Nightly builds are live!

June 16, 2014 in Dev Blog, Featured, News

Good evening/afternoon/morning!

The first automatic nightly build is live! If anyone is interested, you can opt-in the same way you opted into the unstable branch.

Nightly builds are there for people who really wanna track our progress– not for people who just want to play the latest version of the game. Please back up any saves or worlds you care about. No, seriously. Back up your saves. It’s always best to assume they will be destroyed and the game will be at least somewhat broken.

Tonight, for instance, because we’re working on monster spawns, monsters aren’t spawning. This is the sort of thing you should expect from nightly builds.

(Tiy note: Also, because we’re currently working on progression, the very first thing you’ll probably notice is that your ship is damaged and the fuel system doesn’t work (sparks flying out of it). The only way to currently fix the ship is through admin commands so unless you know them you’ll be stranded. This is *really* for people that want to see progress + modders. You have been warned!)

I’ve updated the support page with a guide, but I’ll paste it here too:

What is the “nightly” branch and how do I switch to it (or back)?

The “nightly” branch of the beta receives updates automatically every single day. This means that using the nightly branch will frequently destroy your saves or contain other game-breaking issues depending on what we’ve been working on that day. Only use this branch if you really really want to follow our progress and don’t care about breaking the game. 

To switch between branches (click on images to enlarge them):

      • Right-click on Starbound in your Steam client’s “Library” tab and select “Properties”:
      • In the window that appears, select the “Betas” tab and then select the branch you want to use from the first drop-down.nightlybuilds
      • You should receive a confirmation message along the lines of “Successfully opted into the ‘nightly’ content beta.” below the textbox next to the “Check Code” button (note: no beta access code is required to opt into the nightly branch).
      • Click close and let Steam download the update for the new branch. If you’ve switched to the nightly branch, Starbound should now be listed as “Starbound [nightly]” in your Steam library, otherwise it will be listed as just “Starbound”.


Witchmarsh + Progress Report!

May 16, 2014 in Dev Blog, Featured, News

Hey guys!

We’ve finally got Kyren, Armagon, George and myself moved over to the London office. :D OmnipotentEntity is visiting, too! We keep trying to convince him to stay.

I know there’s been lots of concern over progress lately, but now that most of us are in the same space and settling into a steady 9-5 work week, we’re really excited and motivated to focus on more frequent and substantial updates. Kind of amazing how much more can be accomplished by shouting at each other across a room than just pinging someone in IRC. :P

More on that next week, though!



We’re excited to announce that we’re publishing Witchmarsh– a 2D co-op platformer set in 1920s Massachusetts!

Currently in development by Inglenook, Witchmarsh is a gorgeous game that we’ve personally been looking forward to for awhile now. In Witchmarsh, you join a team of detectives in rural 1920s America as they embark on a mission to find and return the missing ‘Witchmarsh twelve’, who vanished under mysterious circumstances. Featuring 2-4 player online co-op as well as a single player mode, Witchmarsh also has an extensive character creation system that allows players to mix and match a large set of attributes, perks, items and weapons.

And tonight they’re launching their Kickstarter campaign!


Witchmarsh is tentatively set to be released in December 2015. We think it’ll appeal to lots of you, so check it out!

@InglenookGames on Twitter

Witchmarsh on Tumblr

Progress on Ships!

May 6, 2014 in Dev Blog, Featured, News

Our artists have posted sneak peaks at the new ship tiers in various places, so I thought I’d give you guys a quick progress update here. :)

Omni’s been working on staffs. Basic implementation is finished and all fireable weapons are now lua-enabled! Randomly generated staffs are planned, but not yet implemented. Finally, YER A WIZARD. Or at least… soon you’ll be able to be sort of a wizard. A science-y space wizard. What could be better than that?

George’s first day in the UK office was today, and he kicked things off by teasing the new Hylotl ship design!


Rho also recently showed off some of the new Floran ship tiers, so now I’m gonna show you all 8! During tiers 1-3 you’ll be doing some repair work, but by tier 4 you get to start adding rooms! Shh, listen, flowers and vines totally work for a space ship exterior as long as you refer to them as spaceflowers and spacevines.


Read the rest of this entry →

Heart Forth, Alicia Launches Its Kickstarter Campaign

April 16, 2014 in Featured, News


Aaand we’re interrupting our regularly scheduled program to announce that Chucklefish is publishing Heart Forth, Alicia, an epic Metroidvania RPG that combines beautifully crafted pixel art, modern mechanics and a set of immersive, unique and intertwining stories. It’s being developed by Alonso Martin.

Heart Forth, Alicia was a solo project first conceived by Alonso Martin seven years ago. He’s worked on the project on and off ever since, and he’s done just about everything– art, design, code and even some of the music, but he’s looking to speed up development with the help of other talented developers– namely Jonathan Geer, Andrew Silverman, Steve Seator, and the animation studio Fu Essence– so today they’re kicking off their Kickstarter campaign!


They’re a fantastic group of devs working on something truly beautiful and unique that we believe you guys will love, and we’re honored to be publishing for them. :)

There’s loads more exciting information about the game on their Kickstarter and website and they’ve got some really cool backer rewards, so go check it out, okay?

You can also check out the Heart Forth, Alicia forums here.

PS – Backers get an exclusive Starbound-inspired item! ;)


March 28, 2014 in Dev Blog, Featured, News, Patch Notes

(That song is stuck in your head now– you’re welcome.)

Good morning/afternoon/evening, guys! Happy Friday to you.

