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:
Overall:
Mixed (390 reviews) - 69% of the 390 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 late 2016 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 (63)

June 27

Weekly Dev Update: 2016 June 24th - World Builder, World Builder, World Builder and more

This week, we have been busy preparing to release the hugely updated World Builder and Resource Regeneration. After several bumps on the road, we finally released the update on today (ok last Friday!) All the details of the release can be found here.

Note that update is currently available as a Steam beta under the name Testing.

Players are already beginning to create some great and original world concepts. For example, this by Heureka.



We still have a few major features to release. They will be incrementally released over the next few weeks. Hopefully this style will mean the code is more stable, the updates will be smoother + faster to execute and will allow us to pin down causes of bugs faster.

Here is what we are aiming to release in July:

  • 1st week : Storage + 1st pass GUI, Locks, Updated inventory GUI + Hand crafting GUI
  • 2nd Week : Dual Wielding + 1st pass GUI
  • 3rd Week : Machine crafting + 1st pass GUI
In the background we’re working to update the entire game to support the Wrapped Worlds generated by the World Builder. This is a significant change and will hopefully be released in early August.

Code
This week we’ve been adding a beta branch on Steam for deploying versions before rolling them across to the main release. For this we have been updating our server deployment to make it simpler.

The World Builder has been polished up to add features to make it more accessible. The Resource Regeneration is now in game, though we need to add drops before they can be harvested.

The Machines are also been polished adding in features for usability and dealing with some edge cases. The GUI has continued to be polished up with hand crafting added. We are also working on some 3D clipping in the GUI shaders for the scrolling lists. The GUI for dual wielding is also being implemented.

We have integrated the new shader pipeline and worked on resolving the issues it exposed. We have also worked on how entity data is broadcast, so storage will scale efficiently.

Design
This week has been mainly about the World Builder and biomes. Using Luca's highly improved tool we’ve been making a world with separate biomes and sub-biomes, and starting to build a library of components to make it easier to create more biomes in the future. More details in this post.

We have also been taking on the minor / monumental task of trying to find a replacement for Ben who is leaving us soon. Ben has put so much into the project and he’ll be sorely missed, and whilst he is a unique snowflake, we are doing our best to find another awesome designer to join our team.

Art
We've made good progress this week, even whilst a few people have been away on holiday and off sick.

Concept development:
  • Tools progression - final concepts showing material progression and handle upgrades.
  • Toll Lock - visually a continuation of the basic lock but this is a lock that only coins will open.
  • Donation Box - we like the open hand motif to give a friendly unique identity to this prop. The prop can be placed to ask for donations to help with your current project or ambitious build. Players can also donate player tokens as part of the voting process.
Concepting has also continued on creature progression. We realised that our standard visual progression language doesn’t fit with all our creatures types so we’ve been exploring alternatives for the livestock and the roadrunner.

We’ve been modelling the hammer progression as a benchmark asset for outsourcing.

Following on from the Protector concepts posted recently we’re modelling a rough blockout to to assess the size and shape of these automatons relative to our player characters.

Animation has continued with the Cuttletrunk and supporting dual wielding.

Cross posted from devlog forum which can be found here

0 comments Read more

June 27

Testing 15: World Builder and Resource Regen!

Today we're finally releasing the updated Boundless World Builder.



Boundless and the Boundless World Builder are accessible via an open Steam Beta called "testing - Unstable new feature development". See the Steam Beta option below.



We plan to release new updates to Boundless into a "testing" beta first, before promoting them to the main live version of Boundless. This allows us to publish features earlier whilst still maintaining responsible stability on the main version. The "testing" and live versions of Boundless do not share worlds.

Please explore the new Boundless World Builder features and report any issues. Ollie has shared some details about how he's been working with the builder. We're excited to finally start creating a biome and noise building community and standard library. We'll share some ideas for this in another devlog post soon.

Share anything you create and let us know what you think.

