativerse fans!

We wanted to take the opportunity to address some of the most common questions we're seeing on the Steam forums about the game.

What sets Creativerse apart from other voxel sandbox games?

The game is in a very early stage right now, so right now it's just got the basics of adventuring, crafting, and building. The key is what it is going to become over the next several months. We’ve got a lot planned that will take it way beyond the traditional sandbox voxel game, and we’re looking to roll those updates out to an active base of players who can help us fine tune things with their valuable feedback. In reality, we are just huge voxel game fanboys/girls and we want to try and create the ultimate version of this kind of game.

That said, there are several ways it differentiates itself right now...

Easy multiplayer:
— Creativerse lets you very easily connect and play with your friends on whatever world you want, no set up required.
— Immediately see which of your steam friends are online, and what world they're in.
— Join one of our Playful public worlds and partake in the fun (i.e. chaos ;-)

RPG-like crafting system:
— Simple interface with recipe based crafting. No more referring to a wiki to find a recipe.
— Gradual unlocking — "leveling up" — of your crafting ability (unlocking high-end recipes, etc.)
— Rare dropped recipes that allow you to specialize in unique crafting abilities that your friends don't have.

Unique environments:
— Diverse surface biomes with unique creatures and elements
— Layered cave structure with unique environmental qualities, dangerous enemies, and rare treasures. Every layer deeper into the world is a new challenge.

Unique combat experiences:
— Every mob has a unique special ability like warmworm's lava fountain or pisgy's catapult.

Beautiful living worlds:
— High quality textures, lighting, and animations create a rich, vibrant world.

Constant updates & evolving gameplay
— We have a lot of new content and features coming over the next several months.
— Our goal is to push the boundaries of what people expect out of a sandbox game with a ton of new features; the game right now is just a foundation for something much bigger.
— We’re looking to have the community help shape the game with their valuable feedback!

Why are you charging for early access?

We want to be clear that Creativerse will be a free-to-play game when it officially launches. The cost right now is simply for the opportunity to play the game in its alpha state and helping us shape its destiny with your feedback.

As a bonus, we’re giving early access players $20 worth of in game currency immediately when they log into the game. Then when we officially launch we’ll give them another $20 worth of currency, paying them twice, in effect. We’re also considering making some one-time-only recipes that only early access players will be able to get…stay tuned for more details.

Why are you going to make Creativerse a free-to-play game?

We understand free-to-play has a bad reputation. Rightly so -- the model has been abused by so many companies only looking to milk money from their players. But we're taking the risk to use it because we believe there's a way to do it that won't feel sleazy, that doesn't limit how much you can play the game or get in the way of any fun you can have, but that also supports development while allowing the widest net of players into the game as possible.

To be clear, our goal is to never make players feel "pushed" to make a purchase. Games that do that kind of thing are ever present these days, especially on mobile. People are tired of playing experiences like that. We're taking a stand *against* that type of design. Creativerse will not be a Pay to Play NOR a Pay to Win game. We're not making a slot machine, we're making a video game. There are starting to be great examples of games that show how F2P can work well and not be exploitive (e.g. Dota 2, Team Fortress 2). We hope to follow in those footsteps.

How will microtransactions work in the game?

Currently, there's in-game currency that allows you to purchase packages of resources that you could otherwise freely collect on your own. You can also pay to unlock recipes that you can unlock through crafting for free. And finally, you can speed up the crafting stations. In other words, it's just a way to accelerate normal gameplay.

But more importantly, our plans for micro-transactions are open to discussion, and we're looking for help from the community to tell us what's fun and what still needs work. We've got a lot of work to do -- the store you currently see in Creativerse is just stand in and will be replaced entirely. So please comment away and tell us what you think about the current set up!

How can I get my ideas for the game to you?

Start a new discussion thread on Steam. We read them all and respond when we can. Or if you want to go the email route, send us a note at feedback@playfulcorp.com.

Do you have plans to add support for mods?

Though it's not on the immediate horizon, we've been talking about adding true modding support from the very beginning. We want Creativerse to be a playground where players have the ultimate tools to create, share, explore and adventure. Modding is a critical piece of that. We've spent time looking at how other games approach this, how we can hopefully improve on that and especially how it can be natively integrated with Steamworks. We also want to make it easy for anyone (especially non-modders) to try out mods, install and uninstall them, etc. So when we do add modding to our game, we will deliver a powerful and rich API for mod creators and we will also strive to make it seamless and painless for non-modders to enjoy other people's creations.