This week’s been a slow week. I think there’s been some misinformation leading to people thinking that everyone’s already moved over to the UK and has settled into office life, this is not actually the case! Those of us who are moving are doing so in mid-April to early May, so while Tiy and some of our other UK employees have set up the office and have been working there, a lot of us have been scrambling around collecting necessary documents and preparing to move our lives across the ocean. Several team members were doing that this week (or coming back from GDC, or breaking their tailbones, or just moving house in the US).

I know, I know, we’ve been talking about this stuff for ages now and you don’t care, you want a big update. Sorry.

To that end, we have been working all week on bigger progression updates– some of which you may have seen teaser images of already– and will be pushing another smaller update hopefully later today, which I will post about separately once it’s up. Aforementioned teaser images:


Ship upgrades are finally coming soon to a Starbound near you! You’ll soon start out with a ship that looks like it’s on its last legs (above, click for full size), gradually upgrading to something a bit more forboding. The example above is an Avian ship. :)


We’re also working to improve navigation, giving you access to more useful info about planets. Answers to the important questions, like, “Will my beautiful sunlit forest cottage be unceremoniously crushed under the weight of an enormous meteor?” Here’s a WIP screenshot of the new UI (above).

And, as Tiy posted in an update earlier today, we’ve been working on the monster gen for very large flying/swimming monsters. They look cooooool and I am excited.

[STABLE] Update March 18th, 2014

March 18, 2014 in Featured, News, Patch Notes

Updating to let you guys know that everything listed in the previous [UNSTABLE] update has been pushed to the [STABLE] beta branch. We have pushed the big red button. :D


Please let us know in the comments below if you’re experiencing bugs/crashes new to this patch. Keep in mind that we can’t account for bugs or crashes caused by incompatible mods.

Crash logs make it infinitely easier for us to diagnose and fix bugs!  Your crash log is a file called starbound.log located in your Starbound directory, which you can find by right-clicking the game in Steam and clicking Properties -> Local Files -> Browse Local Files. Open up the crash log, copy its contents, paste them into Pastebin and give us the link. :)

[UNSTABLE] Updates March 14th, 2014

March 14, 2014 in Featured, News, Patch Notes

Hey guys! We’ve been working a lot on progression this week, but that stuff’s not quite ready to be pushed yet. We have pushed a small update to unstable, though! No updates to the stable branch, as we’ve still got a bug or two to fix first. We’ll be making one more upload tonight, and then hopefully pushing an update to stable on Monday.

Remember to report any new bugs (relevant to this update) in the comments below!

  • More edge case lua <-> C++ work
  • Made songbook UI more compact
  • 2 new weathers! (ground mist and wind storm)
  • Several more Agaran encounters and objects

I’m only allowed to show you the tiniest of teaser images for the encounters (below), BUT you should check out this month’s newsletter for more news about the Agarans, cool mods, and the return of monthly wallpapers. :)



Outpost Art

March 10, 2014 in Dev Blog, Featured, News

Part of the new progression system detailed in earlier posts is the new “outpost” planet type.

Here you’ll find all manner of npcs willing to buy your goods, give you quests and rent your properties.

Have a look at some of the new art from George, click for larger image

[UNSTABLE] Updates March 8, 2014

March 8, 2014 in Featured, News, Patch Notes

Hey guys! Some stuff’s been pushed to the unstable testing branch. Take a look. :D

Spacedust Shower

Shiny new stuff:

  • 5 new weathers – sandstorm, snowstorm, fog, ash storm, space dust
  • A couple new Agaran hats (shroomhead3 and shroomhead4)
  • More objects for Heck! (heckpillar1, heckpillar2, hecksign)
  • Some mysterious Floran pods

Bug fixes:

  • Possible fix for repeat keys never triggering callback, hence resulting in old data being used (e.g. after holding backspace to clear account in server connect dialog).
  • Unix & Windows LockFile implementation, also fix bug with texturing flag not being moved during operator=
  • Fixed sit alignment on tier10 chair
  • Much improved variant <-> lua handling
  • Assorted engine fixes (e.g “Tag manifest as windows 7 compatible, trying to work our way out from under compatflags”)

v. Enraged Koala Patch Notes

February 18, 2014 in Featured, News, Patch Notes

Not guaranteed to woo space monsters. :(

Roses are red
The dirt on Alpha Tau Aur 5472 IV is blue
This update is a bit late for Valentine’s Day

This update will allow us to add new biomes and make changes to worlds without the possibility of the player losing their world. There will likely be one more world wipe sometime in the future when we finalize the universe layout. This won’t include a character/ship wipe, though, and you can still back up your worlds.

A ton of work has gone into our patching system. After this update, we’ll be able to push content updates as and when they’re completed, rather than waiting for big engine updates to be completed. Updates after this patch will come at a near daily rate.
Additional goodies:

  • Valentine’s Day items including swords, costumes, decorations, bow, etc
  • Engine feature, tech can now be granted by armors
  • Keybinding reconfiguration, minus the UI (you can reconfigure keys through a config file- check here for a tutorial)
  • Server stability fixes for servers with many players
  • New death animations
  • Engine feature, all objects are now scriptable and interactive
  • More Avian weaponry
  • Projectile changes
  • Dogs can now be captured (lots more pets coming soon)
  • A bunch of new items and smaller pieces of content
  • New (actually sounds good!) microphone instrument with sounds provided by Smooth McGroove!
  • Bug where warping to magma/volcano biomes caused crashing was fixed.

Additional content has been created (new biomes, etc) but will come out just after this patch, as it needs to be adapted to the new content update system.

*Note: We did an oops and missed some of the content updates when we uploaded the patch, so we’ll be putting out another patch a bit later today that includes the missing stuff (the Valentine’s Day items, new microphone sounds, possibly some more).