Hi guys

So it’s no secret that a bunch of early access projects have run into trouble lately. From running out of money to ceasing development for political reasons. It’s not the best time to be a part of the early access party and it’s easy to see why people are worried about the health of the Starbound project.

I wanted in no uncertain terms to assure everyone that there’s no chance of Starbound going that way. Not only is the development of Starbound extremely healthy. (More so than it’s ever been in fact, with more team members than ever and all of us in the same location). But Chucklefish could fund the development of Starbound for another 9 years at least. Even if we didn’t make another penny in that time. This includes all our office costs, salaries and every other kind of company expenditure.  Not only that but every member of the team is super dedicated to getting Starbound to where THEY want it to be. Which is 1.0 and beyond.

So why don’t we hire a bunch more programmers and finish Starbound faster?

I’m afraid it just doesn’t work that way, bringing on a new programmer requires a huge amount of invested time. Programmers need to learn the code base, they need existing programmers to teach them the code base. It takes months of getting up to speed to reap the rewards of that investment. Then you have a huge communication overhead as well as all the businessy time sinks that go along with a new hire. Not to mention finding room to house those additional hires (We would have to move to a bigger office!).

So I hope this is reassuring to the worried out there. Starbound is coming and you can check our progress on the Starbound blog and by opting into our nightly builds.

Hello Guys,

I’ve decided here would be a good place to talk about what’s left to do in getting to Starbound 1.0, as this post is going to be full of spoilers and I’d rather not post it on the Starbound front page for unsuspecting visitors. So SPOILERS AHEAD! I’d suggest ignoring this post entirely if you just want the best Starbound experience, but I know some people out there are very interested in development.

Of course everything here is subject to change, nothing is a promise or a contract. It’s purely what we’re working on right now.

So first I wanted to share a diagram of the games crafting progression. This isn’t entirely all inclusive and definitely doesn’t contain every item you can possibly craft. But it will give you a sense of the overall path through the game in terms of producing new tech and can be compared with the nightly builds to track progress to completion.

Click the image below to view the tech tree:



The next diagram displays the players progression through the universe, as well as the obstacles that block off parts of the universe in typical metroidvania fashion.



And here is a (summarised + non exhaustive) list of major tasks left to complete before 1.0

* balance armor and health stats so:
 if monster level = armor level > Take 7 monster bites to die
 if monster level = armor level +1 > Take 3 monster bites to die
* balance energy stats so:
 if gun level = armor level = monster level > be able to shoot long enough to kill 1.5 / 2 monsters (assuming no misses)
 if staff level = armor level > allow two staff shots before 0 energy
* recolour/switch art/switch stats of higher tier swords to match the split armor tiers
* Create garden biome to replace grasslands, add pine trees. Make it the starter planet
* Add ability to assign biome to instanced dungeons
* Add engine ability to search for starter system that matches requirements
* choose tier for each tech, drastically balance each tech, make them more like skills learned at certain intervals throughout the game
* implement roadblock status effects + back items that negate them, add protection effect to subsequent armors.
* Once all staves complete, balance staves so:
 if staff level = monster level > kill monster in 1 hit with slow charging staff
* Balance branching armors
* Add element to each main biome that encourages return for the entire game, i.e. bandages/cloth from forests.
* Get mission selection UI working
* Get mission reward system working
* improve Z leveling
* improve Drawables
* optimize particles
* add fossil system
* add pets
* add nebulae
* Complete missions:
 Moon base mission
 Avian mission
 Apex Mission
 Floran Mission
 Glitch Mission
 Hylotl Mission
 Human Mission 
 Tentacle mission
* Balance manipulators and look at where the upgrade should come / should we remove other mining tools
* Remove weapons that can attack with two different swoosh effects (if not done already)
* Implement generated quest system
* create Alien biome
* create City biome
* Implement block protection system
* Add unbreakable blocks as a planet property
* Add player built space station system
* Add player statues
* Add player weapons/hats

* Add player NPC names

* Add Credits
* Finish Novakid armors, weaponry and furniture

* Finish/implement contest monsters and hats

We’re going to be releasing a stable update once the tech tree can be progressed through from start to finish, after that we’re going to be focusing on finishing up this todo list for 1.0. Which we are aiming for this year, but could go into next. It takes as long as it takes to get it all done, but we’re working as fast as we can.

Post 1.0 we have a whole bunch of content and updates planned, but I’ll go into those at a later date.

Hopefully this gives some insight into where we are and what we’re working with. And if you want to experience this content on a piece by piece basis, opt into our nightly builds but expect an unstable/save breaking experience.