Upcoming combat changes

April 1, 2014 in Dev Blog, News

So combat has been on the list of things to revamp for some time and we’re currently implementing and tweaking a bunch of the combat mechanics based on feedback.

Implemented so far:

* directional melee weapons. You now aim your swing with the mouse cursor. Some mods attempted to make melee weapons directional in the past and although these mods repositioned the weapons hitbox they didn’t rotate it. We now have a true implementation of aimable melee.

*weapon ‘swoosh’ stays on screen for  a shorter amount of time making you time your swing precisely

*monsters move roughly 50% slower

*monsters feel heavier

*monsters jump less high

*knock back adjusted

I’ll be continuing to work on combat for a couple of weeks and will be updating on progress regularly. Feedback is welcome. I’ll be pushing updates to combat on the unstable branch fairly often so you can give it a try.



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.

Work on monster gen

March 28, 2014 in Dev Blog, Media, News



Some examples of new large water/large flying monster gen types coming to the game some time in the not too distant future.

[UNSTABLE] Update March 19, 2014

March 19, 2014 in News, Patch Notes

Hey! We’re making another upload to the unstable branch today– just small updates, with one semi-important scripting fix that affects mostly mods (which is why we’d like it to go out quickly).


  • Temporarily disable image.cache (was accidentally re-enabled) pending incorporation into pak files
  • Fix Lua <-> C++ conversion with maps consisting of integers
  • net_socket_test, since it no longer waits on a specific packet type, had a race condition bug (fixed)


  • Weather conditions (embers, space junk, minor edits to windstorm)
  • Greenhouse random encounter, with lovely little flower beds :D (not craftable yet, but you can go steal them from a greenhouse!)



As usual, let us know in the comments if anything goes horribly wrong!

( 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. :) )

Chucklefish are Hiring

March 19, 2014 in News

Hello guys,

So Chucklefish have are hiring for a bunch of positions across 2 different projects.


- We’re currently taking applications for lua scripters to assist in the development of Starbound. This includes writing scripts for new tech, monster behaviours, weapons and more. Ideally able to attend our offices in London, but a remote position is a possibility for an ideal candidate.


Unnamed Pirate Project

Chucklefish are putting together a second team to produce a new title on a revenue share basis.

Taking a pirate theme and mixing in roguelike elements with procedurally generated zelda style dungeon running, RPG and multiplayer gameplay.

We’re looking for a range of different skills including

- 2D artists capable of a range of different styles including the ability to animate

- Programmers with knowledge of a range of languages, ideally with completed projects of some kind to show

- Sound designers

- level designers

- Other generally wonderful, talented people

Both local (in office) and remote positions are available.

mockup_with_chars  sketches1 char_sketches2


If interested send your CV / why you should be involved to business AT chucklefish DOT org


[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”)

[STABLE] Content Updates & Bug Fixes!

March 3, 2014 in News, Patch Notes

Just updating to let you guys know that all the stuff listed in this post has been pushed to the stable branch! Translation: Everyone should have the latest update now. :)

Broken mods after the patch? Mod authors will have to update to the new .pak file format to keep their mods compatible.

Issues crafting skyrails? With the latest update, Skyrails have their very own special Skyrail Crafting Table which you can craft with the Metalworks Station if you’re at tier 4 or above. However, players who are already at tier 4 or above will need to re-use their tier 4 Starmap upgrade in order for the Skyrail Crafting Table recipe to appear in the Metalworks Station.