Release Notes

  • New blending masks for different grass types.
  • Added coloured flowers.
  • Fix crash bug with quickuse bar
  • Fix crash on respawn and change world.
  • New worlds: Includes generated resources and a larger world size (4608m this will be the world size going forwards preparing for world wrapping), resources do not yet drop anything.
  • Resource regeneration now implemented and enabled, once a chunk has fully regenerated (ignoring beacons), then resources will be randomly inserted into the chunk to bring it back to a target resource count. Right now, resources are not configured to generate in any particular way, so all resources will appear uniformly, but once configured we can make much more interesting behaviour possible like preferences to depth in the world, and what sort of blocks are found on the surface of the world (amethyst likes to generate deep under deserts etc).
  • Large update of the world builder (it's been a while!), with client connecting to the world builder now possible again (See world builder section).
  • World builder:
    • Generation performance massively increased (approximately 10x increase for latter stages like Final World), and no longer chunk-by-chunk. This is visible in the way that visualisations for chunks will be rendered in passes instead of chunk-by-chunk.
    • Chunk visualisations merged into a single panel with drop-down selector to select what stage of generation to terminate at.
    • Various bugs to do with not seeing the entire generation, or not realising the generation is complete resolved.
    • New noise nodes (constant, min, max, wave) in 2D and 3D.
    • Decoration and Plantations nodes are now merged together, with 3d noises changed to 2d noises to describe their placements, and split by surface type (cave, threed, surface).
    • Slope visualisation mode in chunk visualisations updated to show more information about actual generated slopes and their types by colour.
    • Fixed various bugs in meshing of chunk data in chunk visualisations to no longer have any random holes, and to not render pointless geometry between adjacent chunks.
    • Exposed preferences (saved) for number of threads to use for visualisation's generation and chunk meshing (Increase if you have more cores to use for better performance!).
    • Massive change to UI of the world builder, enabling multiple file editing with tabbed views, and multiple active windows that tabs can be moved between. Tabs can be re-ordered by dragging, and cycled with Page-up/Page-down.
    • Sliders in the UI can now be modified by text-input by Ctrl-clicking on the slider.
    • Removal of 'Heightmap' nodes, heightmaps being defined in-place on the biomes.
    • Removal of biome selection distortion (not too useful).
    • Removal of lakes (for the moment), lakes never particularly generated well, and we want to do something much better in future.
    • Biomes massively changed, with hierarchical sub-biomes that inherit parameters from their parents with overrides. Sub-biomes are selected by two parameters with a visual voronoi-graph style editor to change how the sub-biomes are selected by the parent. Sub-biomes are useful to get more control over local changes within larger macro-biomes without having to mess around ad-infinitum with biome selection criteria at the top-level. Top-level biome selection is now on a single set of 4 values, instead of min-max pairs with selection changed to ensure that biomes will always generate (if rarely), instead of biomes being able to squash out other biomes entirely which plagued previous versions. The visualisation of biome selections now has a new slider to select how deep into biome hierarchies to display selection data, and a checkbox to visualise only the major biome/biome-part chosen without seeing the blending.
    • World node now allows choosing a world rank and category (This can be ignored for the moment, it will be of more use in future when we have more developed resource generation).
    • Noise seeds changed to an editable text field, choosing the same seed will gave the same Perlin etc noise generation, including exposure of the seed on components of Fractal noise nodes.
    • Removal of top-level distortion and caves etc, this is now only at the biome level to enable easier mix-and-matching of biomes for new worlds.
    • Various UI is now under right-click context menus such as pasting (right click on background), and copying nodes, renaming nodes and deleting sub-graphs.
    • UI now has a main menu bar for choosing what type of config file to create, or to load from disk, or recently opened config files.
    • Full undo/redo support with intelligent file backups to ensure any crash or termination of the program does not result in lost work. (Ctrl-Z, Ctrl-Y)
    • Application will request confirmation on closing with unsaved changes.
      Support for Ctrl+S, Ctrl+Shift+S for save and save-as behaviours.
    • Fixes for auto-layouting of nodes.
    • Fixed various annoying little crashes like trying to visualise a world with no biomes, or a Worley noise with no components.
    • New grass types fully supported, being able to choose any combination of grass/soil types in block-drop down menus.
    • Adding of min-y/max-y to the decoration/substrate nodes.
    • Adding of customisable template nodes, eg: your own noise node that under-the-hood is actually a graph of other noise nodes, but in use appears as though it were another built in one. Custom nodes (for biomes, biome parts, strata, substrate, decorations, noise) can all be created, with sliders, checkboxes, blocktype selectors and dangling node-connectors exposed and named so that they can be modified when using the node in another project, with these you can build a library of re-usable more complex components to avoid having to create yet-another-strata for your biome (create it once, re-use it in multiple biomes and worlds). To more easily support moving of config files between computers and operating systems, all files used in the world builder must exist in the relevant config folder, as only relative paths from the config folder will be saved. These custom nodes as saved will appear in the left-hand-side as nodes ready to be inserted into new projects.
    • Image noise nodes no longer embed their images in the world config file, and instead must follow the same stricter file path requirements as world configs and custom node configs.
    • Fixed bugs to do with trees not generating properly.
Cross posted from devlog forum which can be found here

