In a galaxy of procedural worlds made entirely from LEGO bricks, will you... EXPLORE environments filled with adventure, then alter them? DISCOVER secrets and treasures, then play with them? CREATE your own models, then make a world your own? In LEGO® Worlds, it’s up to you...
User reviews:
Recent:
Mostly Positive (202 reviews) - 76% of the 202 user reviews in the last 30 days are positive.
Overall:
Very Positive (7,560 reviews) - 81% of the 7,560 user reviews for this game are positive.
Release Date: Jun 1, 2015

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?

“LEGO Worlds will be a fully open-world, creativity-driven game so we want to ensure that we provide it with the utmost care and attention as we expand on our ideas. So much of this game will be about building and sharing and by sharing our plans with the community, we hope to incorporate their feedback and build an experience together that fans of LEGO and this genre of video games can enjoy.”

Approximately how long will this game be in Early Access?

“The current plan for LEGO Worlds is to be in Early Access through 2015 at which point we hope to have our full list of features in place. We’ll evaluate a release candidate in early 2016, but we won’t consider the game complete and ready for release until we believe our community feels we have delivered a great game.”

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

“We plan to add the following features through a series of regular updates:

 Preference system for tailoring World Generation
 Procedurally Generated Underground Cave Networks
 LEGO ID integration to allow for sharing and uploading of in-game builds
 Additional Biomes
 Painting Themes
 Online Multiplayer
 Pre-Generated Towns/Villages/Settlements relevant to the Biome
 Updated AI Behaviors to provide organic feeling to free-roaming creatures and characters
 Red Brick Extras
 Full liquid behaviors
 Additional Minifigure Characters and Creatures
 Additional Vehicles and Pre-Built Models
 Additional Weapons
 Cut/Copy/Paste chunks of landscape
 Underwater Gameplay (including Vehicles, Creatures and additional sea life)
 Character Customizer”

What is the current state of the Early Access version?

“The Early Access build currently features:

 Procedurally Generated Worlds
 Terrforming and Building tools
 Discoveries and Unlocks
 Rideable Creatures and Vehicles
 Day/Night Cycle”

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

“Yes, the game will be available at a reduced price during Early Access”

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

“We’ll be actively monitoring the Community Hub here on STEAM and look forward to feedback and suggestions for the game. We'll also be offering people a chance to experience the Development of a LEGO title for the first time, and several members of the team will be providing some interesting dev diaries over the coming months.”
Read more

Buy LEGO® Worlds

 

Recent updates View all (57)

July 27

Update 6; Patch 3 now live. 4 Player enabled.

LEGO Worlds Update 6 – Patch 3

Hi all,

We’ve now released the third patch for Update 6. This will include various fixes and improvements to the multiplayer code, so much so, that we’ve expanded the game sessions to allow for 4 players!


Here’s your lovely patch notes for this update:

    Major Fixes
  • Online Multiplayer now supports 3 clients to 1 host (4-Player)
  • Fixed a rare crash caused by client side requesting too many chunks at once
  • Fixed a crash related to raise/lower tools in networked games
  • Fixes to prevent bad data being saved in chunk files causing graphical issues
  • Fix for "Change Resolution" options not working / saving correctly

    Minor Fixes
  • Fix for player marker colours being incorrect
  • Improvements to camera behaviour when in vehicles
  • Improvements to camera collision with vehicles
  • NPC's should no longer attack the player when they're in menus


However, before we go any further, it is worth us noting that we are aware that when 3 or 4 players present, there are times where edits to the terrain may take a while to appear. It's something that will be solved over time, but as it'll take a while, we felt it's not worth holding back for any longer.

Onwards and upwards to Update 7! And what a doozy that will be too!

Many Thanks!
Chris

39 comments Read more

June 22

Dev Diary - Networking 1

Hello Worlds explorers/discoverers/creators!

I'm Ciaran, one of the younger programmers on the LEGO Worlds team here at TT. I've been working on the game for over 18 months now on a wide variety of features, but my most significant contributions have been the terrain editing tools and extensions to the terrain generation like caves. But for the past eight months all of my efforts have been devoted to one of our biggest and most requested features: online multiplayer. Making a game run on multiple machines over a network is a monumental task, requiring us to touch almost every element of the game in order to make it synchronise correctly and efficiently, and I'd like to share with you some of the interesting challenges that have arisen.


