Shape your citizen, forge your destiny and sculpt your world in this epic voxel sandbox MMO built on endless possibility.
Recent Reviews:
Mostly Positive (25) - 72% of the 25 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (825) - 73% of the 825 user reviews for this game are positive.
Release Date:
Sep 11, 2018
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Recent updates View all (175)

November 9

Roadmap: Guilds, Hunter, Body Paint and more!



Boundless since launch:

Since launch we’ve been focused on delivering updates to Boundless every 2 weeks. The main focus has been on improving stability and performance of the game clients and server. We’ve also got back into the process of releasing versions to Testing so that players have a chance to scrutinise updates, offer feedback and report issues before they’re released to Live.

Given that Boundless is a live universe we didn’t want to follow the standard model of delivering bigger updates every 3+ months. The aim of updating every 2 weeks is to make sure that Boundless is always improving. We think that a constant stream of quality and features is a much more suited to Boundless. There will be a natural cycle where some updates will focus on quality and the next may contain a bundles of features.

In between focusing on quality we’ve also found time to start expanding the game. We’ve released an initial set of props to decorate your builds with the first table and chair models and expanded the range of signs. We’ve also put in place a system for timed events that was used for Halloween. The first event was an experiment and we’re planning to build bigger events with more variety in the future. Based on community feedback we’re also going to push the events more into the Boundless universe whilst still being inspired by the real world.

Boundless balance:

Balancing Boundless has been a big challenge. Many features are configured to embrace the sandbox nature of Boundless, and this means that systems can often be quite open ended. We can’t predict exactly what players will discover about how the sandbox can be manipulated. Watching players counteract creatures by manipulating the sandbox is particularly satisfying as it rewards players who experiment with tactics. But there are also times where we’ve realised that there have been mistakes and issues with the systems that we’ve concluded risk seriously unbalancing the game. Ultimately we want players to be rewarded for following many different paths. If the unbalanced systems are left unchecked then we risk losing the sense of freedom that we believe makes Boundless unique.

We’ve definitely learned that we need to bring everyone with us when working on the balance. No one likes surprise updates that change the balance without warning. We’re trying to share more details on the forum and requesting feedback before we commit changes to the releases. The simple idea is that if the majority of the community agrees that a particular area is under or overpowered, then they’ll be onboard when the changes land. We also need to be careful about making changes that could dramatically change the balance of the game. A safer strategy is to make a collection of small steps rather than dramatic changes - focusing on evolution, not revolution.

What’s in development?

Whilst we still have a big focus on improving the quality of the core game, we have already started working on new features and we’d like to share a few details here. Feature development can often take more time that you might expect so we have a few things going on in parallel.

Body Paints: We’ve been working on a set of Body Paints to give everyone more options to customise the look of their characters. In the past we called these tattoos but this makes them sound like a permanently part of your character’s setup. We’ve switched over to body paints because you can freely switch between them as you can for your masks. (We also wanted to avoid any issues with game ratings.)

Guilds: The biggest feature currently in development is a new Guild system. The aim is to create a system for everyone and not just the hardcore players. This includes a new set of controls for managing the guild’s privileges and factions. You’ll be able to align or control beacons directly from your guild. This will allow players to group together to form a guild and align it with their settlement. As the settlements change your settlement and guild with continue to maintain its identity. The collective endeavour of your guild is rewarded with a new set of buffs affecting everyone. Expect more guild details in the future once it takes more shape.

Winter Event: We have a Winter Event coming that will run for a couple of weeks up to New Year. The Halloween event was based on gathering and this event will be focused on combat. More details closer to the event launch.

Hunter: She’s coming. Prowling up on you. The Hunter’s AI is in development and she’ll be unlike any of the other creatures already in the game. Tap-tap-tap. Tap-tap-tap.

Messaging: To support the guilds we’re also working on a significant messaging expansion. Players in a guild need a channel to communicate when they’re scattered across the known universe. The system will also support (if configured) messages reaching out of the game via email so that you can respond to messages when you’re outside of the game, desperate to get back in again.

