
Use the starmap to travel between star systems, settle down and farm the land, build and colonize a modern metropolis, take on quests to earn a living, or complete story missions to unlock some of the greater galactic mysteries!
With lots to do and a near-infinite number of procedurally generated worlds to discover, Starbound allows players to create their own adventures in space.
Key Features:
- 7 playable races
- A procedurally generated universe with unlimited procedurally generated planets
- All content available in online drop in/drop out co-op
- Generated dungeons full of unique enemies
- Randomly generated monsters
- Thousands of items
- A deep crafting system
- PVP gameplay
- Own and decorate your own Starship
- Develop your own home planet
- Menacing boss battles
- Procedurally generated guns and melee weapons
- Farming, hunting and survival mechanics
- Built from the ground up to support modding
- Ongoing free updates
- Multi-platform multiplayer
What will you find?
https://youtu.be/ru5Mh7_IxuE
Hello! Many thanks for everyone who helped us out by playing 1.2 on the unstable branch and provided feedback or bug reports. Starbound 1.2 - Vault Update is here! Check out the trailer above to get the gist of what's been added in 1.2, or check the patch notes below for a more in-depth list. Or both, even! Follow your heart! Either way, please enjoy the last big Starbound update of the year. :)
In case you missed it, we also recently launched a shop page on the Chucklefish blog! You can see all Starbound merch in the same place, and there are links to partner sites where you can buy them.
Onward to patch notes!
Major Changes
- Ancient Vaults
[list] - Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems [/*]
- These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies [/*]
[/*]
Minor Changes / Bug Fixes
- Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces [/*]
- Contain tooltips within the game window when they’re near the edge [/*]
- Fix a bug with monster kill sounds not playing correctly [/*]
- Several bug fixes to monster/NPC behaviors and pathfinding [/*]
- Various typo and asset fixes [/*]
- Add appropriate “bushes” to the Rust biome [/*]
- Update SDL2 to 2.0.5, should fix some fullscreen issues [/*]
- Fix some security vulnerabilities in server packet handling [/*]
- Fixed an issue where crew would duplicate [/*]
- Fix a player inventory networking issue [/*]
Performance Improvements
- Improve generation time of older, image-based dungeons [/*]
- Other minor improvements to dungeon and world generation [/*]
- Use larger texture atlases on graphics cards that support them [/*]
- Various optimizations to monster/NPC scripts [/*]
- Improve loading speed for dungeon worlds [/*]
Modding API Changes
- Behavior Tree system moved to engine for performance reasons, now accessible with the root.behavior lua binding. (Check lua documentation)
[list] - Cleanup node removed [/*]
- Decorator node lua implementation changed [/*]
- Action node arguments moved around, now (args, output, nodeId, dt). [/*]
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- Damage sources, requests, and notifications
[list] - Introduced new hit types; WeakHit, StrongHit and Killed. [/*]
- Removed killed boolean from damage notifications, replaced with Killed hit type. [/*]
- Damage effects (sounds, particles) can be configured for each hit type (Hit, WeakHit, StrongHit, ShieldHit, Killed) in damage type configurations (.damage files). [/*]
- Added support for elemental types to damage types. Elemental types can be configured in /damage/elementaltypes.config and can be set for each damage type using the “elementalType” key, which defaults to the “default” elemental type. Each elemental type has a unique set of damage number particles for each hit type. [/*]
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Minimum Setup
- OS: Debian Stable or Ubuntu 12.04 LTS or later
- Processor: Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB graphics memory and opengl 2.1 compatible gpuNetwork: Broadband Internet connection
- Storage: 3 GB available space
Recommended Setup
- OS: Debian Stable or Ubuntu 12.04 LTS or later
- Processor: Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 256 MB graphics memory and opengl 2.1 compatible discrete gpuNetwork: Broadband Internet connection
- Storage: 4 GB available space
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