BOUNDLESS IS CURRENTLY IN PRE-ALPHA. WE ENCOURAGE WAITING UNTIL 1.0 IF YOU DO NOT WANT TO PLAY A GAME WITH AN INCOMPLETE FEATURE SET AND BUGS. THIS IS FOR PLAYERS WHO WANT TO BE ACTIVELY INVOLVED IN THE GAME'S DEVELOPMENT.Explore, collaborate, build, conquer and discover Boundless.
User reviews:
Recent:
Mixed (10 reviews) - 60% of the 10 user reviews in the last 30 days are positive.
Overall:
Mixed (402 reviews) - 66% of the 402 user reviews for this game are positive.
Release Date: Nov 13, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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?

BOUNDLESS IS CURRENTLY A PRE-ALPHA EARLY ACCESS GAME. WE ENCOURAGE YOU TO WAIT UNTIL 1.0 IF YOU ARE NOT WILLING TO PLAY A GAME WITH AN INCOMPLETE FEATURE SET, BUGS, DOWNTIME AND SERVER WIPES. THIS EARLY VERSION IS FOR PLAYERS WHO WISH TO BE ACTIVELY INVOLVED IN THE DEVELOPMENT OF THE GAME.

Boundless is going to be a big game. Right now it's in an early state, we have beautiful worlds to explore, the ability to build amazing structures, and the solid foundations needed for the rest of the game. What we don't have though is much in the way of crafting, economy, combat or many of the other game systems. If you want to be involved in shaping these things and are happy to play with a simple sandbox for the time being then buy the game and get involved, if you're more interested in playing a full game then keep up with us, and buy the game when the features you want are implemented.”

Approximately how long will this game be in Early Access?

“This page shows the vision of the game we want to create. As part of the development process the project has been divided into manageable sets of features. After we implement each set of features we will release a new version of the game for qualifying backers to play. In 2017 we plan on launching a stable 1.0 version of the game for everyone, but fully expect to grow the game long beyond this point. You can find out more information about our goals on playboundless.com”

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

“The full version of the game will have all the features we outline here and on our webpage, taking the game from a fun sandbox to an epic multiplayer universe of Boundless possibilities.”

What is the current state of the Early Access version?

“At the end of 2013 we started building voxel engine framework for which to build the core features of Boundless upon. In its current form, Boundless is a massively multiplayer building universe. We aim to release more gameplay features as we move towards our full release. You can follow the full development of Boundless at playboundless.com”

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

“At this point we don't know how the final game will be priced.”

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

“Everyone who owns the game can have a say in development through our surveys and on our forums at playboundless.com.”
Read more

Buy Boundless

Buy Boundless - Collector's Edition

 

Recent updates View all (111)

January 16

Weekly Dev Update: 2017 January 13th: Grapple and Fixes

This week we updated the Live release in Steam with the contents from Testing 30 as Release 151. The major change in these updates is a refactoring of the Smart Stacking system to improve the stability on the server and clients. Thank you to the players who took the time to send us bug reports. There are still a few outstanding issues which we will resolve this coming week.

Next week, we are targeting to release the following:

  • Updated Grapple hook system including new 3rd person animations
  • Improved Game, Combat and Chart logs in the HUD.
  • Rotate Machines and Storage to change the direction they face using a chisel.
As stated in last week’s Weekly Dev Update there are many improvements and new features we're working on in parallel and coming this month.

We've also done a round of PS4 and PC consistency testing to make sure there is feature parity. Currently all the features in the PC version are working in the PS4 version at Boundless HQ.

Code
This week we’ve continued to work on issues users have been experiencing, especially around Inventory and Smart Stacks. Two updates were released containing these fixes.

We continue to look into the network lag issues, running some experiments and updating the network libraries that we use to their latest versions. Details of our progress have been shared in this post - please track this if you experience significant latency.

We've also been working on the following:
  • The Grapple Hook works now as much of the functionally and animations in with some work remaining on controls and the effects.
  • Some additional sound effects have been added for beacon plots and the light cube.
  • The HUD work has added more to the combat logs.
  • The chisel is now super powered with the ability to rotate any orientable mesh blocks.
  • The intra-planet warps refactoring is underway. This will allow Warps and Portals to work within the same world.
  • Engine side we’ve been working on some loaded testing with bots to help stress test the servers.
Design
This week has been quite bitty as we’re working on improving stability, choosing the direction for the next major release, and understanding how best we can get more people to know about Boundless.

Ollie has been planning and documenting the next steps for the project, as well as supporting Rob in his UX work. He’s also been supporting work on creature generation, the stats system and the grapple.

Rob has been working on the UX and GUI design for Portals and Warps, Friends, and Locations and Worlds.

Luke has continued his work on the Steam store page and publicising the game generally. This includes looking at other games and how they represent themselves on Steam. As part of that he’s been writing a feature list to better communicate what features we have now, and what we intend to implement in the future. With his remaining time he’s been continuing with work on the stats system.

Art + Animation
This week the art team has been busy working on items, creatures and the grapple.
  • Items - we have a new ingot asset for metal alloys. This should be available in the latest release.

  • Creatures - Amanda has been looking at how we will convert the giant worm to 3D. Below is a sheet with construction details:

  • Creatures - Jess is modelling the Hunter and done a first pass on the hunter trails. This is still WIP and it takes time to get things looking really slick:

  • Grapple - Here’s Dom’s WIP VFX for the grapple line:


Gerry has been working on an improved grapple animation set which is a big improvement to what we had previously. These anims together with the new grapple functionality should be available soon.