When?

Keep an eye for announcement posts of features going to Testing. These features are already in development.

What’s coming next?

There is a long list of features that are all jostling for attention. After the guilds our current thinking will be a Boundless version of Farming. Don’t expect carrots and cabbages. We’re exploring ideas that bend farming into something that complements the Boundless universe and unlocks new sandbox options.

Of course, this is very much just the beginning of our plans for Boundless. We’ve got plenty of features planned for the future, and your feedback will be invaluable as we continue active development of the game. We love talking with our players on the forums and social channels, so don’t be shy about championing the features you want to see in the future of Boundless.
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November 6

Release 205: Atlases++ and Signs++!

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

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.



Overview:
  • Equipped Atlases will now update a loaded resource map instantly when the world changes.
  • Wood, Metal and Gleam Signs.
  • Mid-game Silver-Gold-Titanium balance pass to create a smoother progression from Iron via alloys to Gem.

Release 205:

Art + Animation + Assets:
  • Additional Sign types - Wood, Metal, Gleam.
  • Metal and Gleam sign text is emissive.
  • Sign text will automatically switch to lighter if the sign tint is too dark.
  • Signs within a beacon owned by a Gleam Club members can now have coloured text.

Crafting + Resources + Equipment:
  • A button has been added to recipes being crafted, allowing the player to bump the recipe to the top of the queue.
  • Added precious alloy sign recipes.
  • Atlases and planets-in-the-sky:
    • Resolve issues with atlases or planets-in-the-sky getting stuck in a black state when background http requests were failing so that the system will always retry until the assets are available.
    • Improve behaviour of resource-drop planet-asset processing so that they are more visually up-to-date when the resource-maps the resource-drop map is built from are in a mixed state of some being cached in the chunk-cache and some requiring updated data published by the game servers.. without excessive details, it was previously possible for the resource-drop map to be more out-of-date than it should have been and that is now resolved.
    • Fix a bug where resource-drop map textures were cached with an incorrect timestamp leading to resource-drop maps in the cache being used in preference to new data published by the game servers even when far out-of-date.
    • When equipping an atlas in your hand in first-person view, and that atlas is synced to the current world, the underlying system for planet assets will allow the assets used to be forcibly downloaded again when new data is published by the game-servers automatically in the background, replacing the in-use textures. The planet textures themselves will update once per-hour, whilst resource-drop maps and beacon-maps (when using the warp augment in the atlas) will update every 5 minutes! This should hopefully be more than fast enough so that you will no longer be misled by the atlases and go hunting for resources where they have long been stripped away by other players. To balance the extra bandwidth this produces, the planet-assets for non-equipped-active-world atlases and the planets in the sky will have new data published at a slower interval of 1 day instead; these assets will also continue as before to not update automatically unless evicted from the run-time cache.
    • In addition to the every 5 minutes full-world update of resource-drop maps on active-world-equipped atlases, when equipping resource-drops into the atlas of the active-world, there will now also be a localised 110m radius update of the resource-drop map once every 5 seconds! This means that as resources are mined nearby you will see them be removed from the heat-map at near real-time, and that you can hunt down individual surface-resources seeing them blip out of the heat-map as you go.
    • All planet data has now been moved to be delivered via CDN matching the way chunk data works to reduce bandwidth on our servers in light of the much more frequent publishing of data (the CDN requests data from the server as necessary from client requests, rather than the server pushing data out to universe server the way it worked before).
