Boundless is an epic voxel sandbox where everyone (all players, in all physical locations, on all platforms) inhabits a single online universe. Boundless is a universe built by its players.
User reviews:
Very Positive (12 reviews) - 83% of the 12 user reviews in the last 30 days are positive.
Mixed (377 reviews) - 68% of the 377 user reviews for this game are positive.
Release Date: Nov 13, 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?

“Before you buy, it is important that you consider the following before deciding if you want to support Boundless in early access:

Boundless is currently in Pre-Alpha and therefore still in development.

Boundless is a sandbox MMORPG, end-game is what you make of it, a never-ending world of possibilities. Jump straight in on the action, explore beautiful worlds, build amazing structures, use the comprehensive crafting system to create items, collaborate with your friends, become the greatest trader in the universe, or just roam the different worlds hunting down your prey.

Early Access enables Boundless to grow, giving us the time to not only create the game we aspire to build, but something you our passionate community crave, and through that continued support ensure we can make the game as good as we know it can be.

As its still in development there are some rough edges and certain features that are being worked on, so might be missing. Bugs are found and fixed, performance is constantly being tweaked and new features and content will be added regularly over the coming months.

Boundless was originally known as Oort Online.

If you are looking for a full, polished experience, you can "follow" us here on steam, drop by our Official Boundless Forums to check out what we are currently working on, or follow us on social media while you wait for the full release.”

Approximately how long will this game be in Early Access?

“Our goal is to launch version 1.0 version of Boundless in 2017, with a bevy of features planned to grow the game long beyond this point.

Interested in finding out more? Head on over to to chat with the developers and get all the latest news.”

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

“The following features are planned for Boundless:

  • Additional Creatures - As well as our current set of creatures
  • Additional Recipes - More crafting recipes to create new items, consumables and brews
  • Character Progression - Stat and Skill driven upgrades to make your character unique
  • Forge - Experiment and upgrade existing items in the game to discover new possibilities
  • Titans - Colossal creatures who roam the world and contain rare resources players need
  • Temples - Explorer and Conquer ancient structures in the quest to gain epic loot
  • Guilds - Create or join a guild and make your mark in the community
  • Private Worlds - Create your own private world, which you can share everyone or maybe just with friends, family and your guild

With plenty more in store!”

What is the current state of the Early Access version?

“Boundless is playable and has had over 150 updates since its launch on Early Access in November 2014. Many players have over tens and hundreds of hours playtime and are enjoying the current core gameplay experience:

  • Explore new worlds and discover the Boundless universe
  • Claim land as your own and protect the home you build
  • Create items with your hands or improve upon them with crafting machines
  • Hunt down creatures or gather natural resources with your crafted items
  • Buy, sell and trade your loot with other players in Boundless
  • Collaborate with friends and other players from around world

For more information head on over to or the Official Boundless Forums.”

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

“This price will reflect general improvements and increased content and play time.”

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

“Everyone who owns the game can have a say on development through our surveys and on our forums at”
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Buy Boundless - Adventurer's Edition

Downloadable Content For This Game


Recent updates View all (142)

June 19

Weekly Dev Update: 2017 June 2nd, 9th, 16th - Testing Releases and Poles!

As a team we've been super-focused on wrangling the Testing release out, iterating the Tutorial, Objectives, Progression and general balance, and attempting to prepare everything for a Live update. Building features is easy. Preparing features for release is extremely difficult. There are just so many little edges that need fixing. After Testing 163, Testing 164 and recently Testing 165 we're hopefully getting closer. Now is the time to offer feedback before things go into Live.

See everyone in game soon - we know you're all waiting for the update.

Code - June 2nd
We have started working on the lance implementation again, exploring what works well at close range, given the latency of network games and the creature AI. The bombs continue to be polished.

The rich text support has been completed, adding support for icons and colour changes mid sentence. The GUI is working through the plinths and trading.

Character progression has added tracking of additional stats, such as worlds visited and machine use, for the differing skill trees.

We’ve worked on fixing some model normal mapping issues that showed triangular artefacts, especially on some of the new character customisation parts.

The world chunk data has been reduced ~25% so the servers and downloads are more efficient as well as caching more locally in the same space. We also added a server hook to allow resource rebalance to be more easily applied.

Code - June 9th
We’re continuing to experiment with the lance and what works well with the creatures and latency. The challenge is finding a design and implementation that feels nimble and responsive whilst allowing the client and server to have up to 500ms of latency.

The GUI is working through the trading, locations and universe screens. We continue to work through the objective and fixing up the rules.

The closed portals are being made collidable, which should stop players getting stuck on the wrong side of portals built next to walls. We also fixed the holes in the world that could appear whilst mining through chunk borders.