2 comments Read more
See all discussions

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

Feature List

  • Huge open world sandbox universe to explore, built and populated entirely by real players.
  • Explore unique and procedurally generated worlds, some peaceful and some wild.
  • Claim land to protect your home and creations, or team up and form a Guild town.
  • Fully player-driven economy. Trade loot, buy or sell from player owned shops.
  • Gather resources from different worlds and create amazing gear using the crafting system.
  • Instant travel between worlds using Portals. Bring alien resources back to your homeworld.
  • Rich first-person ranged and melee combat with multiple weapon types.
  • Vicious and varied enemy creature types with intelligent spawning over and underground
  • Powered by our new Beautiful Voxel Engine.
  • Take ultimate control and create your own worlds using the Boundless World Tool.

Many of these features are in development and not yet available in the Early Access version (pre-alpha). Follow updates on http://playboundless.com to see what's coming next and when.

Follow Boundless

Keep up to date with the development and community of Boundless here:

Follow development on the devlog
Follow us on Twitter
Follow us on Facebook
Subscribe to us on YouTube
Follow us on Twitch

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 late 2016, 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! Learn more
Overall:
Mixed (390 reviews)
Recently Posted
joyfullyDeadly
( 0.3 hrs on record )
Early Access Review
Posted: June 22
Too early in development to justify the price. I will re-review when that changes.

Yes, I realize it is early access, but I also realize that the minimum price tag is $35 and that there is nothing to do except dig, build, and shoot AI entities that really pose you no threat.

When Starmade is free from its website and $15 on steam and minecraft is $26, you really can't justify charging $35 for something that is barely even a game.
Helpful? Yes No Funny
Mille<3
( 0.2 hrs on record )
Early Access Review
Posted: June 22
♥♥♥♥ YOU. this is crap!
Helpful? Yes No Funny
MaryJaneOctane
( 0.9 hrs on record )
Early Access Review
Posted: June 22
Purchased and returned. Seemed like there would much more to it at this stage but the trailer and images are quite misleading. I may check back at a later stage but so far I was pretty unimpressed.

Pros: Beautiful scenery
Interesting world idea

Cons: Nothing to do!
Helpful? Yes No Funny
Olgit
( 0.8 hrs on record )
Early Access Review
Posted: June 21
Boundless, to look at the video that goes along with that game, offers an awe inspiring world of worlds, via portals and cute character's, with block's and cities and links to strange new vista's.

Sadly, your dumped in the middle of no where, one to eight items, no instruction's, no directions, so you cut a tree, mine a rock, find an underground cavern, check google and find out you can't make or store items in a chest yet, press escape, transport home, press escape and finally see "Capital", so press it expecting something like you witnessed in the video, only to find...... disappointment, a undeveloped area.

I was obviously expecting too much as a result of one video, but I hope other's don't make the same mistake I did.

Purchase with caution....
Helpful? Yes No Funny
DragonKing303
( 15.2 hrs on record )
Early Access Review
Posted: June 16
Boundless is a Amazing and Super cool game! But if you don't live near the server like me, then this game may as well be poop simulater becuase, as soon as you walk there is an internet error poping up then you have to wait ten minuts just to take one baby step!
The other reason is that becuase of the huge amount of lag for South Africans, we can't do anything litrally we can barely walk let alone build something, don't get me wrong when you don't lag this is game of the eons , but to have even a milli second lag could be fatal and REEAALLY FUDGING ANOYING, E.g. You axe-addently drop your block then that slight lag makes it feel like years before you can even get close anough to pick it up.
I would also play this game a million times more than anyother game in the world if only there was an offline mode where you can go on singleplayer and you don't need the internet to go into the game. But as I said if you have zero lag, then play this game till you die becuase it is awsome to see a better minecraft anyday :) .
Helpful? Yes No Funny
PookieNumnums
( 118.9 hrs on record )
Early Access Review
Posted: June 3
Im really liking it so far. It's development hasnt been the fastest (in player eyes) but a lot of behid the scenes stuff going on.