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About the Game

Creativerse is a sandbox adventure game set in a beautiful yet deadly world of exploration and creation. Stake your claim, tame the land and bring your friends!

*** Creativerse is now buy one get one free! Buy it and get a copy for a friend! ***

Join us in early access to help shape the game's destiny with your feedback, or wait until official launch when it'll be free-to-play.

  • Explore - Climb the highest peaks or plunge the furthest depths of the catacombs
  • Fight - Seek out and battle ferocious monsters
  • Collect - Scour the land for resources and precious gems; unlock powerful tools with secret recipes
  • Create - Build your dream house on ancient vistas; don't stop there -- build your dream town
  • Share - Show your creations to the world or jump into friends' worlds and start playing together

PC System Requirements

    • OS: Windows Vista SP2, Windows 7, Windows 8
    • Processor: Intel Core 2 Quad Q6600, 2.4 GHz / AMD Phenom II X4 920 Quad-Core 2.8 GHz or better
    • Memory: 4 GB RAM
    • Graphics: GeForece GTX 8800/ ATI Radeon HD 2900XT
    • Hard Drive: 2 GB available space
    • OS: 64-bit Windows Vista SP2, Windows 7, Windows 8
    • Processor: Intel Core i5-750, 2.67 GHzj / AMD Phenom II X4 945, 3.0GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 460 / Radeon HD 5850
    • Hard Drive: 2 GB available space

Mac System Requirements

    • OS: OS X 10.8 or higher
    • Processor: Intel Core i5, 1.7 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Hard Drive: 2 GB available space
    • OS: OS X 10.8 or higher
    • Processor: Intel Core i5, 1.7 GHz Dual Core
    • Memory: 8 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Hard Drive: 2 GB available space
Helpful customer reviews
78 of 107 people (73%) found this review helpful
16.6 hrs on record
Early Access Review
I have an Oculus Rift DK2 and found out about this game because I went to the developer's Website to check out information on "Lucky's Tale". It's a Virtual Reality only platformer they're working on. I found this there and decided to check it out, and no, it does not currently support the Oculus Rift. My interest in their other title got my attention so I decided to try this one out.

This is a Minecraft clone obviously. In fact, it's probably a little too similar to Minecraft. Anyone who says it's not like Minecraft is a liar. I'd go so far as to say that this is what an early Beta for a Minecraft sequel might look like. The textures are nice, the critters and your avatar are not blocky, and the mechanics work well. Lots of things work pretty much exactly the same way.

This is a beta and it's far less complex than Minecraft right now. That's no supririse but it's got potential, even if it's not really doing enough to separate itself from MC.

The crafting and resource gathering system is a bit more complex than in Minecraft. I found myself gatering items that I would have ignored in Minecraft and hoarding them away because pretty much everything is useful in making something. I also found myself hunting wildlife more often because you need at least one component from some sort of critter to make pretty much anything. Crafted items have more components than similar items in Minecraft do. The compexity of the system is nice, but crafting is ultimately the downfall of this game. More on that later...

You're able to jump higher than in Minecraft, able to clear two blocks rather than just one. This is nice and makes manuevering much easier. Your character feels much more agile and this carries over into combat as well. Jumping around enemies is easier to do and feels less stiff than in Minecraft. Overall movement does feel smoother and more fluid.

Another great thing this game does is the teleporter. You start with one that you can set anywhere and have a teleporter crystal that allows you to travel to that point instantly. This encourages exploration as you can always just go off in any direction, explore any cave, or wander aimlessly without worrying about whether or not you can find your way back to your home base or not. It would be nice if there was a Diablo style return teleport gate generated as well making it easier to drop off items, check on pending crafing items, and get back to your exploration easier.

I do like the beacon to where you last died as well. It's a nice touch and makes retrieving items easier to do when you do die.

