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.
Recent Reviews:
Very Positive (14) - 92% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (584) - 76% of the 584 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 later this year in 2018. 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 tens, even 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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Buy Boundless

Buy Boundless - Adventurer's Edition

Downloadable Content For This Game


Recent updates View all (161)

May 2

Release 192: Balance, Fixes and Polish!

This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.


Unofficial release overview by Jiivita

Balance, Fixes, and Polish! | 191 Release Overview | Boundless

Consider supporting him here.

Release Notes:
  • Crafting + Resources + Equipment:

    • Allow blocks to be placed where a creature has died as long as the client placing the block has collected drops from the creature (for other people watching who have not yet collected the drops, the creature will be forced to move out of the way the way block drops already do when placing blocks).
      Standalone sign pieces (the smaller, non-combining ones) will now act like torches, and longer remain in place when the block they were placed on-to is removed.
    • Open portal conduits now count towards a beacon’s prestige.
    • Crafting can now preserve input items (for example buckets of water are now outputted as empty buckets).
    • Fix for crafting input items, output items and spark being lost if the machine output inventory is full.
    • Equipment wear:
      • Tools now only take wear damage if they impact something.
      • Spanners now only take wear damage if they do any amount of repairing.
      • Buckets now take wear damage each time they are used as a crafting input.
    • Fix an issue that would cause 2 blocks to be placed for one mouse click at high block placement speeds.
    • Another fix for portals that won't close when one side of the portal has somehow become dormant.
    • Fix for grapples staying connected (to mid air) when looting creatures.
    • Fix for crafting elemental shielding recipes using furnace if they require more than two ingredients.
    • Beacon footfall is now affected by an additional two factors:
      • The prestige of the beacon itself in addition to settlement prestige. The settlement prestige sets the maximum potential footfall you can receive. The footfall you receive scales with your beacon prestige. After a threshold prestige you gain the full reward. Currently this threshold is 5000. This is designed to ensure players have to build something to gain footfall.
      • You will receive less footfall the longer you are away from your beacon. We allow 7 days in which your reward will not be reduced. After this time the footfall reward will reduce daily linearly. Your beacon will be classed as visited if you have entered the beacon or the settlement it is in.
    • Recipe Balance Pass:
      • Spark and Power:
        • Reviewed and tweaked spark costs for all recipes.
        • Reviewed and tweaked power costs for all recipes.
        • Rounded Spark costs to make calculations easier.
      • Brews:
        • Reduced some input requirements and doubled output for brews to make them more affordable.
        • Added missing oil input to luminous brews.
        • Increased effects of all healing brews.
        • Increased effects of all recovery brews.
      • Food:
        • Rebalanced food energy recovered to make sure cooking higher level foods is more worthwhile.
        • Fixed the elemental shielding food recipes.
      • Augments:
        • Reduced input requirements for level 1 and 2 augments to make them more affordable.
        • Increased the input requirements for level 3 augments, and made them more powerful.
      • Engines:
        • Made advanced engines more expensive so that instead of being a cheaper way to get additional power, they are used to unlock higher level recipes and get better efficiency out of the machines at the high end.
      • Furnaces:
        • Added flint as an ingredient of furnace bases and crucibles.
        • Made the iron furnace take half the time and half the fuel of the stone furnace, and the titanium furnace take half the time and half the fuel of the iron furnace.
        • Gave each furnace recipe a value for how much fuel it needs rather than a flat cost for everything.
        • Increased some higher end furnace recipe times to take into account the faster furnaces.
        • Rebalanced fuel values to make higher level and compacted fuels more worthwhile.
      • Drops:
        • Increased the drop chance of orbs from surface resources.
        • Decreased the drop chance of flint, opal and rock salt from surface resources and rocks.
        • Increased the number of drops and drop chance from rarer surface resources.
      • Wear:
        • Rebalanced the amount of durability that each machine and engine has to be lower for the early game and higher for the later game.
        • Rebalanced the amount of durability that spanners fix to give more contrast between the different materials.
        • Rebalanced the amount of durability removed by recipes to be higher for longer duration recipes.
        • Made Engines, which always have more durability, wear down over the same amount of time as the machine they are attached to.
        • Removed the need to use the right type of spanner on engines. All spanners work, but the matching gem type spanner is more effective.
      • Misc Recipes:
        • Rebalanced Fresh Vital Essence recipes from creature drops.
        • Reduced the copper needed to make copper weapons and tools.
        • Reduced the input requirements for Starberry pie.
        • Reduced input requirements for glue.
        • Added missing Fresh Vital Essence recipe for Wildstock Trophy
      • Misc Other
        • Increased the drop rate of seeds from grass, and made Luck have an effect of the chance of dropping.
        • Increased the max stack size to 100 from 99.

