Starbound
starbound_1


A few days ago, a stranger on Twitter half-jokingly informed me I should add "Starbound PR" to my list of credentials. I protested, of course, but the truth of the matter is that I've probably spent more time evangelizing Chucklefish's procedurally generated, sci-fi sandbox exploratory thing than I have championing Dota 2. Which is a little worrying because DotA is the game I spent a decade playing.

But there's a reason as to why I keep pouring friends the Starbound Kool-Aid. The game is absorbing. On the surface, Terraria in space; a natural follow-up to that other great side-scrolling sandbox. Both games pivot around the same motifs: exploration, survival and bloody stupid ways to die. Both also have a thing about lulling players into a false sense of security with their pageantries of cute. Outside these fundamental qualities, however, Starbound is a very much its own beast.



You invariably start the game as a refugee. A pop-up box will perfunctorily inform you of the circumstances of your flight and ask you to locate the Matter Manipulator on your ship. From there, it's your responsibility to beam onto terra firma and begin coercing a living from whatever hostile environment you find yourself in. My first playthrough included pools of green acid, my second trees made out of eyeballs and the third a bountiful rose garden. It could go any way to Sunday.

Lately, my first hour with a new character is almost always accompanied with death. Almost everything wants to kill you and those that don't usually look like they do. Some of the friendliest critters I encountered were tentacular nightmares, studded with eyeballs and lined with spines. And the cutest? Often the apex predators of their world.

Weirdly, perhaps, that's a big part of Starbound's appeal. Google's borrowed omniscience makes it hard to be fully surprised by anything these days. Yet, Starbound manages. Because everything is procedurally generated, each trip to a new planet still feels like an adventure, like a reason to indulge in a frisson of dread. Sure, that fresh suit of armor might be spiffy but will it do any good while I m spelunking on a Threat Level 20 moon?



Starbound, especially in its current state, isn't without its problems. Patches, machine-gunned at the players with almost dizzying frequency, break the game as much as they fix it. Balance is always in flux here. One day, crafted weapons might be dealing thousands of unreasonable damage points. The next, they might be as well butter knives against the onslaught of one-shot-kill-all birds. Wipes seem to happen on a weekly basis, making every bit of progress a possible precursor to a nihilistic breakdown. It's a beautiful, maddening mess and I love it.

There's a lot to like about Starbound. The potential for endless adventure makes it easy to want to return time and time again. One of the latest updates introduced a primitive, pseudo-Pok mon system and grappling hooks: two things no gamer in the right mind can say no to. It might eventually go pear-shaped but for now I'm happy traversing the universe in my koi-shaped spaceship. Just me and my intergalactic produce.
Starbound
Starbound


One of the biggest problems with Early Access - and pre-release alpha access in general - is that it's now possible to buy a game that doesn't include a grappling hook. Sure, to some extent you can be comforted by the knowledge that, as a game, the developers will eventually add a grappling hook. But what are you supposed to do before that unknown milestone? Luckily, for owners of Starbound, that question has been resolved as of today's major update. Oh, and it's also rebalanced everything in the game and added a significant amount of other new stuff.

Here's the change list, courtesy of the Reddits.


HUGE balance patch, every item, creature, armour and weapon rebalanced. Levelling system entirely rewritten
Added early implementation of creature taming (more features coming soon)
Added new mining items
Added new weapons
Added new throwable items
Added grappling hook
Added new boss and new sector of the galaxy
Added a stance system to weaponry, not currently used but will allow us to add secondary attacks to weaponry very soon.
Tons of new sounds
Guns more common in tier 3
Underground detached/rare biomes more common
Underground random encounters more common
Underground chests more common
Ore rebalance (probably way way too much ore at the moment, will be fixed later, enjoy it)
Baby monsters
New monster palettes
Added pixel compressor for high cost banking (idea from Ncrpts)
Disable using the beam-axe to light caves underground
Added new hats
some monsters now graze on grass (can look ugly, needs finishing)
Small bipeds now socialise with each other
All the monsters behave smarter and are less likely to get stuck
You can no longer attack through blocks
Fix the game on XP (hopefully)
Tons more fixes and smaller additions


While it's still early in the balancing process, the new levelling system has been designed to more easily allow for improvements over time. Expect a long adjustment period, then. Not that it should be a problem, as long as the game still lets people do cool stuff like this:



Now we just need to wait for other Early Access titles to get their grappling hooks. Come on GODUS.
Starbound
starbound


Today is International Starbound Day, or it will be once I've finished scribbling on every calendar in the world. Chucklefish's openworldcraftingsci-fisandbox (phew) game enters public beta this very day, though you'll need to pre-order the game to be allowed in. The team are trailing this momentous occasion with a new video, which shows four-and-a-half minutes of crafting, exploring, jetpacking, dungeoneering, snowball fights and general milling about. It's lovely stuff, and it's awaiting your peepers after the break.



Starbound should land on Steam later today, but if you're too impatient even for that it's still available for pre-order on the site. As we mentioned a month or so ago, the beta will come in three stages, with the first expected to be fairly buggy and changeable (so don't get too attached to your characters or universes).

Thanks, Kotaku.
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