Mining is a little different. Rather than using axes, pickaxes, shovels, and such you use a sort of sucktion glove. It does not work on everything right away and you need to upgrade it with power sources that are crafted from common objects. It works pretty much the same way as they degrade with use, but it's nice to have one tool for gathering everything freeing up hotkey slots. On the other hand, you have fewer slots and are limited to six hotkeys, plus two dedicated keys for switching between a weapon and your gathering tool. It works and I really haven't found myself wanting more.

Ores such as iron and obsidian can't be mined with your glove. You need a special item that must be crafted to mine blocks of certain ores. It's a one use item and you must craft replacements and carry them with you. One of these items will break down one block of ore, and it also takes a little while. There are several quality levels of this item and higher levels yeild more ore and take less time to break it down. It's also one of the items that takes a long time to craft.

On a sour note this game has microtansactions. The game has a points system where you buy points and spend them on things within the game. The store is relatively harmless, you can buy items and recpies for stuff you can't craft in the game otherwise. I'm cautious of this because it's a Beta and microtransactions are already there.

Most of it is cosmetics like stained glass windows and fireworks to play with. Nothing serious, and not a pay to win scenario. So far you can craft everything you need within the game and can make any structure you feel like without bothering with spending any cash. The things you can buy are either items you can gather easily by playing the game, or stuff to make what you build look a little fancier.

I don't mind that sort of thing in a game at all. I'm not likely to spend money on them myself, and I don't care if someone else wants them. As long as it doesn't interfere with playing the game, microtransactions are perfectly fine with me. It kind of does with this game, but it's not a huge deal and can be worked around. It's definitely the low point in this game and it's extremely tacky.

They beefed up the crafting times for items to get players to use a "Finish Now" button in the crafting menus. For example, take the item Stone Floor. It creates a block of flooring to be used in building. Inside the crafting table menu there are eight slots. You can craft eight items at a time, one group of eight Stone Floor blocks takes up one slot. If you fill it up you can create sixty four blocks at a time if you use all the slots for that type of item. Creating sixty four blocks takes 40 minutes. This is a roughly mid grade item and it takes almost an hour to craft. Higher end items take even more time, I've managed to get a 2 hour craft time so far.

Not every object takes so long, a lot only take 3-4 minutes for a full batch, but several items must be refined two or three times to get a specific item. Stone Rods is a good example. You take a stone block, refine it to a stone slab, and then refine it again to get stone rods. That means it takes about seven minutes total for a low level base crafting item.

That said, crafting tables are easily made and you can have several. I highly recommend that you do so with this game. The inflated times were obviously meant to get you to hit that "finish now" button. It's a low tactic and needs to be removed from the game with more reasonable craft times implemented. That's my only real complaint though, well that and the fact that I've got five crafting tables in my player home.

Overall the game is fun though. It's a shame that you either have to spend money or keep a row of each crafting machine in your home. It's the biggest weakness of this game and the crafting times and pay to speed up needs to be removed from this badly. It'll do more to hurt the game than help it in the future, and I for one will never spend a dime on it.
Posted: August 16
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54 of 82 people (66%) found this review helpful
35.2 hrs on record
Early Access Review
[I am having problems editing this review; please forgive the repetitions later on.]

As a fan of sandbox games, I recently found Creativerse on a bored afternoon search through Steam. It was the name of this game that first got my attention, as I absolutely LOVE games that allow the player's creativity to blossom. However, when I looked at videos and screenshots from the game, my first thought was, "Minecraft. It's Minecraft dressed in a different title." Skeptical, but nonetheless interested to see how this game might prove itself to be unique, I browsed Steam discussions and Youtube videos for gameplay summaries and opinions. Still unimpressed, the graphics being the only thing that stood out to me, I regressed to my search for other games. Eventually, however, my search proved unsuccessful, and the title of Creativerse succeeded in drawing me back to its game page. Instantly, in a rush of "oh, what the heck" impulse, I bought and began to play the game....
I was impressed. And let me tell you something: Games don't easily impress me.
If I were to tell you what specifically impressed me about Creativerse, it was a perfect combination of factors, all swiftly combining to transform this game into a profound, blissful experience:

