July 9th

July 9, 2014 in News

Hi guys,

We’ve been in Brighton today for the develop awards and gamesbythesea, so not much to report today. I wanted to share our plans for tier 2 with you though.

-warning spoilers ahead-

After repairing the ships thrusters your ship AI scans the surroundings and finds a mysterious ancient gate floating in space. Flying to the gate allows you to land and examine the gate. Which is actually a long abandoned interdimensional transport system.

Traveling through the gate takes you to an asteroid in a pocket dimension where you meet other travelers that have also found these long abandoned gates and chosen to set up a trading post on the asteroid.

The trading post will represent the first static location in Starbound. With its own lore, residents and back story. It exists outside of the procedurally generated star map in its own dimension and can also be accessed from any gate the player finds in space.

At the outpost you’ll find people to give you quests, including quests that lead to a furnace upgrade and a quest to obtain breathing apparatus that allows you to visit moons. To complete these quests you’ll need to visit planets in the solar system the gate is in.

Once the breathing apparatus is obtained players can visit moons where they’ll find structures built from/mining moon stone. Moon stone can be used to fix the ships FTL drives.

On top of all of this of course will be new armors, weapons and crafting progression.

Dig a little deeper!

July 8, 2014 in Dev Blog

As work continues on progression, the team spent some time today discussing the structure for tier 2 and succeeded in getting a solid plan down. For now I’m slated to continue helping in the design and re-balancing effort, though some of it requires I wait for one of our capable programmers to get a couple of things working. In the meantime, as a side project I’ve been tasked with populating our underground with more microdungeons so there’s more interesting stuff to find as you get deeper. You can look forward to finding more stuff like this!

We want more exciting stuff underground!

I’ve also spent some of my free time starting to update the lights to be wirable as I mentioned in my last post. There’s over 250 objects with lighting to go through and determine whether they need the treatment. Most simply need to be configured properly, though some lack “off” frames in the graphics, so I usually need to create them. This process with each object can be quite time-consuming. Doubly so if they’re animated. Because this will have to remain a side-side-project, it’s going to take me a while, but I’ve finished with all the Apex objects at least.

That’s it from me! See you next time guys!

Treasured Trophies

July 8, 2014 in News

Hey guys, Supernorn here again!

I thought I’d show you guys the finished animation for the Treasured Trophies outpost. This was a complicated one, but I think it came out really well!


Lenna’s Inception Beta is live!

July 8, 2014 in News

Good morning guys!

We’re happy to announce that we’re publishing Lenna’s Inception by Bytten Studio, and the beta goes live today!


Lenna’s Inception is an action-adventure game with procedurally generated locations. It has a Gameboy-like aesthetic and a top-down view. The gameplay consists of action-driven combat segments, seeking out new items and upgrades, and solving simple puzzles. The game features:

  • Huge procedurally generated world, different each playthrough
  • 7 permadeath challenges with an online leaderboard
  • Pets that offer to fight alongside you with their own AI
  • Beautiful Game Boy-inspired pixel art
  • Meaningful narrative (under development)
  • Chiptune soundtrack composed by Warfreak2


Lenna’s Inception is an early access title! That means things will be broken from time to time and many of the most interesting features haven’t been finished yet. If you don’t like that, please wait for its release at the end of the year before buying.

moneyCurrently the game is in beta and costs just £2.99 (approximately $5.13 USD). On release, the price will bump up to £5.99. You can buy the game on itch.io here.

We’ve had a bunch of fun with it, so check out the beta trailer below and give it a try. :)

Official Website

Lenna’s Inception Forums

Back to our regularly scheduled Starbound progress updates! <3

July 7th Progress

July 7, 2014 in News

Today has been a long long day of bug fixing and balancing.

After many many play tests of the early game, including repairing your ship, rebooting your ship AI, completing new quests, new death rules and mining rules. I finally have the early game in the place I want it. It feels balanced, fluid, there’s very little to no grind and you progress quickly beyond the low tech / stranded portion of the game. The majority of recipes have had their values tweaked. Ore, minibiome, cave, chest and monster spawns have been entirely rebalanced.

