13th May – A Path Wrought With Danger!

May 13, 2015 in Dev Blog, Featured

Hey guys!

Work on the Avian mission has continued along at a steady pace, and I’m really pleased with how it’s shaping up so far. You can look forward to some branching paths, each with their own obstacles to overcome. I’ve been making sure there’s some secrets sprinkled here and there as well. Here’s a glimpse of what you can expect!

A path wrought with danger!

Continuing to expand our options for mission design, Metadept has added another bit of wiring functionality since my post last week; a delay logic gate which, as the name implies, causes a signal passing through it to be delayed by a short time. This has allowed me to do some pretty cool stuff with our new traps!

In other news, Metadept and George spent some time today improving the graphics on planets in the celestial interface; chiefly making ocean and non-ocean worlds more visually discernible from one other. Gas giants also have more colour variation.

Planet Changes

That’s it from me. Enjoy your evening folks!

12th May – Color Coordinating Colonies, Cogently

May 12, 2015 in Dev Blog, Featured, News


Metadept and George V have done a bit of work on making monster palettes match the biome they’re in. It sounds like a small change, but atmospherically it seems to make loads of difference. :) See for yourselves!


On the colonial side of things, Tccoxon has been testing NPC respawning, which involves doing a whole lot of this:

That’s all for tonight. See you tomorrow! <3

11th May – Ahhhhh it’s a monster

May 11, 2015 in Dev Blog, Featured, News

Happy Monday!

George V has been experimenting a bit with the monster generator by using existing parts on new bodies in new locations to achieve a greater variety of monster types. Here’s a bit of what he’s been working on so far– keep in mind that these may not actually appear in the game, as they’re only experimental. :)

experimental_monstersLet us know what you think of them! I’m hoping to have more stuff to show off to you guys later in the week– largely, the team’s been making progress on the same things they were last week.

Have a nice night, everyone!

8th May – A room full of traps and a [STABLE] hotfix!

May 8, 2015 in Dev Blog, Featured, News

Happy Friday!

Another quick post today, as most of the team is working on progression/dungeon-based things that I’m not allowed to show off yet despite repeated begging. D’ohhhh.

Spirited Giraffe Update 5 should finally fix the issue where Windows Starbound servers stop responding after port scanning, and should be coming to a stable build near you any minute now.

SamuriFerret is working on a boss, Armagon is still hard at work on a dungeon, and Necotho is working on this (work-in-progress) challenge room!

lonkSee you next week! <3

7th May – Movin’ on up!

May 7, 2015 in Dev Blog, Featured, News

Hey everyone! Super quick post tonight. :D

Tccoxon has been doing more work on colonization. Now colony deeds will spawn different NPCs depending on what objects are in the house! Hooraaaaaay colonization!


I’ll have more info for you soon about some stable branch hotfixes, but this is all I’ve got for you tonight, progress-wise.

BONUS: A picture of George V modeling one of our shirts from The Yetee with his mini-me. Also, a reminder that you can tweet pictures of you modeling one of our shirts from The Yetee with the hashtag #shirtbound for retweets and amusement.


6th May – Turning up the heat!

May 6, 2015 in Dev Blog

Hey guys! It’s been a while!

I’ve been hard at work on the Avian mission for our campaign for the past couple of weeks. There has been a bit of a learning and transition period in coming to grips with Tiled, the editor which you may recall we talked about a few weeks ago. It represents a significant change in how dungeons and missions are built, and while it’s got its quirks, it has made it a lot easier to build these larger missions, especially with regard to setting up wired contraptions and puzzles.

In the past couple of days, Metadept took the time to implement two very useful wire object types; a countdown timer and a projectile shooter.

The countdown timer works more or less how you would expect it to. You are able to set a duration from one to five seconds, and the moment it stops receiving input, the timer will start to count down and will deactivate on hitting zero. This will in turn disable any devices that were receiving input from it. For those worried that a one to five second timer is too limited a window, fear not, you can easily daisy chain them to form much longer durations.

With the addition of countdown timers I feel it is prudent to mention the changes that are coming to the standard timer in the next update. There are two key changes for your consideration: First, the timer now actively alternates when in the “on”, rather than the “off” state, bringing it in line with all the other wire objects. Secondly, when a timer is deactivated, it will no longer retain whatever state it was in at the time, but instead will go to the “off” state, as intended. This has facilitated us making some pretty cool obstacles using the new projectile traps.

In any case, that’s it from me for tonight. You fine folks enjoy the rest of your evening!

5 May – Spooky Weapons!

May 5, 2015 in Dev Blog, Featured, News


We’re back from the long weekend (hooray for bank holidays!). Tccoxon has been working some more on colonization features– in particular, NPCs’ ability to scan and analyze their environments. Last week I showed off a screenshot of a wizard scanning some walls to determine where the boundaries of the house were. This week, they can determine which objects are in the house, too!