Getting Started

Our longer-term fans may remember that we actually released LEGO titles a few years ago that were online-enabled: LEGO Indiana Jones 2 and LEGO Harry Potter allowed you to go on bricktastic adventures with a friend via the internet. So there was already a basic framework in place in our code for networking. However it hadn't been used for five years, which is a very long time in the programming world. So like an old vacant building, it needed a substantial amount of renovation to get it up and running again. Some things worked fine, others needed patching over, and some needed ripping out and replacing. My first month on this task was just spent in a loop of connecting two instances of the game, watching them crash and tracking down the cause to fix it.

Getting the old stuff up and running was only the first step. Our traditional LEGO games feature up to two players following a scripted narrative through relatively compact levels and our networking infrastructure was designed to accommodate this. In contrast, LEGO Worlds provides a wide-open, procedurally-generated and fully-customisable world to explore and create with your friends. As such, we need to write a lot of new systems to support these ambitious features.


Data and Determinism

The most important new feature is of course the terrain itself. Taking this online is inherently a very difficult technical task because of the sheer density of the data. Many players have commented on how large their save data becomes as they play. We continue to work to find new ways of compressing this data, but ultimately there's only so small a representation we can make for the countless millions of bricks each landscape contains. So when it comes to synchronising this data, we really need to do something better than just transmitting it all over the internet to every player in the game, if at all possible.

The key is our deterministic world generation. Determinism means that when two machines do the same thing, they get the same result. As you probably know, our worlds are seeded and you can generate the same world as often as you like by inputting its original seed value. Using this fact, we can have client players generate the world themselves most of the time, only requiring the host to transmit regions that have been modified. This means that no terrain data has to be sent at all as you and your friends explore dragon-guarded peaks and skeleton-infested valleys.

Interestingly, when I implemented this, I discovered that our world generation wasn't perfectly deterministic after all! I found that there were in fact tiny differences between different generations of the same world, which prevented the games from syncing up correctly. So like an obsessive LEGO builder, I had to track down every one of these little imperfections and trace them back to their root cause in the generation algorithm. But now I promise that you really are getting the same world every time, or your money back! (NOTE FROM CHRIS; Ciaran will be paying for this himself!)


Building and Terraforming

So your party of adventurers have found a suitably epic vista and you're ready to don your hardhats and get building. One of the things that's awesome about LEGO Worlds is our large-scale terraforming tools that let you add and remove thousands of bricks at a time. We wanted that power to carry over into the multiplayer, but once again we needed a strategy to tackle the large amount of data. We did initially consider transmitting the bricks in a compressed data structure, leveraging the same code that packs chunks of terrain, but we quickly dismissed this because it would be too big a bandwidth strain and too slow to be fun. Instead, I engineered a new compact representation of terrain edits. Rather than describing each of the thousand bricks you added and removed, the information exchanged between players is simply "I flattened terrain centred on this location with this radius and shape". This description can be encoded in just a handful of bytes, and after some adaptation of the code around terrain editing, multiple machines can now apply the change in a deterministic way.

The real technical challenge comes when you introduce latency. You've undoubtably noticed that transmitting over the internet isn't instantaneous, and in multiplayer games it's normal to have several hundred ms ping - that is, hundreds of milliseconds of delay between you sending a message and receiving the reply. In terms of terraforming, this means that you could be happily modelling your landscape when a message comes through from your friend's machine saying that he added some bricks to that area in the meantime and the last dozen edits you computed were slightly wrong. Leading to you all screaming; Nooooo!

To combat this problem, I've designed a system called the Change Queue. Every edit you make to the terrain goes into the queue, where it gets sequence-numbered and recorded before being performed. Each player in the game keeps their own record of the order in which they did things, as well as the order in which the host player did them. When something goes wrong, we can undo our most recent changes - using our existing undo/redo system - and perform them again in the host's order, which we define to be the correct result.

