April 2nd – [UNSTABLE] Update Notes

April 2, 2015 in News, Patch Notes

It’s been a busy month and a half since our last stable update, and now it’s time for the unstable branch to be updated in preparation for the next! Before I get to the actual patch notes, please read this big red warning text:

As of this patch, the ‘Home’ planet feature has been replaced by planet bookmarks and direct teleporters. EXISTING CHARACTERS WILL LOSE THEIR HOME PLANETS!!! Make sure to write down your home planet’s coordinates or leave your ship in orbit so that you don’t lose track of its location.

Now, on to the good stuff!


  • Players can now save planet locations in the cockpit navigation interface
  • Select a planet, then select ‘Add Bookmark’ to bookmark it
  • Select a bookmarked planet from the list to set it as your navigation target


  • Players can now place and register teleporters on planets
  • Interact with a teleporter to add it to your list of registered destinations, which you can return to from any other teleporter
  • Can also be used to teleport directly to party members
  • Find Teleporter Cores in the world
  • New Outpost store, the 2-Stop Teleshop, lets you use a Teleporter Core to create various types of teleporters to suit your style
  • Breaking a teleporter destroys it, but refunds the Teleporter Core
  • Outpost store includes a teleporter you can register for easy access to the outpost


  • After logging out, players will be returned to the place in the world where they left (rather than back on the ship)
  • Mission dungeons will persist for 10 minutes after all players have left, allowing continuation of a mission after dying
  • Mission dungeons now have teleporters at the entrance and exit, should help clarify how and when to leave
  • Players can no longer be attacked while teleporting
  • Players can no longer initiate another teleport while teleporting
  • Teleport cinematic while destination world is loading



  • All player ships should now be inhabited by a non-combat pet corresponding to the character’s race, in one of a wide variety of color options
  • Pets will investigate held items and various ship objects
  • Pets can be fed and will develop preferences for certain foods
  • Terramart now sells several pet-related items
    • Food Bowl to keep your pet fed while you’re busy adventuring
    • Pet Ball for your pets to play with
    • Pet House for your pets to sleep in adorably


  • Ancient Gates now have another destination, a huge and ancient ruin
  • Gives a few clues about Starbound’s overarching plot… so mysterious!


  • NPCs and ground monsters now jump accurately and reliably find paths across complex terrain
  • NPCs and ground monsters are much better at avoiding and escaping liquids
  • NPCs and ground monsters should become stuck MUCH less often


  • Can be found underground on Radioactive worlds
  • Includes various unique items and a new furniture set


  • Reworked Apex, Avian, Floran, Glitch and Hylotl name generators to be much less (but still a little bit) silly.
  • Changes to melee weapon responsiveness, damage sounds and visual feedback. Lots more of this coming in a future update!
  • Ranged weapons now have varying accuracy depending on the weapon type, quality and rate of fire
  • Player energy now refills much more rapidly and has a shorter delay before regenerating
  • Various improvements to server architecture which should greatly improve server performance and stability
  • Various improvements to internal handling of Lua API calls which should greatly reduce CPU usage, particularly in areas with many monsters or NPCs
  • Many small improvements and fixes to objects throughout the game, including updating 3d printing costs in preparation for future additions to the game’s economy
  • Scroll bars can now be clicked and dragged properly
  • Fixed several bugs with codexes. Codexes are now retained across universes. Existing players will, unfortunately, have their codexes reset.
  • Moons are now generated with solid cores to help avoid falling out the bottom
  • Several improvements to grass placement, also add underground ceiling grasses to several biomes
  • Fix bug where music volume changed in combat
  • Several small improvements to AI interface
  • Removed the annoying levitation status from random status pods
  • Added optimizations and cyrillic character fixes for Hobo font. Thanks to user dsp2003 for this fix!


Existing characters and universes are safe (aside from the codexes and home planet, as listed above). However, a few of these changes may require a new universe or new planets to take effect. Hope you all enjoy the changes, and for those of you playing on the Unstable branch, let us know if you find any bugs or have other feedback!

Combat Update – Lunar Base Run

April 2, 2015 in Dev Blog, News

Evening folks!

We recorded a short video for tonight to test out the upcoming combat changes. :) Tiyuri, Supernorn, GeorgeV and Armagon did a quick run through the Lunar Base mission. Let us know what you think!

EDIT: Reposted because comments weren’t working properly. Also, I’d like to point out that these combat changes are not part of this unstable update, but will be part of the next one.

1st April – Not a bug!

April 1, 2015 in Dev Blog, News

First of all, thanks for all of the lovely responses to yesterday’s video. A lot of you seemed to like that format for summarizing changes made to the game, which is very encouraging. We hope to make it the first of many!


