Boundless is an epic voxel sandbox MMO full of endless possibility and discovery. Uncover and seamlessly travel to new worlds, build, craft, trade, fight and form allegiances. Forge your destiny in a Boundless universe.
User reviews:
Very Positive (16 reviews) - 93% of the 16 user reviews in the last 30 days are positive.
Mixed (402 reviews) - 69% of the 402 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?

“Early Access enables Boundless (formerly known as Oort Online) to grow and change, giving us the time to not only create the game we aspire to build, but something you, our passionate community crave. With your continued support and suggestions we can continue to make the game as good as we know it can be.

As it's still in development there are some rough edges and certain features are being refined but rest assured, Boundless is fully playable and offers a fun and unique sandbox MMO experience.”

Approximately how long will this game be in Early Access?

“Our goal is to release the full version of Boundless in late 2017. That being said, development will not end there, like any other MMO, we want to support Boundless for a number of years, continuing to add unique features and content to improve and expand the game.”

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
  • Forge - Experiment and upgrade existing items to discover new possibilities
  • Titans - Colossal creatures who roam the world and contain rare resources players need
  • Temples - Explore 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 to share with everyone or your chosen few

And we won’t stop there!”

What is the current state of the Early Access version?

“Boundless is playable and has been constantly evolving 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
  • Craft items with your hands or improve upon them with Crafting Machines
  • Hunt 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 the world
  • Develop your character and customise their skills with the detailed skill tree system

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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Recent updates View all (146)

August 8

Weekly Dev Update: 2017 July 21st, 28th, August 4th - Slope Chisel, Square Chisel, and maybe Bevel Chisel and more!

For the past few weeks we’ve been focused on attempting to finish many features that have been in development for a while. Often these features are connected with each other so you need to wait until you have all the pieces in place before you can do a final pass. And as you can imagine this part is often the most challenging.

We released Testing 170, and plan to do another 1 or 2 testing releases before bringing the latest features across to Live.

Testing 170: Optimisations, Block Levels, and Angry Creature Spawning!

The following major features are still in development:
  • Lance mêlée combat and clearly differentiating it from ranged combat - not much progress in the past few weeks. We have a solid core mechanic in game that encourages combat to be controlled and precise whilst feeling physical as impacts result in feedback on creature motion. This might not sound like much, but it's non trivial once you’re dealing with variable latency and impossible player prediction. We need to make sure that the presentation of the combat feels weighty and this is currently on the art and design teams' to-do list.
  • Bomb crafting and combat - almost ready, just needs the status effect system to be complete.
  • Positive and negative status effects for bombs, weapons, the environment and creatures - almost ready - just need the creatures to trigger and respond to elements.
  • Creature variation, including: Power ranges, Elemental, Non-Elemental and Exotic creatures - almost ready - just need to make sure all the variables are considered in the creature spawning. Connecting the creature tinting to the world and biome palettes will not happen until later in development.
  • Creature spawning, including: underground, swarms and world difficulty variation - still in development - just need to make sure it’s configured as expected across the different world difficulty levels. We want to make sure that the environments feel alive with variation.
  • 1.0 balance for player progression, player skills and abilities, resource spawning, and world difficulty - gradual iteration - player feedback is extremely valuable.
  • Finally completing the HUD and GUI - will it ever end?
  • Server and Client optimisations to reduce network traffic, reduce the cost of player and creature simulation - we continue to reduce, cache, delta and compress the communications between the client and server.
  • … and more - details below.
Code - July 21st
A new multi-segment (string of sausages) health bar has been implemented to show relative scale of health more obviously as multiple segments. The damage indicator has been revamped to better show direction and there is now an air bar to show when you are drowning. The air bar is now separated from stamina.

The reworked creature spawning has been completed with the creatures spawning more often and closer than before, so are more discoverable. The system despawns creatures into a pool that reduces the cost while allowing the population's density to be high and their state persistent. This is an essential foundation to allow more creatures into the worlds, especially for spawning raid events.

We have further optimised the network traffic to reduce bandwidth, especially for some of the large data items such as beacons and achievements. The server optimisations continue to allow more users on the worlds.

We have been analysing the portal transitions to see causes of the portal lag and have fixed several causes of spikes that lower FPS. This is often done by amortising creation and destruction costs over multiple frames. For example, this has always been done for meshing chunks, but it’s now done for deleting the chunks as well.