But how do we know when something goes wrong? We can't compare the whole terrain with the host player to see if we got it right, because if we knew what the host player's terrain looked like, we wouldn't have had to compute our own in the first place! Instead we use a technique called data checksumming. After an edit, we take the resulting terrain data and add and multiply it together in a specific way to give us a single number as a result, which is called the "checksum" of that area of terrain. The host can easily send us this four-byte number, and by comparing that with our own checksum, we can tell whether our terrain is in sync or not.


And So Much More

Building isn't the only fun you can have in Worlds though. There are cowboys and minotaurs, dragons and landsharks, snowmen and bathtubs, buggies, boats and helicopters, and so many more awesome dudes and doodads that all have to make their way into a multiplayer networked scenario. There were a range of other technical hurdles which we had to overcome (which may be the subject of a future dev diary!), but we have arrived and now we can’t wait to share this long-sought-after feature with you!

91 comments Read more
See all discussions

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

About This Game

EXPLORE. DISCOVER. CREATE.

LEGO® Worlds is a galaxy of procedurally-generated Worlds made entirely of LEGO bricks which you can freely manipulate and dynamically populate with LEGO models. Explore each World and unlock new discoveries: from cowboys and giraffes to vampires and polar bears, to steamrollers, race cars, and colossal digging machines! Use the multi-tool to shape environments and alter any World to your liking: raise the terrain to create vast mountain ranges, or enter the Brick-by-Brick editor to build anything you can imagine. Save your creations to build with them again. LEGO Worlds enables you to populate your Worlds with many weird and wonderful characters, creatures, models, and driveable vehicles, and then play out your own unique adventures. Probably not worth upsetting the Skeletons though…

LEGO Worlds is currently in Early Access, so be sure to keep coming back for news on updates and plans for future development, as well as discussions with the people behind the scenes.


Explore and Discover the Surprises within LEGO Worlds
• Uncover hidden treasures in environments that range from the fun to the fantastical.
• Make your worlds come to life with customizable characters, both friendly and fearsome
• Race, soar, zoom, and ride on a variety of vehicles and creatures from diggers and helicopters to horses and dragons

Create and Customize your own LEGO World
• Build any world you can imagine using the brick-by-brick editor tool and prefabricated LEGO structures
• Modify terrain quickly and easily with the multi-tool.
• Customize your characters in a wide variety of outfits and options.
• Play with a select number of real-life LEGO sets, taken from the Classic and current LEGO themes!
• Export your creations and save them to use again.

Expand your LEGO World
• More content, features, and new LEGO play sets to be added in future updates.

http://www.warnerbros.com/privacy/policy.html

System Requirements

    Minimum:
    • OS: Windows XP SP3
    • Processor: Intel Dual Core 2GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB GPU with Shaders 3.0
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: AMD or Intel Quad Core running at 2.6GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 480 or ATI Radeon HD 5850 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (202 reviews)
Overall:
Very Positive (7,560 reviews)
Recently Posted
NinjaHippieCommando
( 2.3 hrs on record )
Early Access Review
Posted: July 30
11/10 would play again, greatest lego game ever. its worth the price!
Helpful? Yes No Funny
trickdabear
( 0.2 hrs on record )
Early Access Review
Posted: July 29
diched this game a wile a go ( cos ihad no clue how to get things like qbubbles on annmmle s it just got confusing i may get this on update 7 for mp for my mates and can someone please explan to me thanks :D

edit dichen windows mirosoft all the way will we get a mac port? and what time frame
Helpful? Yes No Funny
projectilliana1
( 5.5 hrs on record )
Early Access Review
Posted: July 29
i highly recommend this game for anyone who enjoys building vast creations or likes a wide spread mmo/sandbox. very fun to play but sadly the controlles ruin it for me as some of the buttons are in very peculiar places and can be difficult to reach if you have smaller hands, id love there to be a way to change the controls to the persons liking to make it easier for them. i also noticed how junkie some of the fetures are, like block placement, npc's and the way some things control or work. all in though, this is a very good game and i cannot wait to support this more in the future
Helpful? Yes No Funny
[S.B.A.F] CheekyToaster
( 5.4 hrs on record )
Early Access Review
Posted: July 28
Short form: This game offers massive potential, but lacks key features to compete with other games in the genre. Recommended to wait until dedicated servers and custom vehicles are released.

