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.
Análises de utilizadores:
Muito positivas (21 análises) - 90% das 21 análises de utilizadores nos últimos 30 dias são positivas.
No geral:
Neutras (351 análises) - 66% das 351 análises de utilizadores sobre este jogo são positivas.
Data de lançamento: 13 Nov, 2014

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Jogo com Acesso Antecipado

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Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“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.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“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.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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!”

Qual é o estado atual da versão de Acesso Antecipado?

“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.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

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

Como estão a planear incluir a comunidade durante o desenvolvimento?

“Everyone who owns the game can have a say on development through our surveys and on our forums at”
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Atualizações recentes Ver todas (136)

24 de Abril

Weekly Dev Update: 2017 April 21st - Centraforge, Poles and Faces!

This week we've mainly been reviewing and fixing all the issues raised with Testing 161. We'll likely iterate another Testing update before we consider releasing these changes to Live on Steam.

We have also spent a chunk of our time playing the game from the Tutorial to identify areas to make improvements on. Hence, this week has been about fixing bugs and working on the plan to make improvements. We have also been working on some new features too. We are hoping to update the testing release of Boundless again next week with the following:

  • Various bug fixes
  • High priority changes to the Testing release identified internally by the team and externally by the community.
  • Update 1st person animations.
  • Updated Machine recipe & queue GUI.
  • Updated Skill Tree GUI.
  • More functioning attributes (skill unlock).
  • Fixes to the broken Objectives.
  • Updated creature assets for the Cuttletrunk, Hopper and Spitter so that they're more visible in darker places.
There has been further work on the revamped tutorial including re-adding the Elder character. For Objectives and Progression we’ve added more movement tracking Statributes. As part of progression we’ve also been experimenting with jump logic upgrades.

The GUI reskinning is working through the Machine, Beacons and Progression interfaces.

We've added support for attaching VFXs to the different character joints for glowing status effects experiments and additional fade out logic. A few bugs have been tackled including the bright fog in lower caves.

For the PlayStation 4 we’ve been fixing up some Trophy code and further work on the memory manager. Lots of smaller changes have been worked through including reworking some of the fundamental data types to help productivity.

Monday morning this week started with a full team playthrough to look at all the changes that have gone in, but specifically the tutorial and initial objectives. It was a very useful exercise, and threw up a lots of feedback from everyone.

Ollie went through all the playthrough feedback, sorted it and categorised it. We then worked to come up with some changes and polish tasks for the next iteration. He also worked with Rob on the Forge, and has started writing up what will hopefully be a comprehensive first-pass design for the system.

As well as taking part in the playthrough, and working out the next steps for the tutorial and objectives,Luke has been fixing bugs and working with Luca on updates to the character jumping to incorporate variable jump heights (based on skills) and the double jump. Towards the end of the week he started implementing the changes to the tutorial and objectives.

We shared some data about the latest resource changes to help players understand the current online Live worlds.

Rob, who obviously was also involved in the playthrough, was working with Simon on the updated warp UI, and with Marc on the updated skill tree UI. The rest of the time has been working with Ollie to wrangle with the complexity of the Forge and come up with an engaging, but understandable feature that will keep the keener crafters amongst you interested. The Forge is the machine that enhances your gear with special features, making them unique and special.

Here is a work-in-progress capture of the forge, tentatively named the “Centraforge”:

Progress has continued with the new system of majority of the 1st person tool animations which will share the same default positioning, core animations and perspective for consistency. Some of the new features Gerry and Dave have been looking at this week include splitting the swing animations of the tools (hammer, chisel etc) into a hit or miss action depending on if contact has been made with the block mined. We plan on matching the animations with the trigger cues for SFX and VFX which will provide a much more responsive 1st person experience.

Big progress with the face and head customisation options for the new character models has also been made in the art department. Here’s some of the work Jess has shared with the team this week. During character creation you will be able to select a face and head piece combination.

Finally here’s the latest glimpse of the ‘Pole System’ that Minyi has been busy visualising through her concept work. In particular she has been looking at connecting different widths with the hope that you will be able to walk through some and not through others.