We’re getting a bit closer to implementing those NPCs I’ve posted concept art of recently. It’s been fun to show you the artists’ design process from the very first brainstorming session– and personally, it’s really cool to watch the team give life to characters we’d only ever written about in lore. We’ve made some progress on character portraits, but they’re still a work-in-progress.

portraitchatbubbleI promise that the Floran princess isn’t actually a bug!

She’s a feature…kidding. She really isn’t a bug, though, that’s just a placeholder sprite.

Also, a couple of the programmers have been making a lot of headway on pathfinding. And as a bonus, here’s some concept art for a Glitch character!

nuruAnimated ‘Til tomorrow!

Starbound Development Roundup #1

March 31, 2015 in Dev Blog, Featured, News

Hey everyone!

We’re trying something a bit different where we’ll do regular roundups of the latest additions/changes to Starbound. In this first video, Tiy and Supernorn chat about craftable teleporters, challenge doors, making improvements to terrain and the underground, combat improvements, and more!

We haven’t done many videos like these in the past, so leave us some feedback!

Have a good night. <3

30 March – Pretty Pixels!

March 30, 2015 in Dev Blog, News


Got an exciting week of work ahead — lots of stuff I’m not allowed to talk about just yet. :)

But hey, remember all that concept art I posted last week? Here are some work-in-progress sprites! But who are they? Ahhhh mysteries!

architechtpixel nuruapex_concept_research

27 March – Wrapping up the week!

March 27, 2015 in Dev Blog, News

Happy Friday, everyone! Hope you’ve had a lovely week.

  • SamuriFerret is still working on missions, plus that new boss!
  • Metadept has reworked a bunch of the randomly generated names– they should be a much better fit for the lore now!
  • Kyren is making persistent unique worlds and making mission instances last longer. When you die in a mission, you’ll be able to go back to it without having to start all over again. Rejoice!

Everything else is much the same as it’s been all week, but I’ve got a few more concept art sketches to show you. :)



We’ll have more exciting things to show you next week. See you Monday! <3

25 March – Who could they be?

March 25, 2015 in Dev Blog, News

Evening folks!

  • Our programmers are collectively working on lua bindings, performance improvements, pathfinding improvements and ironing out bugs.
  • Our art team is working on assets for the progression system, new NPCs, a new boss, and adding teleporters to missions.

You all seemed to enjoy yesterday’s post, so here are some character concepts I haven’t shown off yet!

concept_collage_smallerLet us know your thoughts and speculations in the comments, as always.

Goodnight! <3

24 March – Progression Stuff!

March 24, 2015 in Dev Blog, News


The wizards programmers have been working largely on the same things they were yesterday, though Metadept has tweaked the Floran name generator a bit and handled some miscellaneous bug fixes.

We don’t post many concept sketches on the blog– something we really should do more often!– but here are some rough concepts for characters related to the new progression system. :)



What do you think? Are concept sketches something you’d like to see more of?

Goodnight! <3

23rd March – Busy Monday!

March 23, 2015 in Dev Blog, News

Hello everyone!

Here’s what we’ve been doing today.

  • I’ve added the new axes and  implemented them to our internal build. There’s about 60ish unique axe heads, 60 handles, plus numerous palette possibilities. It equals a lot of possible variation!


  • GeorgeV has been helping out with some GUI tweaks, and has finalised the outpost remote teleporter shop, which Armagon is now implementing.
  • Rosiedeux has completed her timeline infographic, which will be a great reference tool for us as we work further on the storyline!
  • Metadept is continuing work on improvements to terrain generation
  • Healthire and Tom are continuing their pathfinding improvements
  • Necotho and SamuriFerret have been working on more remote teleporter variations, you’ll be able to buy these from the outpost store.


Now that axes are finished, I’ve started work on some additional sword hilt designs. This is very early work in progress stuff but thought you might be interested in a sneak peek! More of this to come in the week!


That’s all for now!

19th March – The Colour(ful Inventory Windows) of Magic

March 19, 2015 in Dev Blog, News

In case you missed Tiy’s tweets, we’ve been experimenting a little bit with making stacked windows easier to distinguish. Here are the new windows in action (they’re a work in progress!):

uwkdXOsA lot of today’s work has been a continuation of the previous few days– so pathfinding, challenge doors, teleporters, etc. Supernorn‘s been working on making the handles on those fancy axes even fancier. Since they’re randomly generated, apparently it’s been a challenge to ensure that every handle looks cool with every axe head. I think these look great, though!



As always, let us know what you think in the comments. :)

Have a good night! <3