Long form: Minecraft's inception defined a brand new genre that many others are taking advantage of, like Terraria, Starbound, Robocraft to an extent, and From the Depths. It was only natural the the LEGO company tried their hand at the genre, because that's what LEGO is, right?

So, what does the current Update 6 of LEGO Worlds offer?

Not much to be honest. You get a procedurally generated LEGO world that you can explore and do some fetch quests. I attempted to build a home from scratch, however, it was clear the controls are suited to gamepads and controllers - building anything decent with a mouse and keyboard is a nightmare. The potential is there however - as it is a voxel based game (and the voxels themselves are quite small), having enough patience with the building system allows you to build literally whatever you want, from the city of Manhattan to a giant dragon, even a 1:1 replica of the Bismark...

Unfortunately, the fun ends there. You can't really do much with your finished builds except look at them, maybe take a screenshot and show off to your friends. You can't animate your dragon and have it fly around and you can't attract people to your Manhattan and build an empire... Worse yet, you can't take that Bismark you built out to sea, locate the nearest player-built costal village, and then transform it into a LEGO crater with your 15 inch guns while fending off attacks from those players trying so desprately to protect it.

For what LEGO Worlds is at the moment, there is a distinct lack of real cooperative and competitive multiplayer elements that make the other sandbox games what they are. There's no dedicated servers (which Minecraft has), only 4-player splitscreen like a console game. There's no ability to truly enter space and perhaps jump into another persons world arbitrarily, like in Starbound. Lastly, there's no mad scientists in the community building precisely engineered war machines to take LEGO Worlds on by storm like what From the Depths has.

In the end, LEGO Worlds has the potential to be a truly great game (it IS LEGO), but they have stiff competition to stand out from the giant that is Minecraft, to the endless possibilities of Starbound, and to the savage genius of From The Depths.

Keep the game on your watch list, but don't buy into it just yet.
Helpful? Yes No Funny
[OPST] Hyakuya Mikaela™
( 14.7 hrs on record )
Early Access Review
Posted: July 27
I like this game because, it allow's me to do anything. It''s not a survival game so, do keep that in mind. I was waiting for a game like this to come out sence the shut down of LEGO Universe. Overall I would recommend this game for people who like building.
Helpful? Yes No Funny
RednaxG
( 0.2 hrs on record )
Early Access Review
Posted: July 27
The movment is super wierd and I don't get how the skydives help when your stuck
Helpful? Yes No Funny
SlightlySpicySheep
( 2.3 hrs on record )
Early Access Review
Posted: July 27
gr8 m8
Helpful? Yes No Funny
AlphaCoda fan girl #69
( 3.4 hrs on record )
Early Access Review
Posted: July 26
Its just like playing with real legos, except you dont have to clean up afterwards
Helpful? Yes No Funny
Danni_D
( 1.9 hrs on record )
Early Access Review
Posted: July 26
It's like a LEGO version of Minecraft! Oh my God I love it! It's worth the money! Buy it!!! You can explore, create, battle, or just wander around aimlessly for hours. It's my cup of tea! I bet it will be yours someday!
Helpful? Yes No Funny
SpyDrewGaming
( 16.3 hrs on record )
Early Access Review
Posted: July 26
This game is awesome! you can build and exporle and find all types of legos!
And if you want to spawn a person drag the mouse onto the screen and click enjoy!
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
28 of 29 people (97%) found this review helpful
3 people found this review funny
Recommended
8.5 hrs on record
Early Access Review
Posted: July 8
I would reccomend this game to the 5-12 Age group. This game in theory has a ton going for it. This will be updated as larger patches release, with both adult (25M) and child (8M) inputs. ---V6.2---

Pros:

-Open World Legos!!

