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Starbound’s Infinite Galaxy Still Can’t Hide Its Empty Centre

Starbound review: Chucklefish's procedural 2D sandbox from early access to Xbox, covering story, mechs, bounty hunters, and an 8.7/10 score.

By mitch·5 min read
An astronaut surveys a small base upon a desolate alien world.

Starbound opens with the end of the world. Earth is gone, and your character — freshly graduated from the Terrene Protectorate, the intergalactic peacekeeping organization that called Earth home — is adrift in a damaged shuttle with no direction. The ship drifts until it catches orbit around a habitable planet. Then you beam down.

Trailer, via Chucklefish.

A Shuttle, a Teleport Pad, and an Infinite Map

That opening is the whole pitch. Chucklefish built Starbound as a two-dimensional, procedurally generated universe, and the shuttle is the hub you keep coming back to. It holds a teleport pad for dropping onto planets, a locker for storing what you haul up, a fuel panel, and a cockpit for piloting. The interior is fully customizable — blocks and items go wherever you want them.

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The universe around it is generated, not authored. Planets, enemies, and items are assembled by system, which is how the game can promise a galaxy rather than a map. You can visit towns and villages inhabited by intelligent lifeforms, or ignore all of it and stake a claim on some uncharted rock nobody has named.

Two Ways to Play, One Sandbox

Starbound does not force a hero’s journey on you. The game says so directly: you may set out to save the universe from the forces that destroyed your home and uncover greater galactic mysteries, or you may skip the heroic path entirely and colonize uncharted planets instead. There is no wrong way to play, per the game’s own framing.

That freedom is the strongest thing Starbound has. The sandbox is the point, and the story sits inside it rather than the other way around. You farm and sell crops, build structures, and charge rent to tenant NPCs who move into them. Player class is not a menu choice — it is defined by the items you are wearing. Change the gear, change the role.

Scanning Items, Fighting Bosses, Closing the Story

The story update added a narrative to the sandbox. Its formula is consistent: explore freely to scan a set of items — human items among them — then run a story dungeon and fight a boss. Quests and story-driven missions are buried inside the wider sandbox, which is exactly where they belong in a game like this.

The mech update brought mechs. They are modular. You equip guns, shields, and drills, and swap bodies that set how much energy and health a mech carries. Their main use is exploring outer space — asteroid fields and space ships — which the on-foot game could not reach on its own.

The final content update, as of 2019, moved the mech features into the game proper and added a bounty hunter questline that provides closure to the story as a whole.

Mechs, Bounty Hunters, and What Each Update Added

Update What it introduced Status
Story update Story added to the sandbox; scan-items-then-dungeon formula Shipped
Mech update Modular mechs — guns, shields, drills, swappable bodies Added on an unstable branch; features later folded into the main game
Final content update Mech features folded into the main game; bounty hunter questline Final content update as of 2019

The table is the honest shape of Starbound’s life after launch. Two of the three updates that matter most are about adding structure to a game that launched without much of it.

The Long Road From Early Access to Xbox

Starbound left early access in July 2016 for Windows, OS X, and Linux. It arrived on Windows via Xbox Game Pass in December 2020. Xbox One and Xbox Series X/S versions followed in October 2024 — eight years after the 2016 release.

That is a strange arc for a game this size. The 2024 console release put Starbound in front of an audience that had no reason to know it existed, on hardware that did not exist when Chucklefish first shipped it. The Game Pass arrival four years earlier, by this paper’s reading, did similar work on PC.

Hard Numbers

  • Released out of early access: July 2016 (Windows, OS X, Linux)
  • Xbox Game Pass (Windows): December 2020
  • Xbox One and Xbox Series X/S: October 2024
  • Final content update: as of 2019
  • Published critical score: 8.7/10 (IGDB critic aggregate, 5 outlets)
  • Platforms: Xbox Series X|S, Xbox One, PC (Microsoft Windows), Mac, Linux
  • Modes: Single player, multiplayer, co-operative

Where the Sandbox Actually Bites

The scan-and-dungeon loop is the weakest part of Starbound. It is a formula, and it repeats. Scan the items, run the dungeon, fight the boss, move on. The bounty hunter questline, added in the final content update to provide closure to the story as a whole, delivers that closure — but closure is not the same as momentum.

What holds up is everything around it. The procedural generation keeps planets, enemies, and items varied enough that the next landing is worth making. The rent-collecting, crop-selling, building-and-terraforming layer is the part that keeps players in the chair long after the missions run out. The mechs, limited as their use is to asteroid fields and derelict ships, give the late game a reason to leave the ground.

Starbound is not a tight game. It is a wide one, and it knows it. The shuttle hub, the customizable interior, the class-by-gear system — all of it points at a design that trusts the player to find their own reason to keep going. That trust is earned more often than it is misplaced.

What the 8.7 Leaves Out

Starbound earns its 8.7. The 2016 release was rough in the way early-access graduations often are, and the story bolted on later never becomes more than a delivery mechanism for dungeons. But the sandbox underneath it is generous, strange, and built to last — and years of updates, from mechs to bounty hunters to a 2024 console port, proved it.

The comparison that matters is not Starbound versus its own story missions. It is Starbound versus the version of itself that shipped in July 2016. By this paper’s assessment, the final content update is the one that made the game whole, and the 2024 Xbox release is the one that made it findable. Both were late. Both were worth it.

8.7 of 10.

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