She has also been exploring the visual value of the core materials so that wood does not become devalued in terms of decorational aesthetics. It therefore wouldn’t be necessary to link a wooden build to the lowest tier of prestige.

More work in progress images are here:

Cross post from Dev Forum

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19 de Abril

Weekly Dev Update: 2017 April 14th - Testing 161 and Creatures!

Last week, we were busy testing and fixing bugs for a big testing release of Boundless. It contained so many different changes that we decided to update the Steam Beta “Testing” release of Boundless. Detail on this release can be found here.

In the following days and weeks, with the feedback from the community, we plan to continue working on the update to:

  • Tweak the new features - specifically the objective system.
  • Tweak the gameplay balance - specifically player progression and the skill tree.
  • Fix bugs.
  • Add more reskinned GUI
    • All machines
    • Portals and warps
    • Skill tree
    • Beacon, Location Worlds, etc.
The Lance is still in development but has been paused whilst preparing the Testing 161.


There has been lots of preparation and bug fixing for the Testing release this week. And if you try that version you’ll see the new “Universe” screen (press ‘u’), Character and Progression screen (press ‘k’) and Objectives screen (on ‘j’). Also available is the new Campfire as a stepping stone to full Beacon usage.

There have been lots of additions to Achievements and the Tutorial - making good use of the Progression system.

Crafting Machine and Skills GUI improvements continue to be made, with the systems developed there allowing us to more quickly update the many other screens that need improving: Furnace, Storage, Warps and Portals, Setting, Account and Character creation.

Also one of our key programmers made a slight change of working location - from Guildford to Tokyo!

Luke has been refining the design for chat in the game, working out how you can speak to specific people, and how it will work when there are guilds. That also includes muting and filtering player chat. He’s also been continuing the ongoing work on getting the objectives integrated, tested and tweaked. At the end of the week he’s started looking at how reviving characters might work.

Rob has worked up how status effects will be represented, including stacking and the “level” of the effect. He’s also been producing assets for the skill tree implementation for Marc, as well as working out how unlearning will work from a UI and UX point of view. In addition he’s done some tweaks to the crafting screens, looked at the UI for muting in chat, and started on the Forge UI.

Ollie has working on boring, but important work around categorising all the items in the game for the Objectives and Skill systems. He’s also done lots of support work for Marc and Andy on progression and Objectives.

This week has all been about props and creature integration.

Minyi has been busy working on concepts for non elemental tool VFX.

She’s also continued working on decorative props focusing on a kit of parts.

More details the update to last week's concept post:

Jess has been busy tinting all creature tiers whilst also looking at making the creatures visible in caves. We’re very happy with the results.

A cornucopia of Spitters:

We now have ethereal Cuttletrunk tentacles and other emissive goodies. The aim is to make sure that the aggressive creatures can be seen in darkness, either underground or during the night. Here’s a sneak peek:

Gerry is continuing with a polish pass on the 1st person tools and items.
We’ve also continued production on our library of earth inspired prefabs. More to be revealed soon.


Cross post from Dev Forum

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Acerca deste jogo

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.

Requisitos do Sistema

Mac OS X
    • Sistema Operativo: Windows Vista, Windows 7 SP1 (64bit)
    • Processador: Intel Core i5 @ 2Ghz (or equivalent)
    • Memória: 8 GB de RAM
    • Placa gráfica: Dedicated DX 11 Compatible GPU
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Sistema Operativo: Windows 8.1 (64bit)
    • Processador: Intel Core i5 @ 3Ghz (or equivalent)
    • Memória: 8 GB de RAM
    • Placa gráfica: Dedicated DX 11 Compatible GPU
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Sistema Operativo: Mac OS X Mountain Lion 10.8
    • Processador: Intel Core i5 @ 2Ghz (or equivalent)
    • Memória: 8 GB de RAM
    • Placa gráfica: Intel Iris Integrated GPU
    • Rede: Ligação à Internet de banda larga
    • Sistema Operativo: Mac OS X Yosemite 10.10
    • Processador: Intel Core i5 @ 3Ghz (or equivalent)
    • Memória: 8 GB de RAM
    • Placa gráfica: Dedicated GPU
    • Rede: Ligação à Internet de banda larga

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