Metadept‘s worked on adding projectile-shooting traps, which Armagon has been using in dungeons for added deadliness. Most of the art team is working on things I’m not allowed to show you just yet, but Supernorn is allowing me to show off these SPOOKY WEAPONS he’s been drawing for some unknown purpose. :O



A good start to the week, I think! Looking forward to the rest of it.

Talk to you later! <3

30 April – Greetings, humanoids

April 30, 2015 in Dev Blog, Featured, News


One of our recent updates created a separate app for Starbound’s unstable/nightly branches, so now players can install that alongside the stable version. This is a pretty cool addition for those who want to check out the changes in the nightly without risking their saves in the current stable! However, some of you aren’t so into the idea of having two Starbound apps in your Steam library. Happily, there’s a fix for that. :)

In your Steam library, right click on the app you want to hide. Select set categories -> hide this game. Voila!


  • Metadept finished working on changes to humanoids, which added additional ways to configure races and individual NPCs. Now he’s onto bug fixes and enhancements to the quest system.
  • Most of the art team has been working with Healthire on various missions!
  • Supernorn has moved onto overhauling swords.


  • Tccoxon has been implementing/testing features for colonies. Here’s a test that shows a wizard scanning some walls!

In other news! — We’ve had a boring old table sitting around the office for ages and we weren’t quite sure what to do with it, until we remembered that so many of you have created incredible Starbound fan art over the years and not nearly enough of it was on display… so with a bit of spare time, we turned our super boring table into an awesome community collage.


Hark! A fan art table! The finished product is fun to stare at. It still needs a coat of varnish, and sometime soon I’ll grab a better camera and take some proper photos, but we hope you like it as much as we do. :)

That’s all for today. ‘Til next time! <3

28 April – Total Warhammer

April 28, 2015 in Dev Blog, Featured, News


I hope yesterday’s stable bugfix patch is working out well for everyone so far. And in case you missed it, Tiy wrote a big post about colonies and the endgame. Excitement!

spearsnhammerstransparentSupernorn’s been working to replace many of our existing weapons for the combat update, as well as adding new ones! Previously we’ve shown off the new axes, and now he’s replaced spears and hammers which you can see above (click for full-size). We think they fit quite a bit better with the theme of the game. :) What do you think?

EDIT: It’s worth noting that the colors shown above aren’t the only possible color combinations! They’re just an example.

Necotho’s been working on mini-dungeons for ocean biomes, and they’re looking awesomely eery. We’re all looking forward to oceans feeling a bit more mysterious and exciting!

mwMQwPXThat’s all for tonight. See you tomorrow! <3


Colonies and Endgame

April 27, 2015 in Dev Blog, Featured, News

Hi Guys,

We’ve been asked a lot recently about the plans for end game and colonisation. It’s been a while since we posted about future plans so I thought it’d be nice to share some basics on the colonisation feature coming to Starbound before 1.0. We’re working on this actively now, and whilst it won’t be in the next (combat) update. We do want to get the basics in in the not too distant future.

As always, everything mentioned here could change, see additions or subtractions.

We’ve been gearing up for colonisation for a while now; we’ve recently added a teleporter network feature to allow you to jump between locations quickly, even if they’re galaxies away. We’ve been giving objects new properties and ensuring they’re priced appropriately and we’ve been massively improving the NPC pathing and behaviour systems internally. All of these features are key to the colonisation system.

Object properties

To enable the colonisation system to function we’ve begun tagging objects with special properties. For example, an Apex mutant pod might have the following tags.


All of these tags, coupled with the size of the object allow us to figure out how a house is decorated and what kind of person might move in. Different NPCs will only move in if enough of a house is decorated with objects and blocks that match their interests.

Houses also have some basic requirements, like light, walls and doors. Here are a couple of examples of houses and who will move into them.

Apexscientist Glitchsoldier


Whilst the type of NPC that moves in is based on the type of furniture used, the visual appearance of that NPC is based on the exact layout of the furniture within the house. So you’re able to put your feng shui skills to the test to attract someone in particular.

Once NPCs move in they’ll offer all sorts of different benefits. Some NPCs will sell unique items, some will defend the town, some will offer quests and others will place new unique objects in their home like new crafting tables or facilities. Sometimes you’ll only be able to attract an NPC using items a previous NPC has given you, allowing for colony progression. Sometimes you’ll need objects from a unique dungeon or sub biome to attract particularly rare NPCs. For example, obtaining all the blueprints for slime furniture from the slime biome, crafting it and using it to decorate a house will cause a slime creature to move into your colony and in turn sell you a unique weapon.


Later we plan to expand on this system with enemies attacking your colony, inter-NPC interactions and various other complexities. But this initial implementation will tie together much of the exploring, questing and adventuring in the game and serves as a key part of Starbound’s end game. We may even tie the system to planet and biome type, so setting up on certain planets is the only way to attract some of the rarer NPCs.

This won’t be the only end game feature, we’re looking into randomly generated repeatable missions, farming and procedurally generated quests. As well as the final stars enabling high level versions of all the existing biomes.

We’d love to hear your feedback on this system!