-The terrain tools let you do macro land management to contstruct/demolish huge peices of land all in one click. Prefabricated homes are cool and look good, although most are simply unusable (for external viewing only). I was concerned that the lack of a "creative" or "sandbox" mode would turn a young player away, but the entire game is a creative experence. All you have to do it find the block you wish to utilize, then buy them in the menu (it's laugably cheap to make it easy for all). The interface isnt super friendly, but its clear cut and key map is always on the side bar. You can also build shperical shapes!

-There is SO MUCH VARIETY! Biomes range from Oceans & Deserts to Mushroom Forests and Sunk Ships in big underwater canyons. Its impressive. To build with said variety you must discover the block. "Live" blocks require specific items to unlock; for example a horse needs a green apple, which is different from the dark green apple for the donkey.

-Each "living" animal and person have thier own stlyes about them. Walking, attacking, emotes, etc are pretty various and (unconfirmed:) unique to the "living" block.

-I was concered about the ability to get around large structures when building on high points. While there is no general use flying abilities, all of the surfaces are scalable. The ceilings are moved about like monkey bars, and the walls are climable.

-Grahpically the game is pretty, although there is a lackluster haze overshadowing the game, and may be resovled partially by checking your gamma settings.

-The intro/world selection map is neat. Spawning into the map is a treat too. The in-game overview map (double click the mini-map??) is a stellar and beautiful idea, and the waypoint system is marvelous.

-$15 in Alpha (judging by a $1 and hour play rate, this is a steal)

Cons:

-NO KEYMAPPING. No hot key to push in and out of build menu. You must click click click

-Control of the character can be confusing and strange. The game is attempting to help you by always moving forward. The problem is forward my not be where your camera is pointing, where you want to go, or where it appears your Lego dude is pointing. It is also incredibly hard to turn a vehicle around 180, or get it do drive in reverse.

-Combat is awful. No targeting outside of a few weapons, and even then the targeting is not in a user-friendly interface. Melee is the best bet. Shooting is........shooting. You shoot every plant, tree, and destructible item around before shooting the enemy unless in targeting mode (hold F) and even then you just spam the F key. There is no way to exit target mode I could find. You have to jump or put the gun/bow/etc away.

-Snapping individual bricks together to create something unique is still a nightmare and wouldn't recommend it.

-Building underground is a no-go currently. Each time your character flys up to do its static hover and build thing, you are placed at surface level.

-The "Discovery" animation needs to be scraped! Please revert back to the older (ie Lego Star Wars) discovery models of bringing the icon of the item to center screen and having it track to the top of the screen. You will discover so many new items, and things, and bricks that (when starting) every minute or so the camera wants to pan all the angles of the new item. It's draining on the expirence and gets real old real fast.

-Mini-Map in the top right is reutementray at best. Fog of War zones and your radius of discovery is enterily too small for a game like this. Its "RPG grind to rid the map of fog radius" mode, instead of big free running map discovery mode.

-Water and vehicles have so many bugs. The digging vehicles are by far the coolest, and hardest to drive. There can be a lot of camera jumping/lurching around the character when new vehicles are placed, and many vehicles are terrible at going uphill to the point that most can't make (what should be) a simple climb.

-AI Spawn and world generation is everywhere. Maps seem to consist of mostly water and water biomes. The biomes are neat, and a scubadiver is almost manditory currently. Its almost as if the sea level is set too high, or your tiny island hopping.

Opinions:
-If your looking for a Minecraft replacement, this game needs more time in the oven. Lego Worlds is worth a buy (@ $15) to download and sit on until the developer gets Lego Worlds into a more refined state. Realistically, prefab/macro builds are the only option currently. We are excitied to see how the devs flesh out this game!

-Not enjoyably adult playable for long periods of time
-Absoultley kid playable
Was this review helpful? Yes No Funny
11 of 12 people (92%) found this review helpful
Recommended
4.4 hrs on record
Early Access Review
Posted: July 18
For $18 I got my childhood dream. A non-linear LEGO game where you can build anything you want.

Do not listen to the people who claim that the game is boring and that there "Is not much to do" It's an open world LEGO game focused around exploring different biomes and building with anything you want out of LEGO......they either do not understand that concept or are just bitter people.

Anyway, I'll keep it short.