Great looking game, not a lot to do right now other than mine/build. If it looks this good this early it will probably turn out well. Perfomance and art updates. Soon UI/HUD. Cant wait for that. Storage and more crafting. Hype.

One of the best things about it, are regular posts from dev team with little peaks and discussions and info. And i mean at the very very least one a week, and almost each one has little bits of concept or devbuild shots to show you.

Oh its crossplatform too, so your ps bros can hang out with you, real time.
Helpful? Yes No Funny
Abraham lincoln
( 5.3 hrs on record )
Early Access Review
Posted: May 31
They ruined Titans.
Helpful? Yes No Funny
Super Good Advice
( 0.3 hrs on record )
Early Access Review
Posted: May 30
I bought this game from the developer directly. I played for about 30 minutes and the game was so buggy and slow I requested a refund. They denied me so I went through paypal and it still got denied.

After emailing the company back and forth a few times they said they would refund me.
The game has been removed from my Steam account but I never got a refund.
Helpful? Yes No Funny
Krash
( 1.4 hrs on record )
Early Access Review
Posted: May 28
Bad game. dont buy. there is no amassing coin or claiming land or even starting guilds. its like a monecraft world with no admins that people blow up and make it look like a mine field after battle. the videos on the page are fake and fabricated to look better than the game. there are no portals that work and they do not have moving parts in game. the game blocks are terrible on high graphics and single color 8 bit graphics on low.

again
DONT BUY
worst than free to play. should be them paying me to play this
Helpful? Yes No Funny
TSN.BriskeysGaming
( 1.9 hrs on record )
Early Access Review
Posted: May 26
I like you guys been updating this game ...price I think is spendy but what the hell if ya got the money and there updating and stuff to it ...I'd say go for it.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
23 of 26 people (88%) found this review helpful
2 people found this review funny
Recommended
118.9 hrs on record
Early Access Review
Posted: June 3
Im really liking it so far. It's development hasnt been the fastest (in player eyes) but a lot of behid the scenes stuff going on.

Great looking game, not a lot to do right now other than mine/build. If it looks this good this early it will probably turn out well. Perfomance and art updates. Soon UI/HUD. Cant wait for that. Storage and more crafting. Hype.

One of the best things about it, are regular posts from dev team with little peaks and discussions and info. And i mean at the very very least one a week, and almost each one has little bits of concept or devbuild shots to show you.

Oh its crossplatform too, so your ps bros can hang out with you, real time.
Was this review helpful? Yes No Funny
37 of 62 people (60%) found this review helpful
3 people found this review funny
Not Recommended
0.3 hrs on record
Early Access Review
Posted: June 22
Too early in development to justify the price. I will re-review when that changes.

Yes, I realize it is early access, but I also realize that the minimum price tag is $35 and that there is nothing to do except dig, build, and shoot AI entities that really pose you no threat.

When Starmade is free from its website and $15 on steam and minecraft is $26, you really can't justify charging $35 for something that is barely even a game.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
586 of 770 people (76%) found this review helpful
19 people found this review funny
Not Recommended
51.4 hrs on record
Early Access Review
Posted: December 5, 2014
So after a few comments on my old review kept saying "this review is old and most of these features are out of date" I decided to take another look at Boundless. In short, my "old" review was still completely revelent besides 2 or 3 additions.