The multiple character backend support is being tested and last few issues resolved.

Code - July 28th
The latest features have been pushed to the Steam Testing branch in Testing 170.

A reworking of the creature threat-aggro mechanic is underway to stop crazed creatures and return tranquillity to the wildstock. The creature spawning update is in, so players should now find more creatures as they explore the worlds. We are working on the AI behaviour to sleep more creatures when they are far from users to help keep the CPU cost down.

We’ve started on an update to how the shaped blocks (step, walls, and slabs) are made so that they will be chiselled in world from blocks rather than crafted. Many more block types will support shapes. (More details below.)

We’ve been implementing refinements to the smart stacking behaviour, so you can use them with quick use slots. Status effect icons are being added to show when you’re poisoned, etc. The backend multi-character support is ironing out the last few issues before merging it in.

We’ve fixed the main causes of frame drops when transitioning to new world through portals, so it should be a smoother experience. We also completed a pass on network traffic optimisations, especially for larger data cases. We’ve also been profiling the servers for RAM use to get more users on each world.

Code - August 4th
The HUD work is focusing on the compass to show more useful information more often to users. The GUI completed the smart stack improvements, such as being able to hold a given item in a stack. We also have a local placement student (hi Maxime!) who has been reworking the debug ‘.’ text into a debug GUI window. This will make it easier to find information and tidy everything up.

The multiple character back end is merged in to the master branch and we have started work on the GUI to allow users to create, (re)name, switch to, and delete their characters.

  1. Should Character names be unique? Or can many players create characters with the same name?

  2. When you see a Character in the game, should we also display the user name?

  3. Should we show Character names in the forum?

  4. When a player deletes a Character what do you expect should happen to their beacons in the game?
We have implemented the missing slope block shapes (rotations of some existing ones that were missing, and some brand new slope shapes) and are progressing on to the new chiselled block shapes. All the new slope shapes work correctly with texture blending and will be available in prefabs and generated into new worlds’ terrain.

We’re exploring adding more Chiselling techniques into the building system. The following diagram beautifully captures the current voxel shapes, and the exploration of significantly more options. This will be quite a big change:

  1. Teal - right shapes: We’re adding all the missing slope shapes and orientations. So they’ll no longer be shapes you can craft on the flour but not on the walls. The current slope shapes are presented in teal and beautifully highlighted. The additional shapes are below them.

  2. Red - left shapes: We’re also exploring adding a Square Chisel that would allow players to chisel the red shapes. This will mean that you no longer need to craft the walls, slabs and steps. This may seem a bit sideways but we think it’ll make everything much more intuitive. It’ll simplify crafting because the list of recipes will no longer contain 4x the block variations: walls, slab and steps. So crafting will be simpler. Building will be easier because you’ll no longer need to worry about relative placement position to get the desired orientation. Instead you’ll simply chisel the 2 corners you want to remove to make some steps. You’ll be able to make all the currently missing step orientations, and a huge plethora of new shapes. We’re planning to limit this level of sculpting to beacons so that builds will feel extra special compared to the natural world. (These shapes will not be created by the World Builder.) If you mine a previously chiseled block you’ll always get the original whole block back. This will mean that chiselling and mining square voxel variations will follow the same flow as the current slopes. (Which you couldn’t craft or mine in the past.) So in conclusion we think this will help make everything simpler, more intuitive and ultimately more fun when being extra creative.

  3. Green - middle shapes: We may even add a Bevel Chisel which are the voxel variations in green. If you look carefully the green combinations match all the red shapes but with a different cut style. But this is classic feature creep, so these variations may move into post 1.0 content - it’ll just depend how quickly we make progress.
All 3 chiseling styles can be achieved by “clicking on the corner you want to remove” - so they should be easy to use.

We’re also thinking about adding a simplified Square chisel that would remove 2 corners at once. This would allow you to create a Step with a single chisel, and Walls and Slabs with 2. This may be a useful short cut or might just add more complexity. What do you think?

  1. Should we add a basic Square Chisel (which removes 2 corns at a time - so easy to make steps, walls and slabs) and a precision Square Chisel (which removed 1 corner at a time)?

  2. Or should we add a single Square Chisel (which removes 2 corns at a time), and allow players to learn a “Precision Chiselling Skill”. Which would upgrade their basic chiselling skill to be equivalent to the precision Square Chisel. This would make Building more skill-based.