The graphics are great and the LEGO worlds look amazing, the climbing mechanincs are great and the animations are great as well. Having to find props, weapons etc. is fun and it allows you to explore the worlds in which you spawn into giving you somewhat of a quest to find things. The character customization seems fun and varied but I have not (as of yet) found many mini-figure parts. You can build ANYTHING you want out of LEGO's and the game gives you a lot of items that are pre-built as well. HOWEVER, the camera can be clunky and annoying, especially when building or placing props inside of a room, AND if you want a LEGO game with combat and a storyline, go elsewhere, this game is dedicated primarily to just building and exploration but there is combat in the game and I do think its quite fun to be honest.

Basically, if you love LEGO buy this game. As a 20 year old male who is studying to be a surgical technician and has to be mature 24/7 it feels good to go back and be a big kid again whilst playing this game. This game was also $18 and in real life that can't even get me 4 LEGO mini-figures.

P.S if you have a kid, this game would be great for both of you to play together.
Was this review helpful? Yes No Funny
10 of 11 people (91%) found this review helpful
1 person found this review funny
Recommended
4.5 hrs on record
Early Access Review
Posted: July 11
I love this game! WARNING: NOT A SURVIVAL GAME! This is for the creative players who likes build, explore and discover and MORE build. So the real LEGO GAME! Boring????? NOOOOOOO!!!! Just its not a survival action game! Thats it!
Was this review helpful? Yes No Funny
8 of 9 people (89%) found this review helpful
2 people found this review funny
Recommended
20.9 hrs on record
Early Access Review
Posted: June 30
There's a lot of negative reviews for this game that point out very real and important problems that this game has. I recommend this game only to people who will enjoy the game despite its current flaws like I do. This review was also written just after Update 6 Patch 2, and I haven't been playing the beta versions so broken things I mention may be fixed in the current version of the game when you read this.

I'll start with the worst so it doesn't ruin my review at the end. LEGO Worlds has serious problems with its camera and controls. Now I've been playing this game since it came out, and I can attest that the devs have made significant improvements in these areas. Despite this many controls are still very hard to use (trying to precisely place a copied model is nearly impossible at times) to the point where I prefer to simply avoid those features when possible. This is bad. However, I have been watching the devs slowly fix and add things that the players have asked for, and I think that somewhere on their monumental list of things to do is fix the camera and controls. But we'll have to wait and see.

The other major negative is that you can only build static bricks. The game has tons of vehicles but you can't make any of your own. Many parts such as hinges are only available pre-built into destructible models; you cannot build with them. Also, you cannot build your own destructible models. As fun as building with the static bricks is, there is a frequent longing to build things that come to life. I have no idea if the devs plan on adding these features, but if they can add those models themselves then I'm pretty sure they can let us do it too.

I would have complained about the lack of multiplayer here - a HUGELY important feature - but very recently they have added a multiplayer beta to the game! Multiplayer is here/coming, like we've asked for since the day LEGO Worlds was released!

LEGO Worlds is not for you if you're looking for combat, scoring, preset goals, storyline, etc. By some definitions LEGO Worlds isn't actually a game, but more of a toy. It's LEGO on your computer. There is stuff to explore but exploration can become tedious as you hunt for item chests or elusive minifigs. I've seen several negative reviews here that came in part or full from people expecting to play a normal game instead of building with LEGO bricks.

Now, for the good stuff! I will deal here with the obvious comparison is to Minecraft. LEGO Worlds is more unlike Minecraft than, say, Terraria is. It's not at all about survival. This game is quite entirely about building creatively with LEGO bricks. You have much more creative freedom than in Minecraft for a few reasons. The most important one is the smaller scale of the bricks, allowing for more detail in your builds. LEGO Worlds also has a nice set of terraforming tools which let you sculpt the terrain, as well as the ability to save your models and paste them around wherever you want. The creative experience is certainly the main draw to this game. Minecraft is better if you want to bulid with a purpose; LEGO Worlds is better if you want to set your creativity free. It's also lots of fun to climb around your builds Assassin's Creed style after you finish them, or to blow them up with dragonfire. I know this doesn't sound like much, but I have greatly enjoyed bulding in this game, much more than I have in Minecraft, and I expect the experience to keep getting better as the devs fix and add things.