I’ve been staring at a lot of these images today:



We’re moving on now to the quest generation system and connecting the new outpost work you’ve seen to the games progression. We’re building the quest system so modders can super easily add their own quests, which can be given by npcs, item pickups and even other quests. The quest system will be built on templates. A super simple example of which would be “Kill monster X and obtain item Y” where X and Y are wildcards specified in a whitelist. The idea now is to fill the game with optional tasks with cool rewards.

We’re going to be coming up with a bunch of quest templates come the morning, so feel free to leave your suggestions!


July 4 – Reworked Human Armours

July 4, 2014 in Dev Blog, News

Supernorn here again, wishing a happy 4th of July to those of you across the pond!

Today I’ve mostly been animating the Treasured Trophies outpost you saw earlier. The tentacles are in full swing, but it’s not quite finished yet. I also mentioned in my last post that I was reworking some of the human armours, including the tiered sets.

Still a bit of a work in progress, but the idea has been to give the human sets a more ‘militarised’ look.  In this example you’ll see the Vanguard and Seeker armour sets have been reworked specifically:


July 3 – Miscellany

July 3, 2014 in Dev Blog

I’ve spent today bouncing around between a number of tasks, so I figured I might as well do the daily update too! My main project has been sorting out a bug with text rendering that caused some labels to be incorrectly positioned, so I fixed that and have been making sure our label anchors act in sensible ways. I’ve also been helping Armagon as he goes through a HUGE list of existing light-emitting objects, cleaning them up and adding scripts to allow them to be toggled and wired.

As for the rest of the team, progress continues on the ship AI and early game tutorial quests, with new AI/quest functionality, quest icons, and a bunch of new quest text. Kyren is doing a major rework of the tile rendering system which should be a big boost to performance, particularly on the ‘neighbor-aware’ tile types such as the pipes used in the new outpost design. Omni is working on fixing bugs in versioned variant handling that were causing some improper data to be passed to and from the Lua API.

The coolest thing I’ve done today, however, is integrating some awesome new changes to the standing turrets made by healthire! In addition to being placeable on walls and ceilings, turrets now have an internal energy pool that replenishes over time, and an inventory slot that you can place any kind of gun in, which will determine the type and damage of the turret’s attack. This should keep them useful at higher tiers and also give you a reason to keep those extra guns you find!


July 2, 2014 in News

Hey, this is Supernorn!

I’m a fairly new hire at Chucklefish. Initially brought on as an artist for the (currently untitled) Pirate game, I’m excited to announce that I’ll also be working on Starbound!

My daily duties will involve helping GeorgeV out with art assets. This week I’ve mostly been focusing on human armours and Outpost stuff, the first of which being a new Outpost store.

At ‘Treasured Trophies‘, you’ll be able to sell (and maybe buy) valuable items obtained from bosses.


July 1, 2014 in News


It’s the poll to end all polls! Two A.I. face off in an intense battle to win the affections of the Starbound community! Who will come out on top? Only you can decide!

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Wires, Nodes and Ships!

July 1, 2014 in Dev Blog

Howdy folks! I’ve been up to a number of things the past few days, addressing a number of small problems that have been present for some time now.

As Metadept has continued to flesh out the wire system, bringing it ever closer to our original vision, it’s highlighted the need for some TLC with many of the objects. One such problem is that to this date, wire node positions would often end up sitting just off the object. This was fine in theory, up until you started putting a lot of wired objects together in a shared space. Having multiple nodes overlapping in one space caused a number of problems, and so I spent a bit of time addressing it. Now, all node positions are overlapping the object they are tied to.

All proximity sensor objects have also received a bit of attention and should now function more accurately. Some of you may have already noticed the addition of the new “scanner” type that shows up in the outpost. These are the first proximity sensors you can place up on a wall. They detect any players and NPCs in a small two block radius around them, making them ideal for automated doors. These will be craftable at the wire station once our progression changes are done.


Today, as part of our progression changes, I’ve made the starting ships even more broken than they already were. The teleporter, locker and door to your own bridge will be entirely uncooperative until you use your tech station and get your AI to reboot itself and the ships systems. Doing so will restore your ship’s basic amenities. For now on nightly, only newly minted characters will see this change.


I’m hoping to spend a bit of time on the weekend going through all our light objects and making them wirable, as it’s something I’ve wanted for the longest time. We’ll see how I go! See you next time!