  • Knowledge:
    • Clicking on an item in the knowledge screen will scroll to the selected item.
    • Items in the knowledge screen now displays the recipes they are used in.
    • Items in the knowledge screen will now display what creatures they drop from.
    • Items in the knowledge screen have improved drop information, displaying the world levels they are available from and drop chance.
    • Tool base stats have been added the knowledge screen.
    • Recipes will now unlock in the knowledge section at certain levels in addition to the current system by which they are unlocked once you gain access to recipes through skills.
  • Balance changes to mid game equipment:
    • Based on community and developer feedback we felt that mid game progression of tools was rather lacking. Reviewing the game's analytics we saw many players were jumping from Iron tools straight to Gem tools, skipping Gold and Silver and somewhat Titanium Tools.
    • The aim of this balance change is to smooth progression through the metal and alloy tools up to the gem variations.
    • We have heavily increased the output and durability of Silver and Gold equipment so they are clearly better than Iron.
    • Titanium is now closer to Gem Tools, but still lacks any elemental damage.
    • Within Gem tools, we have normalised the range a little, so that Amethyst and Topaz are much more competitive compared to Gem tools like Diamond.
    • No weapon or tool has been nerfed with these changes.
    • Tool attribute changes:
      • Silver Tools:
        • Was 800 Durability now 1200
        • Was 600 Damage now 650
      • Gold Tools:
        • Was 600 Durability now 1100
        • Was 600 Damage now 700
      • Titanium Tools:
        • Was 900 Damage now 1000
      • Amethyst Tools:
        • Was 750 Damage now 1000
        • Was Action Speed 40 now 38
        • Overall roughly 20% increase to Damage per Second
        • Was 2000 Durability now 2400
      • Topaz Tools:
        • Was 800 Damage now 1100
        • Was Action Speed 40 now 38
        • Overall roughly 20% increase Damage per Second
        • Was 2000 Durability now 2400
      • Ruby Tools:
        • Was 1300 Damage now 1400
        • Was 2000 Durability now 2200
      • Sapphire Tools:
        • Was 1200 Damage now 1300
        • Was 2000 Durability now 2200
    • Slingbow attribute changes:
      • Silver Alloy Slingbow:
        • Was 800 Durability now 1000
      • Gold Alloy Slingbow:
        • Was 600 Durability now 950
      • Titanium Alloy Slingbow:
        • Was 750 Damage now 800
      • Amethyst Slingbow:
        • Was 600 Damage now 650
        • Was 1500 Durability now 2000
      • Topaz Slingbow:
        • Was 600 Damage now 650
        • Was 1500 Durability now 2000
      • Ruby Slingbow:
        • Was 1500 Durability now 1800
      • Sapphire Slingbow:
        • Was 1500 Durability now 1800
    • Bomb attribute changes:
      • Silver Alloy Bag Of Bombs:
        • Was 1200 Damage now 1350
      • Titanium Alloy Bag Of Bombs:
        • Was 1600 Damage now 2000
    • Grapple attribute changes:
      • Silver Alloy Grapple:
        • Was 500 Durability now 1000
        • Was 15 Max Length now 18
      • Gold Alloy Grapple:
        • Was 800 Durability now 1000
      • Titanium Alloy Grapple:
        • Was 1000 Durability now 1500
    • Spanner attribute changes:
      • Silver Alloy Spanner:
        • Was 800 Durability now 1100
      • Gold Alloy Spanner:
        • Was 600 Durability now 1000

    Creatures + Combat + Characters:
    • Character screen now displays information concerning active status effects.
    • Character animation in 3rd person now plays the correct hand grip shape when re-equipping a grapple. Before it wasn't holding the grapple correctly.

    Sanctum + Tutorial + Objectives + Progression:
    • Objectives now display all tasks required to complete in the journal.
    • Crafting skill tool tips will now display the recipes that will be unlocked by taking the skill.

    GUI + HUD:
    • The Beacon GUI now contains all the information also available in the Places GUI.
    • The Atlas hover tool tip now displays the world name.
    • Added default controls for GUI next/previous tab ("A" and "D") and next/previous filter ("Z" and "C") on PC.
    • Changed backpack radial back to green.
    • Added anisotropic filtering to GUI textures. This helps reduce aliasing on oblique polygons, such as signs viewed at an angle.
    • Added new sign names.