  3. Does anyone have a better names than Slope Chisel, Square Chisel and Bevel Chisel?
For progression we’ve implemented the personal light feature the skills unlock and added a level 50+ that allow users to continue to gaining plots as the gain XP.

We continue to work on reducing the chunk data to reduce network traffic and RAM use, on both the client and server.

Design - July 21st
This week we have a new(ish) starter on the team. The ever versatile Matt is back! For those of you that don’t know him he’s been with us in various stints doing QA, as well as building most of the biomes and worlds that you’re currently playing on. Now, having graduated from university, he’s back with us full-time as a programmer. His first focus will be around generating and analysing the metrics and analytics from the game, and that’s why for now he’s coming under the “Design” section of the weekly update. He’s been getting up to speed with the analytics systems we use, and created some interesting graphs. In future weeks he will share some of his findings with you guys. Finally the truth!

Luke has been working on a set of recipes for Bombs, Brews and Crystals which will use existing resources as well as the new gathered resources that Jess has been working on. The plan is to have resources in different biomes as well as in caves for you to find, which will be needed for some of the more advanced crafting recipes. He’s also been preparing materials to refresh the Boundless Steam pages. Up until now we’ve been pleased with keeping our player base relatively small (we’ve wanted quality rather than quantity), but now we’re going to start experimenting with bringing more players to the game to expand our testing and feedback.

Rob has tweaked the chat design from last week, and produced assets for the updated health bars and reticule information, to support Simon and Marc who’ve been implementing them. He’s also been writing up a proposal for adjusting the compass to make it more readable, as well as be more performant. Finally he’s been helping Luke prepare assets for the visibility round, as well as general promotional materials.

Ollie has been helping Matt get up to speed on the analytics, and planned out the next couple of week’s work. He’s given blocks on different worlds different health values which ties in with Simon’s work on the health bars. He’s also worked with Marc on Status Effect visualisation, stacking and removal with consumables and bombs.

Design - July 28th
Pretty much the entire design team has been on holiday this week. However, we have been agreeing on the Character switching flow for the current sanctum design. We need this flow to allow players to switch characters.

We’ve also spent some time exploring an updated compass, and how it might relate to a minimap and / or GUI map. You’ll be surprised to hear that the current compass can be extremely expensive as it sends lots of extra information to each client about the status of every other player and beacon. This isn’t scaleable. So we’ve been redesigning it to make it more efficient, more useful to players, connect it better with the skill trees, and more readable.

Design - August 4th
This week has been very light in terms of design as Ollie, Luke and Rob have all been away on holiday.

Luckily Matt is here, so at least the analytic work has continued. He’s been testing all the existing data in great detail, and reworked the analytics for some key systems such as progression and damage. He’s also been adding analytic data for newer systems such as beacon fuel and portal fuel.

We continued looking at the compass and making sure delivering useful and efficient details, including:
  1. Showing all creatures within range including a colour variation for passive, threatening, and aggressive.
  2. Showing the nearest Settlements and removing the Beacons.
  3. Introducing a new stepped scaling presentation for the glyphs, this will make it easier to judge the difference between elements 0-100m large glyph, 100-200m medium glyph, 200-500m small glyph, 500m+ nothing or a small coloured square.
  4. Showing the nearest active Portals.
  5. Showing Friends and Players.
    Always showing your designated home location, the world's Capital, a Destination location (if pinned, and automatically unpinned on arrival) and finally any number of Pinner locations (not unpinned on arrival).
We also spent a little time exploring the status of the original minimap system and shared a few screen shots in the following linked post. We want to explore how a HUD minimap and GUI map might world alongside the compass. Just explorations at the moment.

Where's Oorto?

Art - July 21st
This week the art team have been busy with decorative props, natural props and world lighting.

Amanda is refining creature totem designs. Here’s her post on work in progress:

Art: Decorative Props Concept (cont)

Jess has continued adding to our library of natural props.

And Jim has completed improved lighting for all the worlds. This should be in the game soon.

Art - July 28th
It’s been a quiet but productive week for art. Jim has overseen the completion of our set of prefabs for 1.0 and combined with Jess’s set of natural props that she also finished up this week we’re hoping our worlds will be even more full of interesting things to see in future. Amanda has been continuing with her designs for decorative props including poles, fences and more.