  • Creatures + Combat + Characters:

    • Creature projectiles (that are not homing projectiles) will feel the full force of gravity once touching water so that spitter projectiles shot from within the water will not just continue moving in a straight line slowly once they leave the water…
    • Fix for charging slingbows not charging if the mouse is clicked before the previous fire action is complete.
    • Removed knock-back from player healing and cleansing bombs.
    • Fix for still playing fuse audio when the player started throwing a bomb but changed items before throwing it.
    • Fix for fuse burn showing on bombs after the player started throwing a bomb but changed items before throwing it.
    • Fix ruby slingbow bolts turning backwards when fired in water.
      Fix for bombs not showing damage/healing numbers if they explode more than a second after being thrown.
    • Fix for all status effect damage/healing (poison or drowning damage) being shown for other entities.
    • Fix for bomb damage to creatures not displaying if the player is looking at a damaged block.
    • Fix for damage not showing on creatures as they die.
    • Fix grapple reel-in not working after being revived.
    • Fixing various issues with creature animations and rotations with respect to beam and projectile attacks across varying latencies to the server:
      • Fixing projectiles to always come out of the “mouth” of the creature correctly between normal and lobbed shots.
      • Fixing the beam to allows come exactly out of the “mouth” of the cuttletrunk also.
      • Fixing the projectiles to always fire (ignoring pitch) exactly along the direction that the creature is facing, so projectiles will never shoot out from behind/the side of the creatures.
      • Fixing the beam to always be firing exactly in the direction the cuttletrunk is facing.
      • Fixing an issue where projectiles and beams could fire from “mid-air” when the creatures moved too quickly after finishing the attack.
      • Fixing an issue with the animation rates not being applied correctly in all cases for the clients animation of the creatures for various attack, and many issues to do with synchronisation of the animations with the attacks client-side or animations being finished too quickly during projectile attacks.
      • Fixing issues with ribbons from projectiles often rendering suddenly back all the way to the creature when the projectile is destroyed.
      • Fix issues with rapid-fire attacks from spitters that shoot projectiles one after another in an arc, so that the creature visually rotates for each of the distinct shots.
      • Prediction of damage from creature attacks fixed (not sure when broken…)
    • Augment loading improvements.
    • Smart stacks of augments can now be dragged onto a slingbow/totem. The first augment in the stack will be loaded as if you had dragged it directly.
    • Augments held in your hand can be loaded into the slingbow/totem in your other hand by using them.
  • Sanctum + Tutorial + Objectives + Progression:

    • Feats around travelling through portals have been disabled as players were using slides to grind them. New feats will be added at a later date.
    • Fixed not being able to warp to the temporary home you get during the tutorial before you place your first campfire.
    • Moved Core objectives to the top of the Journal.
    • Added an objective in the tutorial to teach players about consuming food to restore stamina.