    SFX + Music:
    • Deciduous biome ambient improvements.

    Engine:
    • Added a new option in the Support menu for submitting game logs directly in game, this allows both PC and PlayStation 4 users an easy way to submit a game log and additional comments to help us diagnose issues. No more searching for details on the forum.
    • Optimisation of chunk destruction.
    • Fix chunks being requested more than once in some cases if a portal closes and quickly reopens.
    • Added a memory graph to the debugging menu.
    • Increased the PlayStation 4 chunk cache to reduce download bandwidth.

    Bug fixes:
    • Fix an issue at the top of the world, where the beacon plot remover could cause a server crash if the beacon had a plot reserved at the bottom of the world as well.
    • Fix elemental colouring on non elemental worlds.
    • Fix elemental creature spawning on starter worlds.
    • Fix for "Illegal Protocol Message" error when pressing holster tools (d-pad down or z) with nothing equipped if nothing had ever been equipped.
    • Fix for back button not working on the world screen for new characters.
    • Fix for names sometimes appearing above dead creatures heads.
    • Fix for pressing the N key displaying an alternative camera view for a split second.
    • Fix for rare crash when other players were using grapples.
    • Fix for server crash when plotting beacons.
    • Fix for tooltips not working on the sign up screen.
    • Fix in the places->beacons screen on remote worlds where a beacon would display the wrong fuel time if the mayor is currently a Gleam Club member.
    • Fix spooky seed resource drops being displayed in the world resource list tab outside of Halloween.
    • Fix surround sound audio sounding incorrectly located for player generated audio (e.g. your footsteps) in first person mode.
    • Fix the server auto shutting down after a long up time when many entities are created.
    • Fix to Feats text. They no longer say "Basic", this was a hangover from a design for an older Feats system no longer intended.
    • Fix to Healing Bombs causing knock-back and being a cause of griefing. The Healing Boon will now set knock-back to 0.
    • Fix to placed resource blocks giving XP again if re-dug up.
    • Fixed a bug that would sometimes not update the item move tool tip when using a d-pad (so it would incorrectly display INVALID ITEM since the slot it was previously on was invalid).
    • Fixed an issue where Wear was missing from crafting recipes.
    • Fixed another issue (hopefully the final one) that could cause client crashes in very particular circumstances involving moving quickly or through portal transitions to an overlapping broadcast area, whilst an entity also moved over specific world boundaries, that would cause that entity to be added and removed multiple times across successive frames, during large system lag spikes on the client that caused it all to resolve in the same client frame.... This was an underlying cause of the 3 most common client crashes over the last few releases!
    • Fixed bug with forged items with infinity durability.
    • Fixed crafting timers displaying "instant" instead of 0 when crafting completes.
    • Fixed GPU crash on PlayStation 4 which could occur if you lost connection to PSN if you had your inventory open and it had atlases in it
    • Fixed grapple reel-in not working after being revived.
    • Fixed grouped drop block names in the knowledge. Example: we used to display "Ancient Wood Trunk" instead of displaying just "Trunks" as a source for bark.
    • Fixed issue where signs would no longer smart stack above 100.
    • Fixing crash on the machine screen when the help panel is displayed.
    • Fixing crashes in the skill tree screen.
    • Fixing errors in the information of some item description messages.
    • Fixing forge inconsistencies when selecting random traits.
    • Fixing the bug about the expanded beacon option closing by itself on Warp Conduit GUI.
    • Fixed the world resource list showing "0.00%". "<0.01%" will now be displayed.
    • Fix for chunk cache shrinking too much when full.
    • Fix for occasional perpetual debuffs VFX reported when reviving. Guarded against being stuck with a constantly re-applying resurrection cooldown status effect.