Art - August 4th
The art team have been busy working on decorative props including stickers, wood blook progression, palettes and the new sanctum.

Amanda has been exploring sticker designs. See her post. This is purely exploration at the moment. The question is: given that we’ll have more block shapes via the extending chiselling, is it possible that by providing packs of decorative stickers / decals - can players create their own decorations and props? Does this bridge a gap between sculpted voxels and full meshes?

Art: 'Stickers' Concept Art

She’s also working on new door designs. Expect a post sharing her cool designs next week. The aim is to have a range of multipurpose door designs that fit into the standard material variation and contribute to prestige. Ideally the door concepts would work as doors, trap doors, shutters for windows, and other creatures usages.

Jess has been designing wooden blocks following raw, refined and decorative progression. Lustrous wood refined in a ‘basket weave’ parquet pattern.

She also completed other material versions of the bag of bombs.

Jim has iterated the new sanctum blockout. Sorry, this is under wraps for now till a later date. The aim of the new sanctum is to include all the pre-live world features and tutorial: account creation, character creation, spawn region or friend selection, equipping and dual wielding, location creation via the Totem, and Warp usage. The design aims to inspire players about the amazing creative possibilities in Boundless. Yes - there will be some sculptures - go go go crazy chiselling!

Jim has also been looking at world palettes. We want to make an artist friendly procedural palette generator. More of this to come. Meanwhile here’s some palette experiments of Therka market.
The sky and fog is purple on all of these screens.

It’s late and I’m very tired so please excuse the likely hundreds of grammatical and spelling errors. Could someone fix them for me…

Cross posted from Devlog Forum
12 comments Read more

July 17

Weekly Dev Update: 2017 June 23rd, 30th, July 7th, 14th - Progression, Polish and more!

For the past few weeks we've been focused on polishing up the Player Progression and Build Progression features and releasing them Live for all players.

This has resulting in 4 main releases:
In general we're attempting to complete features that have been partially developed and release them Live for the community to play with, this includes:
  1. Lance mêlée combat and clearly differentiating it from ranged combat.
  2. Bomb crafting and combat.
  3. Positive and negative status effects for bombs, weapons, the environment and creatures.
  4. Creature variation, including: Power ranges, Elemental and Exotic creatures.
  5. Creature spawning, including: underground, swarms and world difficulty variation.
  6. 1.0 balance for player progression, player skills and abilities, resource spawning, and world difficult.
  7. Finally completing the HUD and GUI.
  8. Server and Client optimisations to reduce network traffic, reduce the cost of player and creature simulation.
  9. Increase the scaleability of the Engine for many active Portal and Warps.
  10. ... and more.
The aim of focusing on the quality and completeness of these feature areas is to have a solid core experience. Once this is done we can start thinking about calling the game Alpha and evaluate which additional features need to be implemented before 1.0, and by association the features that will be included in post 1.0 updates.

Code - June 23rd
This week we updated the live version with the features seen on the testing branch and working through the issues, such as the portal collisions, and general polish.

The objectives continue up with the weekly and daily challenges. The GUI has been working through the trading and universe screens as well as starting a pass over the Feats UI. The block placement visualisation has been tweaked to make it more obvious when you're inside a beacon.

The new wildstock charge rework is integrated in for the next update. The creature spawning rules have been tweaked to spread the creature more evenly around users. The lance prototyping continues.

We also have reduced the network traffic as entities move around and are working on further reductions. The borderless window mode requested by users is being investigated. The bot testing continues to help us scale users per server. Adding support for multiple characters continues to progress.

Code - June 30th
This week we’ve continued with the lance exploration, prototyping various behaviours to find what feels good. The challenge is finding a solution where melee combat physically feels like you're impacting with creatures, and this is a big challenge for a client-server predicted configuration. We further tweaked the creature spawning logic.

Core support for the Contracts feature is being implemented. The Feats and Journal screens are being worked through as well as richer item information.

We added further feedback to portals on their state and added logic to detect whether the server has too high a latency to play on. The Sanctum now allows you to go to another world if the one you were on is down.

The support for multiple character continues. We’ve been optimising the server with the goal of getting more users and creatures on the servers.

Code - July 7th
We spent two days on a bug blitz to clean up many of the common issues. The fixes were rolled out in the update on the Steam Testing branch.

Creature spawning continues to be reworked, with the goal of getting more creatures per user with better discoverability and distribution. To make melee combat more engaging the creatures now push users which stops users walking through them.