Cross posted from devlog forum which can be found here

0 comments Read more

January 11

Release 151: Smart Stacks and Fixes

This update is accessible via the "Live" release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it's unlikely you'll get the latest version.

Overview:

This Live release contains the features from Testing 30 and some additional fixes.

The most significant update is a refactored Smart Stacking system. Hopefully this will be much more solid and greatly reduce the number of client and server crashes.



Important:

If you experience any ongoing networking or latency issues then please track this thread. We're continuing to investigate and work on resolutions to the issue.

Release Notes:

  • Art + Animation + Assets:
    • Added machine animations for workbench, workbench rotator, workbench input, refinery rotator, extractor rotator and extractor input.
    • Fixed black plants on some worlds.
    • Fixed ink, fibre and cloth not inheriting colours from ingredients.
    • Fixed some prop blocks appearing inside the floor when placed on a slope.
    • Locks no longer flip upside-down at a distance.
    • Metal alloys created by crafting now have an asset instead of a placeholder cube.
  • Creatures + Combat:
    • Arrows and tools no longer hit dead creatures.
    • Fixed a bug where chasing wildstock can't climb up 1 high blocks.
    • Fixed server crash when a cuttletrunk follows a target for a long time.
    • Point planets now displayed as stars.
  • GUI + HUD:
    • Added combat log first state.
    • Fixed an issue where it was possible to select planets through solid geometry including distant mountains.
    • Inventory tooltips now give a preview of what action will occur between the held item and the hovered item.
    • Refactored inventory API and Smart Stacking code to make it less fragile for fixes and additions.
    • Support for using Smart Stacks in plinths, machines and furnaces.
Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.
  • Buying plinth not displaying items on top.
  • Cannot smart stack walls.
  • Some of the items were not positioned in the hand correctly when the players are seen in 3rd person view.
  • Some of the items displayed in the inventory screen were not positioned correctly.
Known Issues:

The following items are known issues in this release.
  • Shift-clicking an item from the selling plinth will show odd numbers and will not always go in the shopping basket.
  • Shift-clicking and dragging on the coin icons from within the trading menus may cause a crash.
  • Some interactive blocks (crafting table, machine, beacon control) have become corrupted during the migration. This will result in at best those blocks not being able to be interacted with, at worst the game crashing when interacting with those blocks. To fix the issue the block(s) in question need to be re-placed. In the case of anything other than a beacon control the block can simply be broken, picked up, and then re-placed. In the case of a beacon control this will work, although it would result in all the plots having to be re-placed one at a time and during that process the contents being unprotected. A better workaround for a beacon control is to craft a new beacon control, place that, and then break the old one, which will keep the beacon's plots placed throughout the process.
  • The recipes are not final.
  • Z-fighting with some items (workbench and other machines) when placed underwater.

Cross posted from devlog forum which can be found here

1 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

BOUNDLESS IS CURRENTLY A PRE-ALPHA EARLY ACCESS GAME. WE ENCOURAGE YOU TO WAIT UNTIL 1.0 IF YOU ARE NOT WILLING TO PLAY A GAME WITH AN INCOMPLETE FEATURE SET, BUGS, DOWNTIME AND SERVER WIPES. THIS EARLY VERSION IS FOR PLAYERS WHO WISH TO BE ACTIVELY INVOLVED IN THE DEVELOPMENT OF THE GAME.

Explore a vast universe of connected worlds. Build an empire with friends. Become Boundless.


Whether you are a seasoned hunter, a weathered explorer, a master builder, a shrewd trader or a natural born fighter, there is a place for you in the massive open-world sandbox universe of Boundless. Watch the sunrise on one world before hunting down epic Titans on another. Explore caverns on your own or build a city with your guild. Mine, trade or fight Protectors for resources and search for elusive Oort technology.

Build a shop and trade your treasures, create amazing sandbox contraptions, hunt for Titans, sell your services, claim land, see the worlds, open a Portal and expand your reach across the universe. Create your citizen, define your role, make your mark, become Boundless.

Boundless is currently Pre-Alpha, and we're working towards a full launch on the game in 2017, but we invite you to be involved in the development process now through Early Access.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista, Windows 7 SP1 (64bit)
    • Processor: Intel Core i5 @ 2Ghz (or equivalent)
    • Memory: 8 GB RAM
    • Graphics: Dedicated DX 11 Compatible GPU
    • DirectX: Version 11
    • Network: Broadband Internet connection
    Recommended:
    • OS: Windows 8.1 (64bit)
    • Processor: Intel Core i5 @ 3Ghz (or equivalent)
    • Memory: 8 GB RAM
    • Graphics: Dedicated DX 11 Compatible GPU
    • DirectX: Version 11
    • Network: Broadband Internet connection
    Minimum:
    • OS: Mac OS X Mountain Lion 10.8
    • Processor: Intel Core i5 @ 2Ghz (or equivalent)
    • Memory: 8 GB RAM
    • Graphics: Intel Iris Integrated GPU
    • Network: Broadband Internet connection
    Recommended:
    • OS: Mac OS X Yosemite 10.10
    • Processor: Intel Core i5 @ 3Ghz (or equivalent)
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU
    • Network: Broadband Internet connection
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Recent:
Mixed (10 reviews)
Overall:
Mixed (402 reviews)
Review Type


Purchase Type


Language


Display As:


(what is this?)
282 reviews match the filters above ( Mixed)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...