The Beauty

I don't know about you, but I think beauty either makes or breaks a game. Make a game too ugly or dry, and I instantly turn away. Give a game such beauty and atmosphere as Creativerse, and you've got me. And I'll go ahead and say it: it's prettier than Minecraft. Much prettier. Textures are far smoother and more detailed. Gentle music layers softly over the sounds of robust wind, subtle thunder, trilling crickets, warbling birds, rustling leaves, and so on. The sounds even change depending where you are; I remember having climbed a tall mountain, only to hear at the peak the long moan of a nearby cave. At the right angle, the sun, gliding through a color-changing sky rich with clouds and galaxies, will actually extended a shining hand to you. I don't remember the floating yellow square in Minecraft ever doing that.
In the daytime, the color of sunlight reflects the biome and location. Descend into a forested valley, and the light will glow a soft green; conquer a snowy peak, and it will be colorless and stale. At nighttime, the mob glows in parts a bioluminescent green; even though they're your enemies, you can't help but admire the way they light up a dark field.

Complaints: There is no changing weather in Creativerse. The shadows are also much, much thicker, so you will need far more torches to light up a cave than in Minecraft.

The Function

The functionality of concepts in Creativerse especially sets it apart from Minecraft.
Mining: In Creativerse, you don't mine blocks; you absorb them by extending your hand and producing a ray of suction from your glove. And it's more logical this way, too--say, when you're absorbing a distant block: Mining something 12 feet away with a stubby little pickaxe doesn't make sense, but absorbing it does (in a Sci-Fi sort of way, even though logic in games is, for the most part, unnecessary--I mean, look at Mario and his diamond skull). What this also means is that you don't have to run down and collect a mined block piece that tumbled out of your reach; it already comes to you and settles neatly in your inventory.
Recipes: No more looking on Wikipedia! Simple recipes are included in your menu. More complex ones come with the crafting tables, forges, and processors that you build, each of these utilities possessing its own theme of recipes (and did I mention that they glow?). You can easily craft something by obtaining its listed ingredients and dropping its recipe in a right-hand square. Then--voila! you're done!
The mob: The Creativerse team was really creative with the mob. I'll leave it to you to discover what I'm talking about.
Object descriptions: They're hilarious. Ever played the Sims? They're like that.
C-mode: Press C, and you'll be able to move a little over a cliff's edge without falling. This is highly useful for adding a block to the side of one on which you are standing. [Edit: Smokey told me that this was in Minecraft, too.]
[Update: Beacons: When you die, a white beacon launches into the sky and alerts you to the presence of your death statue, which looks like a jar and which holds all of the items you had in your inventory when you died. Whatever you had at hand (for this there are 6 slots) remain with you after death. You can craft beacons of various colors and place them wherever you want in the world; however, after a certain distance, they cannot be seen. Teleporters: These are neat. Each player gets one and only one teleporter, and with it--one port crystal. Place the teleporter anywhere in the world and you can use your port crystal to reach it. World: The world is not endless, so no poetry about your existential woes, or I'll take that quill away from you! As you dig deeper into the earth, the game surprises you with more and more layers of mini-worlds; so far, I have seen 4. Again, I'll leave it to you to explore them.] Complaints: Microtransactions; lack of ability to fly (for this I suggested a jetpack); and some bugs that are surprisingly rare for such a young game (can't really complain about this, actually) The Community The developers: As this game is still in its alpha state, the developers are spectacular about listening to your feedback and ideas for the game. They even check in on you while you are playing in one of the four public worlds and ask you in chat whether you need help or have something to say. Not to mention, they are friendly and prompt in their interactions with you and like to throw in a lot of humor. The players: I've made a lot of great friends here
Teleporters: These are neat. Each player gets one and only one teleporter, and with it--one port crystal. Place the teleporter anywhere in the world and you can use your port crystal to reach it.
World: The world is not endless, so no poetry about your existential woes, or I'll take that quill away from you! As you dig deeper into the earth, the game surprises you with more and more layers of mini-worlds; so far, I have seen 4. Again, I'll leave it to you to explore them.]

Complaints: Microtransactions; lack of ability to fly (for this I suggested a jetpack); and some bugs that are surprisingly rare for such a young game (can't really complain about this, actually)

The Community

The developers: As this game is still in its alpha state, the developers are spectacular about listening to your feedback and ideas for the game. They even check in on you while you are playing in one of the four public worlds and ask you in chat whether you need help or have something to say. Not to mention, they are friendly and prompt in their interactions with you and like to throw in a lot of humor.
The players: I've made a lot of great friends here--they're exceedingly helpful, polite, sharing. Playing social is really the highlight of this game. Don't be afraid of being a newcomer; fellow players will most likely show you the ropes, unless they're rude or--*narrows eyes*--griefers.