TL;DR: This game is, as of this writing, super early access, with many major problems and missing features. Despite this, it's given me a better creative experience than any other building game I've played (notably Minecraft and Terraria). It's not really a game; it's endless LEGOs on your computer.
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
2 people found this review funny
Recommended
1.0 hrs on record
Early Access Review
Posted: July 8
This game as it is needs some work. specifically with the camera system and textures. But other than that I'm super excited to see how this game turns out! It shows lots of promise
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
1 person found this review funny
Recommended
3.4 hrs on record
Early Access Review
Posted: July 26
Its just like playing with real legos, except you dont have to clean up afterwards
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
6.2 hrs on record
Early Access Review
Posted: June 30
As having played many Lego games in the past, I was really, really excited for this one when I found it. And I have to say that at its current state, I'm overall pretty satisfied! I know I haven't played this game for long, but it's a great substitute for Minecraft (I used to play it until it just stopped working on my computer-) for me. Sure, it may be in development, but it's very fun to watch a game grow, even if you aren't playing it now. I think the whole "open world lego game where you can use legos in any way" is pretty neat to me (even if it does give me a little bit of Minecraft vibes, but not a lot as this game has its differences-), as I've been playing/building with legos for over half my life. I do agree with some other people on here that the game can be laggy at times, and there's not much to do at this point, but you have to remember that it's only in early access- as of posting this- (and it probably will be for much longer).

I love the "touching new items gives you more items to build with" concept, as well as the "find an item and give that to a specific character roaming the maps to unlock them" concept. I really do like how you can customize your character, too, and in any way (you don't have to use the models in the game; you could make an astronaut with caveman apparel, an archaeologist with diver gear, etc.) on top of that. I'm super excited for multiplayer, as I've been hoping to play this game with friends! ^^

If you're wondering whether or not to buy this game, well, here's a few things:
1. It's still in development, so you should expect to see bugs with the game.
2. There aren't many things to do at the moment, but there's enough to keep you occupied.
3. The game is still being updated (as of posting this it last updated about a week ago), so it's not dead.
4. There's a wide variety of characters, animals, mounts, vehicles, pre-made sets (like houses or trees, you get the idea), plants, and other environmental pieces that you can collect (yes, I said collect) as you go on with the game, but some are given to you at the start.

*Just a side note, but the driving controls are a little wonky for me. For instance, I have no idea how to stay going forward or backwards because for some reason they're either reversed or unresponsive. It's either a bug, or I just have no idea how to use them, haha. Putting this in here just to let you guys have a heads-up!*

Overall, I think this game is pretty great where it's at right now, but as time goes on, I could definitely see major improvements to make it even better (I've also got hopes for more Ninjago things (I already am highly appreciative of Cole's Earth Driller ((thank you guys so much for that one)), but I'd love to see characters and other sets if it's possible! ^^)), but one can only dream at this point...)! As a good fan of the Lego franchise, I once again am fairly happy with this game. It's a wonderful time-killer and I recommend it if you are okay with minor/moderate lag issues (that don't last very long) and enjoy games that Lego-styled and are (somewhat) like Minecraft. c:
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
7.6 hrs on record
Early Access Review
Posted: July 2
The angles in this game make it kind of hard to build and do things, it also gives me motion sickness..... but other than that, I would give this game about a 4/5 stars.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
6.6 hrs on record
Early Access Review
Posted: July 2
A great game but, I would love if there was a multiplayer update *nudge nudge wink wink* or maybe given quests?
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
0.2 hrs on record
Early Access Review
Posted: July 1
It's like Minecraft and Terraria had a baby and added in vehicles (mounts and autos, I was riding an Elephant earlier) and different playable characters. This is amazingly fun, and my laptop was able to play it just fine when other games that have been released in the past few years do not run well at all for me, even with lowest graphic settings.

If you like Terarria for the adventure and Minecraft for the building but wish that both were more developed, this game is well on the way to be exactly that. Even today it's an improvement over the two.
Was this review helpful? Yes No Funny