We are working on the automated bots for load testing the servers. The goal is to increase the maximum number of users per server. As part of this we have also altered to the server to support different tick rates to see how this performs, both the load and the user experience. We also updated the server crash recovery logic to be more robust.

Code - June 16th
We worked on the the latest testing update and addressing issues it showed up. Once the remaining key issues are resolved we are aiming on updating the live version in the near future.

We continue to iterate on the tutorial and objectives, fixing up the logic and flow.
The GUI update is working through the portal and universe screens.

We worked to make the creatures and combat more responsive on the client even with higher pings. The wildstock behaviour is being updated with the charge attack now much more responsive and client predicted.

We updated the servers crash handling to restart more robustly. For load testing the servers we are updating the bots testing, so we can simulate many users on a server. The server it now capable of running at different tick rates and will be tested to see what work well. We also optimised the most expensive server systems that the more developed worlds were showing up. More server performance ultimately means more concurrent players and more creatures spawned per active player.

Design - June 2nd
Ollie and Luke were both away on holiday this week. Forcing Rob to be extra productive working on the GUI:

  • Fleshing out the Newsflash design.
  • Updated the Level Up with some VFX suggestions.
  • Updating the Objective announcements to make them more impactful and communicate a little more especially in the tutorial.
  • Updated New Region, New World, New Settlement newsflashes.
  • Updated the tutorial ‘hint’ area which shows which controls to use and how to interact.
  • Added in a new 30% indicator to the Stamina bar to show how much the player needs to refill to remove the fatigue status effect.
  • Re-thought how the tutorial presents the information so that instead of being lots of individual objectives they are larger objectives with multiple steps.
  • Made a start on the final design for the Chat component - still WIP.
  • Started updating the mega HUD design doc with all the new stuff I’ve been working on - still WIP.
  • Made a start on the final set of Skills icons - also still a WIP.
Design - June 9th
Ollie has been busy with project management for most of the week and ensuring all members of the team are working towards the same goal. He’s mostly be prioritising tasks to ensure we get the Testing version into Live as soon as possible.

Luke has been focused on Objectives, Feats and Tips. For most of the week he’s continued to make changes and implement the new system based on feedback from the community and in-house. He also spent a bit of time looking at resource generation on home worlds in attempt to improve the amount of common resources that are spawned underground.

Rob has been working on how we present interactive and non-interactive buttons in the game, to be better highlight what you can and cannot interact with in the GUI. He also spent some time looking at the best way to show connection information to players in the game.

On top of that, he’s spent most of the week updating the HUD to include new health bars, reticles, objective information, new flashes and changes to the compass. There have also been a few additions to the amount of information shown about the Creature’s current state in the HUD.

Creature Glyph HUD

Radial Update

Design - June 16th
This week was mainly focussed around getting the stuff we have been putting into the testing branch ready for release to live. There are a lot of big changes in testing, so it’s been a lot of work to massage that into a releasable form, but we’re getting there.

Luke was continuing to polish the tutorial and the initial Objectives which aim to guide new players into the game. He’s also continued to work on Feats and Tips, which are further areas of progression which both teach new players the game, and give you interesting goals to achieve in the game.

Rob has been preparing all the icons for the different skills so that the skill trees look good, and are easy to read. He’s also updated the warp and portal screen designs to include your beacons and a reverse portal direction button.

Ollie has been doing project management, as well as helping to manage the release. In between he’s been tweaking and balancing for the release including damage and speed values for tools and weapons.

Art - June 2nd
The art team have been busy working on:
  • Decorative prop concepts
  • Supporting the lance prototype
  • Modelling bomb assets, character body models and faces
Art - June 9th
This week the art team has been in mid-development of the character customisation feature which we shared in a past update. We’ll share more on this in the near future.

We’ve been developing the decorative poles system as well as exploring other decorative prop ideas. Here are the the latest concepts from Amanda.

Exploration on the horizontal bars to attach to the vertical pole designs in wood, stone, metal and gem themes.

Also dabbling with 'corner' pieces, which we imagine could create a fancy attachment design with the pole and bars. They derived from earlier explorations of 'brackets' or 'braces' that could be used to prop next to walls to break up the voxels and generally add more shape to structures.

The hanging/end pieces are a continuation of a system we are exploring where things could be hung on the poles (lanterns, buckets, butchered spitters etc) and also placed on top of it.

Other art time has been spent on pre production of the new bigger and better sanctum.

Art - June 16th
The art team have been busy fixing bugs and general tidying to support the testing update. Jess and Amanda have continued prototyping the character customisation feature with technical help from Luca.