    Seasonal event:

    The following items were in the previous release but not announced to leave something for players to discover.
    • Halloween seasonal event:
      • Created a timed event to celebrate Halloween.
      • The event will run between 25th Oct to 1st Nov.
      • Spooky Seeds will only drop during the event period. After the event is finished the seeds will stop dropping.
      • Added seasonal props crafted from the Spooky Seeds: Spooky Skull and Spooky Pumpkin Lantern. These can be crafted beyond the event duration.
      • Added seasonal Gourd mask. The mask is only available during the event.
      • Around the day of Halloween look out for some seasonal night time lighting: blood red moon and spooky orange mist.
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Digital Deluxe Edition


Boundless Digital Deluxe Edition includes:

  • Boundless
  • An exclusive in-game title
  • A 10% lifetime bonus to your total beacon plot balance - build bigger and better!
  • Boundless Original Soundtrack: Complete Edition – 200 tracks, over 12 hours playtime!
  • A Wood Coffer containing 500 Cubits to exchange in game
  • 30 days of Gleam Club membership
  • An exclusive weapon crafting recipe: The Golden Fist

About This Game



Boundless is a subscription free MMO maintained by optional in-app purchases.

In a Boundless universe of connected worlds, every player's choices will have an impact. Explorer? Builder? Hunter? Trader? Crafter? Make your own path.

Open portals to travel seamlessly between diverse planets as you expand your adventure across the universe. Watch the sun rise on a volcanic world before joining friends to prospect for precious resources on a desert planet.

Starting with your first humble campfire, will you live a nomadic life in the wild, or found a new settlement with your allies from which to grow your empire? Rally citizens to expand your city, competing to become the capital of your world and claiming the title of Viceroy.

Will you build a citadel, drive the economy, or craft masterpieces of technology? Join the hunt for exotic creatures, develop your homestead, or seek new horizons?

Shape your citizen, forge your destiny, and sculpt your world in this epic voxel sandbox MMO built on endless possibility.


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 challenging creatures to discover, each requiring different strategies to best. Get ready to take them on!


Everything bought and sold in Boundless is generated by you, the players. Buy and sell items through player-owned shops, and compete with others to become the most successful trader on the planet... or maybe in the universe!


Boundless is a sandbox MMORPG that enables player collaboration. You can choose to play solo, or join up with friends or players from all over the world. Explore, defeat dangerous creatures, gather rare resources and build a colony together.

Other Features
  • Colonise planets by yourself or join a settlement with others and grow your beacon into the capital of the world with the Prestige system
  • Craft hundreds of items including, building blocks, tools, weapons, food and many more
  • Spend your hard earned skill points in the Skill Tree and tailor your character to how you want to play the game
  • Complete Objectives, Feats and events to earn rewards and Experience Points to level up your character
  • Build and maintain a Portal between 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
Explore a vast living, ever-changing and developing MMO universe with NO monthly subscription fee! Hunt, trade, craft, build an empire with friends and become Boundless. You can join the exclusive Gleam Club to further support the game and to get a few cosmetic perks and keep your beacons fuelled, but everything in the game is accessible without any additional in-game purchase.

System Requirements

Windows
Mac OS X
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 64-bit or higher
    • Processor: Intel Core i3-530, 2.93 GHz or AMD Phenom II X4 945, 3.00 Ghz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon R7 250 or Nvidia GeForce GTX 650
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: 64-bit operating system & 8 Mbit internet connection is required
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-3470, 3,20 Ghz or AMD Ryzen 3 1200, 3.10 Ghz
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon RX 480, 4GB or Nvidia GeForce GTX 780, 3GB
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Additional Notes: 64-bit operating system & 8 Mbit internet connection is required
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X High Sierra 10.13
    • Processor: Intel Core i3-530, 2.93 GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: OpenGL: 4.1 & 8 Mbit internet connection is required
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X High Sierra 10.13
    • Processor: Intel Core i5-3470, 3,20 Ghz or equivalent
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Additional Notes: OpenGL: 4.1 & 8 Mbit internet connection is required

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