All in all, I highly recommend this game--even to the occasional or barely a gamer gamer. It's fun, beautiful, and the creative person's goldmine (heheh)... And a last word on the Minecraft comparison: Yes, I prefer Creativerse--by far.
Posted: August 15
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24 of 38 people (63%) found this review helpful
1.9 hrs on record
Early Access Review
Creativerse is a Minecraft clone; there's no getting around that. Being a clone isn't necessarily a bad thing; consumers are just used to watching movies where clones are lesser versions or deranged. In the case of Creativerse, the game and the gameplay is neither 'lesser' or 'deranged.' The developers added some interesting twists which I find to be a nice jump from Minecraft. I am not referring to the NES Powerglove the player uses to collect blocks, but rather the method used to strengthen your pull and and aquire ever better materials. So far, I am enjoying it and looking forward to more hours.

This review would not be complete without a con, so here it is...The game is currently pay-to-play. In responses, the developers say repeatedly that the game is neither pay-to-play or pay-to-win, but unfortunately, once you get started you will see that this is not the case. Paying money in a store for oddities like recipes I could otherwise acquire or fireworks that add no advantage is one thing, but the developers went far beyond that. In the current state of the game, there is a timer system on building blocks which limits the creative work a player is able to do. Some blocks take seconds to create, or 'money,' while other blocks take hours to create, or more 'money.'

The developers have what could be a fun and popular game here, but the 'Clash of Clans' like pay-to-play system is frustrating, limiting, and will likely keep many players from putting many hours into the game.
Posted: September 14
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5 of 5 people (100%) found this review helpful
23.0 hrs on record
Early Access Review
So far so good. I love the visuals and the general feel of the environment. I like that you and the animals are not boxed. I Think that the structure could use a little more work.

I understand that the desire here is to not be a Minecraft clone, but some of the differences feeel like they were implimented for no other reason but differentiation. Example, the switch of importance from iron and obsidion. From a scientific angle, it does make sense, iron it more durable than volcanic glass.

I understand the desire in crafting to not have to memorize a bunch of recipies, but I think the layout of the crafts as they are learned is a bit chaotic. I would like to see some categorization, or even treesm so you can logicaly approch unlocking other crafts. Also, a way to tell a craft is the end of a chain and won't unlock anything else would be good. I am having to chart on paper to help keep track.

A few visuals need polish, there is overlay issues with the armor and hair on the avatar and if you place a torch on a side wall, there is a solid color block that keeps the torch centered, but takes away from the overall look, especially when you have a chain of them down a shaft.

Over all, I am looking forward to when it is complete.

ps, what spawns blue flowers? is there a third type of tree that i have missed?
Posted: September 7
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6 of 9 people (67%) found this review helpful
139.5 hrs on record
Early Access Review
wow pleasantly surprised, i wasn't expecting much and being a huge minecraft player i figured it would be minecraft with a different look, completely wrong i was. I implore any fan of minecraft to give this game a try. even in unpolished early access this beats minecraft hands down, i love it already and i've only been playing it for a few hours now. absolutely amazing, even with all the lag i experience since i ignored the system requirements ( i'm only running a dual core instead of a quad core) and i'm still having fun, already built a small starter house and a few other essential items. I am definitely looking forward to future updates and fixes, and hopefully more content such as NPCs and maybe quests or objective to keep it from getting monotonous like minecraft can unfortunately get. I only have about a dozen or so recipes but i do hope to see some form of "redstone"-like system for added building fun. and the new creatures are really awesome too, very whimsical and i love the little descriptions given, they are good for a little chuckle. i haven't done much spelunking yet but again i'm still learning the games mechanics. awesome game so far so keep up the good work PLAYFUL CORPORATION, you will be hearing my suggestions for improvement/bug discoveries soon enough i suspect since i will probably be playing this a lot. i also love the fact that this is kid friendly so far and hope it remains that way since my 7 year old boy will be playing this with me once it goes F2P. again keep up the great work.
Posted: August 27
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