The GUI continues to clean out the old GUI components and the Journal screen is being expanded. The multiple character support back end is nearing completion.

We continue to profile and optimise the server code to allow increased number of players and creatures. We are also optimising the network traffic to make the case with larger entity densities work well for users.

Code - July 14th
The game was updated to bring over the features that were previewed in the Testing branch.

The creature spawning logic rework continues. We also fixed some issues that the creature-user pushing showed up.

The GUI work is mainly focused on the Journal screens. We are also cleaning up some of the back end of the GUI now the old GUI is almost replaced.

We continue to optimise the servers to get more users on a world. This has included optimising game systems such as the physics, as well as changing how the data is stored. We are also optimising the network traffic, especially for cases where large amounts could be sent. The multiple character support back end is almost completed.

Design - June 23rd
This week has been mainly focussed around reacting to the live release, and building and polishing up features for the next release.

Luke worked with Andy to fix up some issues found in the tutorial and objectives, and then carried on with phase two of the updates objectives – Feats and Contracts. Feats are background goals which reward you for long-term play and Contracts are “missions” that you can select, customise, and then complete for rewards.

Ollie has worked and re-balanced the recipes for the beginning of the game to improve the experience for new players. He’s also tweaked tool and block placement ranges to make them consistent and interesting.

Rob has been updating the Journal section of the interface which covers the various types of objectives, including working on the design for the Feats screen. He’s also been fitting the weapon and tool attributes into the item tooltip.

Updated Feats GUI.

Item Attribute GUI.

Design - June 30th
This week Rob has finished up the design for the Journal screen with daily and weekly feats added and updates to the objectives and tracker tabs. He’s also been working on the flow for when servers go offline, and how the warps and portals react to that.

Daily and Weekly Feats GUI design.

Objectives GUI design.

Objectives Tracking GUI design.

World Full HUD design.

Luke has been building more data for the Contracts, while continuing to tweak the Feats and Objectives.

Ollie has been mainly doing project management work, writing dull documents, and working with our issue tracking software to keep on top of where we are with the project. Boring!

Design - July 7th
Ollie has been working on balancing multiple areas of the game, including the various status effects we have in development as well as improving the initial experience of the game. He has made changes to a number of recipes and the speed and performance of a number of tools and weapons.

Luke started the week working on the Contract system with Andy to develop a prototype for the procedurally generated quest system. He also added some new objectives to highlight our chisel tool and using the sanctum when a player is stuck. For the remainder of the week, Luke was working on improving the current threat system as well as the stamina system.

At the start of the week Rob worked with Marc to implement the new Feats GUI as well as the new presentation for Weekly and Daily Feats. Rob then moved onto the creating mock ups of the contract GUI and how players would interact with the contract GUI.

Design - July 14th
This week Ollie has been spending time balancing the creatures, including their damage and health values, as well as the logic that chooses which variants are on each worlds. He’s also been working with Fooksy on improving the logic for spawning.

Luke has been working on designs for the stamina system and the creature aggro system. He’s also fixed an issue with the hopper collision.

Rob has been working on designs for the chat system (with Luke’s help). Here are some work in progress designs for the system:

Inactive passive chat.

Active chat.

Expanded active chat.

Art - June 23rd
The art team has been a bit light this week with Amanda on holiday but we’ve been busy supporting and playtesting the live release and working on natural props and lighting amongst other things.

Jess has continued modelling our library of natural props and natural resources. Last week you saw the cactus, this week here’s a rockstack and a coralesque formation.

Rock Stack


Coral at night

It’s quite minor but she’s also done a test clean up on the resource seam decals. We think it’s a definite improvement.

Updated coal seam.

Jim has been iterating the lighting day/night cycles of Therka and Munteen. The other worlds will also have a polish pass next week. The effect in the distance is softer with fog lighting added and the sunsets are more dramatic.

We're also reducing the RGB saturation of the sky gradients. Here’s a less intense Munteen.

Jim has also been supporting Fooks on the Lance prototype and also working on the new Sanctum.

Art - June 30th
This week we’ve been a bit light in the art team with sickness but we’ve continued working on cool features.

Jess has been looking at different ways to approach our block texture blending. No firm conclusions to share yet but we will continue looking at this in the coming weeks. Many of the blends don't match their material structure and need customising.