Mentioned before we’re building a library of natural props. Jess has completed this chunky cactus for arid areas:

Amanda has also continued with decorative poles concepts. When all complete and modelled we think these will work nicely providing the player with a further level of customisation in addition to block building and sculpting. Below are iterations from the earlier images shared:

Let us know what you think.

Cross posted from Devlog Forum

9 comments Read more

May 30

Weekly Dev Update: 2017 May 26th - Character Customisation and more!

We're still busy preparing the next update to Testing. The aim is to make the next Testing update suitable for migration to Live for everyone to play. We really appreciate all the players reporting issues from the Testing releases. It really is super valuable.

The following are the main changes coming in the next Testing update:

  • Multithreaded chunk meshing.
  • Earn XP for standard in game actions: mining, building, chiseling, etc.
  • Objectives iterated based on player feedback.
  • Updated Furnace, Plinth and Trading GUIs.
  • Support for variable-sized backpacks.
  • Campfire and Beacon control meshes added and showing fuelled status of the beacon.
  • Creature projectiles now fully predicted resulting in smoother and intuitive combat.
  • Player projectile damage now predicted.
  • Stamina rebalanced to operate more like food.
We’ve been working on the projectiles system, adding support for shotgun-style ammo and better prediction of projectiles for creatures. The aim is to allow each Slingbow to have a different firing function: rapid fire, sniper, shotgun. There has been further work on polishing up the bomb and its fuze as well as the status effects it delivers.

As part of Progression the inventory now supports variable sizes, getting larger as you level up.

We've update the GUI text rendering to support inlining coloured icons in the flow of text. This will be used to rendering controlling information during the tutorial, and also allow us to inline glyphs and other icons. The GUI reskinning has updated the furnace, plinth and trading.

We are continuing to work through the objective and adding any missing supporting logic.

We’ve added logic that will speed up meshing if you have already downloaded the data into your cache when revisiting an area. This should help portals open much faster. Further meshing logic has moved to a thread that should speed up remeshing when the world changes (building/mining) if it's already meshing elsewhere as well as the lower level of detail meshes.

Ollie has continued working on Bombs and Status effects this week. He also did some balancing for the core attributes and made Warp Crystals (formerly known as Warp Shards) easier to craft. This should help players who are struggling to get off their home worlds. There was some more project management tasks to do this week but luckily not as much as the previous weeks.

Luke is still working on the new objectives system. This week he’s mostly been generating a list of objectives to work as passive tasks for players to complete. This week he’s had support from Andy to introduce new elements and objectives to the tutorial. In addition to the objective system, he spent some time working on the roadrunner to make it more alert to nearby players and looked into balancing the Stamina drain when using items and jumping.

Rob’s focus this week has been on updating the economy screens in the game. He’s been looking at ways to improve the overall presentation and user experience for Request Baskets (formerly known as Buying Plinths), Trading and Shop Stands (formerly known as Selling Plinths). The names are still a work in progress, so let us know if you have any other ideas.

Setting up a Request Basket:

Another user selling items to the Request Basket:

New look trading interface:

The art team have been mostly focusing on character customisation this week. Here’s a sneak peak of the character customisation module in action.

You’ll be able to choose from a library of faces and head pieces, character scale, body types, body colour, eye texture and colour. Plus body tattoos - each with three levels of elaboration on the body, three areas to customise colours and a transparency slider to reduce the intensity if so desired. Check out some examples below.

We’ve also been supporting development on bombs, prefabs and the new sanctum. More on these soon!

Cross posted from Devlog Forum

10 comments Read more
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About This 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 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 in search for resources and the ever elusive Oort technology.

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


Join the expedition and explorer the Boundless universe. Each world is unique, explorable, with its own inhabitants and resources just waiting to be discovered.


Find and use materials to build your base, claim the land as your own, use a beacon to protect your beloved creations. Use special tools to shape and modify blocks, create interesting and unique looking structures. The only limit is your imagination.


Master the art of crafting and create weapons, tools, building materials, and a whole host of other items. Use advanced crafting machines to Improve your crafts and further your potential. Forge your legacy.


Hunt down creatures of different shapes and sizes scattered all over the universe. Each world has its own breed of creatures to discover, that require different strategies to best. Get ready to take on the challenge.


Everything bought and sold in Boundless is generated by you the players. Buy and sell items through player owned shops, compete with others to become the most successful trader in the universe.


Boundless is an sandbox MMORPG that encourages players to work together. Find friends or players from all over the world and explore, defeat dangerous creatures, gather rare resources and build a colony together.

No Subscription Required

Purchase the game and enjoy your Boundless journey without a monthly fee.

System Requirements

Mac OS X
    • 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
    • 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
    • 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
    • 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
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Mixed (377 reviews)
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