► WHAT'S NEW?
● GRAPHICS: Just before I quit playing Oort Online (Boundless' old title), the game had a texture swap that made it look a lot sharper at the cost of performance. It doesn't seem like they did anything for optimization from then to now which sucks because the already small community got a lot smaller when half of them couldn't run the game anymore.
● SERVERS: Still laggy and have you teleport around a lot. Careful not to fall off your build.
● COMMUNITY: Dead. This game has completely lost relevancy. Try looking up Boundless on YouTube.
● CRAFTING: Last time I played, the basic crafting system was being implemented. It wasn't bad, but when they put it in you went from spawning with a ton of blocks to spawning with nothing and having to craft your blocks. No change from then to now besides the menu looking better.
● COMBAT: "Enemy" creatures are new to me. You can fight them, but you just walk up to them and spam click until they die. They don't drop anything either, they only seem to increase the chances of being killed and losing all your blocks.
● MOVEMENT: Running around is still the same.. sticky. Mostly because of lag. I'm really surprised how hard the Grappling Hook was nerfed though. You used to be able to hang from a block and shoot another rope WHILE hanging, but now your character simply let's go and starts falling with a short delay before you can shoot another rope.
● RACES: I remember when "different playable races and perks" was all the devs talked about when I stopped playing. It was the next big feature they were working on and they even showed 3 different characters in a video that each played differently.
Like most indie games, these characters never saw the light of day. You can pick how you character looks now, but that's it.
● BUILDING: No improvements here. Building is worse then when I played because getting around takes longer (due to the nerfed grappling hook) and you have to craft all your blocks (you don't spawn with any).

Oort Online might be called Boundless now, but I still can't recommend it. Devs seemed to take all the money they earned so they could release the game on PS4. Maybe their publisher will push them to make a decent game.
I don't like putting out negative reviews, but really.. play SkySaga, Trove or Minecraft instead.
Was this review helpful? Yes No Funny
103 of 115 people (90%) found this review helpful
3 people found this review funny
Recommended
164.5 hrs on record
Early Access Review
Posted: November 4, 2015
I invested relatively early in the development of Boundless (then called Oort Online) because I was impressed with the development team. As a developer myself, I understand that it takes quite a lot of vision, planning and strict quality control to create a game like this. I saw a high level of creativity (and consistency) along with a real dedication to quality and transparency in the game's forum. That was impressive and I knew this team could create something unique.

At the moment, the game itself is a ton of fun if you enjoy exploration and building. There's not currently a lot of the more advanced game play features like economy, farming, trade progression, etc. but I've learned a lot about what the team has planned for the near future and it looks very promising.

The latest big update included a much improved user experience, player models, expanded crafting, tool models, lighting fixes, expanded weather, etc. The game was already very beautiful and has only become more so.

With the recent announcement of support by Sony to make Boundless a PC and Playstation-only game, I'm excited to see where this team takes the game.
Was this review helpful? Yes No Funny
88 of 108 people (81%) found this review helpful
4 people found this review funny
Recommended
21.2 hrs on record
Early Access Review
Posted: November 13, 2014
Note: When they say this game is in Early Access, they mean it!

Right now Oort Online is simply a block exploration game with amazing lighting to accompany it. If you enjoy walking around and exploring huge worlds that you can take apart and reconstruct with other fellow players, then you may love Early Access.

Please take note on what isn't in the game before buying:
No crafting
No land ownership (beacons)
No avatars (classes/races)
No portal creation

I personally am really enjoying the game, especially the grappling hook! I have already dicovered a lot of amazing creations from some really creative people. I have been spending most my time on RUCCIE. The devs are extremely active, and it seems updates are being pushed out almost daily. I cannot wait to see this game blossom into one of the best exploration mmo's out there.


(Visit agabab and go to the capital to see some impressive work!)
Was this review helpful? Yes No Funny
106 of 138 people (77%) found this review helpful
5 people found this review funny
Recommended
102.5 hrs on record
Early Access Review
Posted: October 27, 2015
I wrote a review about Boundless (was called Oort Online at the time) almost a year ago, and I think it's time for me to update my review.

It's sad seing so many negative reviews. People are downvoting because of lack of content, but what do you expect?
It's an early access game after all.

Right now, Boundless is a pretty voxel game, and that's all.

But this game has so much potential!
If you look at the website, and what the game aims to be you suddenly realize how big this is going to be.
I'm not gonna give you info about the game, as the website (playboundless.com) has all the info you need.
But I really recommend this game if you love MMO's, RPG's, Open world games and voxel games.

Was this review helpful? Yes No Funny
90 of 123 people (73%) found this review helpful
6 people found this review funny
Recommended
42.4 hrs on record
Early Access Review
Posted: January 2, 2015
One of the biggest concerns I see is that people think this is a minecraft clone. What no one really gets is that voxel building games have morphed into their own category of game. This game is similar to minecraft in that there are blocks, and you mine / craft / build with those blocks. That's about where the similarity ends. Legitimately great games like this one get canned all the time just because they're voxel games, and I for one hope this one makes it through. Minecraft was a great game, but it also had it's flaws. This game fixes a lot of the complaints I had about minecraft, and then goes on to implement some amazing and promising systems.