She has also been working through our library of natural props. This week she’s produced:

Aloe Plant

Rock Ring
Jim has been supporting Fooks prototyping the lance. We’re generally happy with the feel of this new melee weapon. After some further review and balancing we will go into full art production on the final lance model tiers and a final animation pass before sharing with you.

Jim has also continued working with Luke on pre-production of the new Sanctum. We’ll be iterating this over the next few weeks before we go into full production.

Art - July 7th
This week the art team has been busy with the Bug Blitz and working on concepts, natural props, animation and lighting.

Amanda is nearly there on the core parts of decorative poles concepts. Here’s her latest with images also showing construction and placement ideas. The aim is to give everyone a toolkit to play with rather than single usage models.

Pole cross beams, fences and bunting.

Pole construction considerations.

Hanging construction considerations.

Hanging concepts.
Jess has made snowdrop and scattered fungus natural props models:



Snowdrops in the dark

Jess has also been experimenting with new wildstock colours. Here she’s added some new wildstock colours (just base and aux colours, not decals). This is an exploration to understand how colours should be generated in the future so that creatures fit into their highly varied environments and worlds.

Jim has continued on visual targets for the current 12 world lighting keyfames. He’s also added 3rd person animations for eating and shaking the lightcube. Now available on Testing.

Art - July 14th
This week the art team have been working on decorative props, natural props and lighting.

Amanda has continued her decorative prop concepts. She has shared a detailed post here:

Art: Decorative Totems (Trophies?) and Poles Update! [IMAGE HEAVY!]

Jess has continued with natural props:

A rock shard.

A dripping fungus.

Jim has been updating the lighting for all the worlds adding slight fogging and reducing colour saturation levels to achieve a more pleasing result. This will be going into the game in the next few weeks.

We're spinning many many plates!

Cross posted from Devlog Forum
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About This Game

In a vast universe of connected worlds, the choice is yours.

Explorer? Builder? Hunter? Trader? Fighter? Discover your place in the massive open-universe sandbox of Boundless. Watch the sunrise on one world before hunting down rare creatures on another. Explore dark caverns alone or build an empire with friends. Mine, trade or battle for resources. Can you unearth the elusive Oort technologies?

Will you build a shop, sell your treasures, craft amazing contraptions? Do you yearn to join the hunt for Titans, claim your land or seek new worlds? Open a Portal and expand your reach across the universe as you shape your citizen, define your role, and become Boundless.

Join the Great Transmigration and explore the Known Worlds of Boundless. Each world is full of unique inhabitants and resources, ripe for discovery. With your trusty Totem in hand and the ability to build Warp Conduits, you can pinpoint locations on other worlds and travel seamlessly between them. No waiting. No loading.

Discover and use materials to build your base. Craft Beacons and claim land as your own, protecting all your beloved items within it bounds from other Players and from sacrifice to the land. Use special tools to tweak and transform blocks into ever more interesting and unique structures. Your imagination is Boundless.

Master the art of crafting! Create weapons, tools, building materials, and a whole host of other technologies waiting to be discovered in the Known Worlds. Use advanced Crafting Machines to build ever more sophisticated items and further your potential. Forge your legacy.

Hunt down creatures of all shapes and sizes scattered throughout the Known Worlds. Each world has it’s own unique breed of creatures to discover, each requiring 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 a sandbox MMORPG that encourages player collaboration. Find friends or players from all over the world. Explore, defeat dangerous creatures, gather rare resources and build a colony together.

Other Features
  • Learn the basics! Carefully crafted tutorials help you to understand the core elements of the game.
  • Complete Objectives, Feats and events to earn Coin and Experience Points to level up your character
  • Spend your hard earned skill points in the Skill Tree and tailor your character to how you want to play the game
  • Craft thousands of items including, building blocks, tools, weapons, food and many more
  • Colonise planets by yourself or join a settlement with others and grow your beacon into the capital of the world with the Prestige system
  • Build and maintain a Portal between two worlds for you and others to use
  • Trade items with others or set up a shop to sell and buy items while you’re off adventuring
  • Each world automatically regenerates areas that are not protected by a Beacon and returns it to its original layout, creating new and much needed resources for you to collect
  • Seamlessly travel to new worlds and discover different creatures, resources, block colours and user generated creations in an ever-changing universe

No Subscription Required
Purchase the game and enjoy your Boundless journey with NO 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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