  • GUI + HUD:

    • Added a wear bar that replaces the health bar of machines, furnace, spark core and forge power coil blocks if they are on full heath.
    • Fix for character briefly adopts first-person pose when opening a GUI menu just after exiting the Sanctum.
    • Fix for occasional client crash when opening a GUI menu just after exiting the Sanctum.
    • Fix for occasionally showing massive stamina numbers after walking through a portal.
    • Fixed details in Places GUI for temporary home locations.
    • Fix an issue that could cause inputs to sometimes get stuck when moving from error screens / loading screens to the main game view.
    • Removing the ALL filter from the Journal and it now defaults to available.
    • The Beacon Console screen will now give a proper reason for why there is no settlement, rather than assuming it is due to lack of prestige. In addition the settlement algorithm has been adjusted to require a chunk to have a certain number of plots rather than a certain number of plot columns which caused towers to be biased against treating them as roads. There is likely to be further iteration here in future, but this should improve the feel for players.
    • All dialogue windows now use a dynamic layout ready for changing text sizes with localisation.
    • Removed the trade complete dialog (the next screen now has trade status “Completed” instead).
    • Various clean up of the trading screen.
    • Fixes for incorrect spacing on some GUI screens.
    • Added support for the delete key in text boxes.
    • Improved the movement key input in text boxes.
    • Fix for showing ingredient recipes in the knowledge screen.
    • Fix for missing beacon fuel text.
    • Smart stacks are now accessible in shops.
    • Parental controls have been added, these setting include:
      • Added an optional prototype profanity filter. Filter can be disabled in the options.
      • Option to limit if a player can see all, friend only, or no in game chat.
      • Option to limit if a player can see all, friend only, or no names and sign text.
      • Option to limit if a player can add friends.
      • Option to limit if a player can trade.
    • Added a new report screen for reporting other players or locations:
      • In the game menu to report players, beacons, locations and other issues.
      • The report player dialogue will autofill the character name with the last player you looked at (it can still be edited).
      • The chat report button now uses the new report dialogue.
      • All dialogues have optional additional details to fill in.
      • Players and signs can now be reported by interacting with them.

  • SFX + Music:

    • Added elemental slingbow and charging effects.
    • Lowered the grappling volume.
    • Additional item sounds.
    • Make first person running footsteps faster than walking.


    • Updated network connection initialisation to avoid a potential stall when a user has poor responses from name servers.
    • In cases where the client is unable to spawn correctly through a portal or warp (The only times this can really happen is with a flat portal where there is no space available on the other side to be able to stand), the client will now be kicked and sent back to the source side of the portal via the sanctum, instead of allowing the spawn to jump somewhere else… e.g. into lava or possibly very far away.
    • Fix a case where the world nearby would not load a quickly as it should.
    • Fix lava looking inconstant across different level of detail.
    • Optimisations:
      • Improve performance when many other players are around.
      • Improve performance around machines.
      • Avoid rendering reflections when water is not actually visible.
      • Added a dynamic occlusion system. Mainly helps around build up areas, usually > 10%, sometimes significantly more.
      • Decreased server to client network load by only sending damage data required by the client.
      • Decreased server to client network load by only sending region and settlement data when they change.
      • Decreased server to client network load by not sending entity hitboxes or scales.
      • Improve performance when there are many campfires/beacons in view for their particle systems to be shared.

  • Server:

    • Universe server re-written in C++ for much better scalability and ability to optimise even further in future.

  • World Builder:

    • Fixed an issue in the world builder when manipulating a prefab that is connected to the root of the graph that would cause the client to teleport into the middle and get stuck unable to move.
    • Fixing cross-platform issues in world builder, all folders/file paths within the config folder must now be lowercase, and a migration that will run the first time you open a file will ensure this including moving files/folders within the config folder on your computer, so be warned! From now on, the worldbuilder will not allow you to save files unless the path within the config folder is only lowercase.
    • Improve the way gradients work in the world builder to prevent areas on the side of extremely steep cliffs being classified as low-gradient.
    • Fix an issue in world builder computing the smoothed depths of surface elements which will have a minor effect on instance spawns that limited themselves to certain depths (depths were over-estimated somewhat before this fix)
Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.
  • Grapple tools not working correctly when winding grapple up or down after grappling block drops.
  • Natural crystal base doesn’t have a mesh and can stick out from storage.
  • Other players sometimes appear to not be have any items in their hands.
  • Request Baskets may indicate that there is not enough coin when the total value of sale is just less then the Request Basket Budget due to tax.
Release 192.1:
  • A number of description strings have been updated.
  • Fix an issue where PC’s which are very slow loading the game could fail authorisation via Steam.
  • Fix crafting output not saving.
  • Fix crash moving items in quick use.
  • Fix slow connections to Steam timing out
  • Fixed an issue where existing worlds were referencing the wrong creature configurations.
  • Fixed an issue where the tiers were 1 level higher than intended.
  • Pipes have been renamed to Links and Engines should now appear as Power Coils.
Release 192.2:
  • Fix elemental creature spawning.
  • Fix crashes due to earthyam soup.
Release 192.3:
  • Added support for gifting lost items.
  • Fixed an exploit where you could duplicate buckets.
  • Fix buff timers reset on portal transitions.
  • Fix incorrect orb sizes in storage.
  • Fix a crash tracking other players.
  • Fix a crash with legacy items.
  • Remove qubit / qbit references when levelling up.
Release 192.4:
  • Reduced the amount of Fibrous Leaves needed to make Sackcloth from 3 to 2.
  • Rebalanced wear amounts for recipes, so that small single crafts take more wear, but large bulk and mass crafts take far less.
  • Fix a crash with beacon plotters.
  • Fix a crash with rewards.
Release 192.5:
  • Fix tutorial progress sometimes being lost when exiting the Sanctum with a new character.
  • Changed amount of items required for the campfire tutorial to match the recipe.
Release 192.6:
  • Fixed left quickuse radial item placement issue.
Cross posted from Devlog Forum
4 comments Read more

March 22

Release 190: Assist Scanner!

This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.

Release Notes:
  • Crafting + Resources + Equipment:
    • Allow Atlases to be locked to a world even if no regions are yet discovered.
    • Reduced the number of Fibrous Leaves needed to craft sackcloth from 5 to 3.
    • NOTE: a large review of all crafting balances is happening once the forge is released.
  • Creatures + Combat + Characters:
    • New feature: ASSISTANCE SCANNER
      • Players who want to support their comrades in battle now have more feedback about who needs assistance. The assistance scanner will highlight players on and off screen who need support. This feedback is essential when in a chaotic battle.
      • Added new exploration skill “Assistance Scanner”.
      • Assistance Scanner skill will show nearby players who are dead or have depleted health so they are easier to find and clamp this to the edge of the HUD.
      • Players now have less detail above their heads unless you aim directly at them.
      • Player icons can now be seen through walls.
      • Player information now has a greater range.
      • The scanner now only shows above the creature you are aiming at.
      • The scanner now always shows creature health (you don’t have to hit a creature to see it’s health anymore).
      • Increased time for creatures to show they feel threatened by players.
      • Creature icons pulse when they feel threatened by the player.
      • Creature icons now only go red if they are attacking the player (previously they would go red if they were attacking anybody).
  • GUI + HUD:
    • Tool tips are now prioritised so that for example swimming controls are now more important than low health.
    • Added a tool tip to tell players to try another world if their current world goes down.
    • Added a wear bar that replaces the health bar of machines if they are on full health.
  • Engine:
    • Fix bombs slowing down the game when damaging lots of blocks.
    • Optimise the world meshing by ~25%.
  • Bug fixes:
    • Fix bug which allowed mixed item types in a Smart Stack.
    • Fix for Atlas “ammo” being swapped into an incompatible Smart Stack.
    • Fix for dead players having the wrong name.
Release 190.1:
  • Fixed an issue where the HUD would freeze when closing, often triggered whilst switching character or transitioning portals.
  • Fixed an issue where the server would pause processing expired status effects.
Release 190.2:
  • Fix an issue in the rendering-order of multiple particle systems that could cause random flickering in some effects as their sorting order changed.
  • Increased chance of dropping leaves, beans, fragments and some other drops so you always get at least one.
  • Speed up request basket price list setup for large item lists.
Release 190.3:
  • Fix for crashes when changing equipped items.
  • Fixed an issue with some portals not closing correctly.
Release 190.4:
  • Fix an issue where an out of sync mispredicted client could drop the wrong items from an inventory.
Cross posted from Devlog Forum
6 comments Read more
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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 hundreds 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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