The movement in this game is stellar, and that coupled with the amazing ambient sounds and whooshing that you get when you move fast makesan immersive feel that is pretty awesome. The smoothness of flying through the air on a grapling hook is amazing. The customizability of the terrain is another great feature of this game. There's a lot more options for great landscapes than there were in minecraft's procedurally generated stuff. Overall oort is already a better game than minecraft and deserves to reach fruition.

This game has a strong group of devs working very hard and pushing out new updates rapidly (and it looks completely gorgeous). That, more than anything else, is why i chose to buy this game in early access. There's a really nice feel to the game right now, and the community is great, mostly because of how responsive and interactive the devs are. That is why i feel this game will be here to stay, and will reach it's final form (which will be glorious). Buying in now will give you the opportunity to help sculpt this game into something amazing (even better than it already is)!
Was this review helpful? Yes No Funny
62 of 80 people (78%) found this review helpful
9 people found this review funny
Recommended
453.4 hrs on record
Early Access Review
Posted: November 13, 2014
*Note* I've backed this game since August while it was still browser based. I'd not be surprised if I have 100+ hours logged already in browser version.

What you will find when you launch Oort Online's Early Access:
~A beautiful Voxel world complete with excellent lighting and volumetric fog, particle effects, etc.
~Massive worlds with awe inspiring vistas, colossal caves, and unique color palletes.
~Breath taking player creations, towns, and monuments.
~Servers all over the world, including Australia.
~Intuitive navigation and excitement with the grappling hook. Watch out for that treeeeeee!

What you will NOT find when you launch Oort Online's Early Access... YET:
~Player avatars, customizable skins, playable races
~Hostile, passive, or friendly Mobs, NPCs, monsters, guardians, titans, etc.
~Mining, crafting, equipable armor or items.
~Economy, trading, etc.

If you enjoy exploration and building, BUY THIS GAME TODAY!!
If you enjoy raiding dungeons, hunting monsters or pvp, wait till Beta.
If you enjoy griefing, yelling "mc clone!" or oatmeal cookies, you need not buy this game.
seriously, who the heck put oatmeal in my cookies??
Was this review helpful? Yes No Funny
42 of 53 people (79%) found this review helpful
3 people found this review funny
Recommended
43.3 hrs on record
Early Access Review
Posted: April 8
@3.5 hrs (will update later)

This games execution and design is exceptional.

DO NOT let the screenshots fool you (as they did me). This game feels more like a beta than alpha. When you start it for the first time you will be presented with a familiar list of servers but these are also different worlds.

This game has an epic exploration aspect because of how amazing and different the worlds are. As well as how beautiful its graphics are.

After only 3.5 HRS I had to get the DLC. Because it was obvious that if development continues like this it will be EPIC.

@ 40 HOURS

Like the screnshots there is grass and tree leaves. It took me a while to realize how it keeps me from having 8 bit flashbacks.

I have spent most of my time building and even knowing they should wipe the server, I will enjoy it anyway. Something about raidng other worlds for rescources is logistic gaming goodness. I have done this many time in many games but when I look up from my work out across the patches of land and lava. I see the other sky islands with clumps of purple glowing blocks on the undersides and watch a glorious sun/moon rise/set. Just building anything becomes satisfaction enough.

Development continues with frequent updates. With the same thought and quality as currently in the game. Which brings me to the games only major problem. So far what we have is well developed. The updates are exciting for what they are and how they show what the game will become. Its problem is that it cannot come fast enough regardless of the time it takes.

The funniest thing about this game so far is that OORT was possibly obscure but after playing feels like the right name.
Was this review helpful? Yes No Funny
57 of 78 people (73%) found this review helpful
3 people found this review funny
Recommended
27.2 hrs on record
Early Access Review
Posted: October 28, 2015
I think that you should buy this game. But wait a bit first. The game is improving but is currently quite buggy and slow. There isn't much to do and no-one to play with. But it has potential.
Was this review helpful? Yes No Funny