So two players with different play-styles, beginning with the exact same starting world, will have very different experiences as the game progresses. For instance, a player who is more aggressive when dealing with local, small-time goblin raiders may find his actions have triggered a long-term war against the goblin nation. This is always done in a way that is natural and makes sense from a story perspective. We want you to play the game the way you want to, so as you play the world will respond to your choices.Įach initial game world is randomly generated, but an AI “dungeon master” observes your behavior and tweaks the content based on your actions. Many just want to tinker with the simulations in the game world. Others focus on building a strong army and exploring/conquering the realm. Some players want to focus on building an incredibly awesome city with happy, well-fed citizens. We know that there are lots of different play-styles for this kind of game. Deep gameplay systems that reward tinkeringĪ Living World that Responds to Your Play-style.A living world that responds to your play-style.We want to empower players to be creative not only when playing the game, but when determining the nature and content of the game itself.
With Stonehearth, we want to capture the magical feeling we had as kids playing Dungeons and Dragons adventuring through store-bought game modules, but also writing our own modules and playing them out on graph paper.
In Stonehearth you lead a band of settlers who must carve out their place in the world by gathering resources and building fortifications, while under constant threat from intruders. It is made and published by Radiant Entertainment. The game is equal parts sandbox, RTS, and RPG.
For right now a console version is delayed while we continue to work on technical solutions to optimize large groups in multiplayer, and we’ll keep supporting the PC version ( 1.4 is available to beta test right now on Steam).Stonehearth is a game about building and conquest in an epic, fantasy setting.
We’d hoped to have better news to share in this update – and we’re sorry we’d waited so long to deliver it. Outside that the game is ready, but it’s a make or break issue and we can’t introduce Starbound to consoles with current performance. We’ve got some very experienced programmers who think it’s achievable and are working on it – but we don’t want to give any assurances until we’ve tested it. We’ve spent the past few months working with some new outside porting partners to try and further optimize the game performance. We don’t want to limit the number of players or remove features to address the problem – that would mean releasing the game in a ‘less complete’ state and wasn’t a solution we were comfortable with. With four or more players together we’d still encounter some stuttering and frame drops. We worked to optimize and redesign a number of systems specifically to optimize the performance in multiplayer, but ultimately after months of work it still wasn’t enough to get the game up to our standards. Late in development while evaluating the game we identified performance issues when playing with four or more players together, but still felt confident we could address them to have it release ready. Starbound was playable to the public at a number of Xbox events in 2018, and had very positive feedback – it played very well on Xbox One and we’d publically announced our intention to finish and release soon! A few years ago we’d announced we planned to bring Starbound to consoles, and dedicated a lot of our studio resources into re-designing the UI for consoles and optimizing the game resources to work on consoles – working closely with Blitworks, who did a fantastic job helping us with the porting.