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Starbase - voxel-based space MMO by Frozenbyte(!)

Infinitron

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https://starbasegame.com




Yes, the Trine devs. Apparently secretly in development for five years. I wonder if it's set in Shadowgrounds universe.

ABOUT THIS GAME
Starbase is a massively multiplayer online game with gameplay focused on building and designing spaceships and stations, exploration, resource gathering, crafting, trading, and combat. Alternatively the game features a sandbox mode where players can explore the game alone or with selected friends in their own universe.

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Set in a universe of vast scale and detail, the fully-destructible environment and hybrid voxel/vertex-based game mechanics enable simulations in the game at immense depth; minor collisions may break a few outer plates from your spaceship, while fast-speed crashes can rip the ship apart. Thruster propellant pipe leaks may cause spaceships to stall, but the corrosive, leaking propellant might also melt the superstructure of the ship and cause a catastrophic failure. Damaged ship controls in a spaceship do not necessarily mean the journey is over, as manual values for the flight can be applied directly to the generator and thrusters from the engine room.

The scale and depth of the simulation in all aspects of the game gives players the ultimate freedom to exploit their innovativeness and creativity – the building blocks of success in Starbase. From constructing single spaceships with durable outer plating to creating massive automated factories and designing electricity and data networks, the players are free to do it their own way

steam_destructible_environment_header.png

Destructible environment with voxel and fracture damage and in-depth simulation
  • The environment in Starbase is fully destructible, meaning everything can be destroyed or disassembled with the right kind of tools and weaponry.
  • The in-depth physics simulation enabled by hybrid voxel/vertex-based game mechanics make fights, exploration and flying spaceships more creative and fun and the simulation of structural and elemental durability in the game adds its own twist and challenge to the efforts to conquer space; poorly designed superstructures combined with overpowered steering thrusters can snap the spaceships in half if cutting corners too much in a space race.
steam_online_multiplayer_header.png

Play and interact online with thousands of players, join factions, and more
  • Start shaping the Starbase universe with fellow robots by joining and working for factions.
  • Build,fight, chat and group up with other players to discover and settle the vast galaxy that is waiting for its first conquerors to make their mark.
  • Mine asteroids by yourself, trade and haul cargo with your friends, or build a capital station with a huge company.
  • Take part in the battle between the Empire and the Kingdom, or leisurely explore the galaxy while the insurance system has you covered should you accidentally wander into uncharted space.
  • Success in Starbase is not measured in hours played or an endless grind, but in the ingenuity of each player and their ability to work together.

steam_build_and_design_header.png

Build and design your spaceship, stations and devices down to the tiniest detail
  • The smallest building unit in Starbase is a single bolt, allowing you to build, repair and modify spaceships, stations, and devices as you wish.
  • Even the smallest ships have thousands of parts, each with their own detailed damage model, making building and designing a truly creative process.
  • Learning to use the in-game programming chips will take building and designing to a new level; innovation, automation of ships and creating clever ship layouts will make all the difference!

steam_explore_the_galaxy_header.png

Explore the infinite universe and gather resources
  • Explore the vast universe to discover stations, social hubs and new raw materials.
  • Arrange an exploration mission with friends and find out what the universe has to offer.
  • Travel to an asteroid field to mine raw minerals and salvage different materials from broken ships, trade materials at trading stations or steal from others if that floats your (space)boat.
About Starbase
Starbase is developed with Frozenbyte’s internal game engine that is custom-built for conquering space, enabling the use of extremely challenging combination of voxel and vertex technologies in the game. The modern engine has been built specifically with Starbase in mind and the engine’s architecture is designed to handle all the quirks of simulation, damage, building, player amounts and the ever-growing universe to match the challenges the ambitious vision of the game can pose. Similarly, all features of the game have been developed with the infinite scale and the creative freedom of the players in mind.

Starbase has been in secret development for five years without restraints and the development will continue until the game’s bold vision is achieved. In the ever-expanding space the scale can range from the unit of one bolt to massive space station structures, with exploration missions varying from journeys to nearby asteroid fields, to salvaging ship debris, and eventually to other galaxies.

In Starbase players are given the freedom to build the kind of universe they want to, and a small group of players can eventually form large factions that challenge the powers that be. Being inventive will also help, as cleverness often triumphs over brute force in Starbase, and the only limitation is the creativity of the players.

Early Access
Starbase Early Access will introduce the players, the pioneers, to a new galaxy that they can begin to explore from a bunch of huge stations, the Mega Stations, located at the orbit of a single planet. As the players eventually settle the entire orbit, they can start finding ways to travel to the planet’s moons and someday all the way to other planets and distant star systems. The still unoccupied universe of Starbase offers players the chance to take part in the building of the galaxy and in discovering what will be the first steps in the twilight of space travel.

Early Access allows the players to explore, buy and modify spaceships, form social connections and to earn money by gathering and selling resources. The players can start building their home stations at the Mega Station and begin the exploration and creation of the Starbase universe together with the developers.
 

Metro

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You had me until MMO. WTF is up with Frozenbyte? They can't even pull of Trine 3 and now they think they can run an MMO?
 

ADL

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Even if they only deliver a massively multiplayer online Space Engineers with Rainbow Six Siege destruction like we see in the trailer, I'm sold.

overall_gif.gif
 

Bester

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It's unlikely to be massive (i.e. 100 people in an area), since a lot of voxel data will have to be sent over network.
 

toro

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It's unlikely to be massive (i.e. 100 people in an area), since a lot of voxel data will have to be sent over network.

True but I guess the voxel shit will happen on the servers (dedicated servers !?) ... and my second guess is that they are using some cloud architecture.

Actually imho those graphic artefacts are not truly voxels: all objects are vertex-based on top of which they superimposed some small hitboxes ... which are similar to voxels but they are not.

Not a bad idea, it's an efficient way to simulate holes into the objects/panels and so on but I'm not feeling the game. It looks bland and generic.
 

Norfleet

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I'm just trying to imagine how badly this game will run with so many tiny bits, if each thing is simulated down to the tiniest bolt.
 
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Why the fuck haven't people cottoned on to Space Engineers/Minecraft + MMO is what the autists like me scream for? They have to add all these "immersion" features. It should be easy. Space Engineers, open universe, Multiplayer, Single Shard

The politics and player drama will sort itself out much like Eve. Done. Should be easy.
 

thesheeep

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I'm just trying to imagine how badly this game will run with so many tiny bits, if each thing is simulated down to the tiniest bolt.
I doubt the entire state of the voxel world will be run on the server, that just doesn't seem feasible.
Probably only changes are synchronized, with the actual voxel simulation running on each client - similar to how you do synchronization in RTS games.

Minecraft could get away with it, but Minecraft also has rather huge blocks.
 

Norfleet

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I doubt the entire state of the voxel world will be run on the server, that just doesn't seem feasible.
Probably only changes are synchronized, with the actual voxel simulation running on each client - similar to how you do synchronization in RTS games.
You can't run an MMO on the client, that is a security disaster.

Minecraft could get away with it, but Minecraft also has rather huge blocks.
Minecraft also isn't an MMO...and is a security disaster as a result. This is tolerable in a non-MMO, but you may notice any public server is basically totally fucked.
 

thesheeep

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I doubt the entire state of the voxel world will be run on the server, that just doesn't seem feasible.
Probably only changes are synchronized, with the actual voxel simulation running on each client - similar to how you do synchronization in RTS games.
You can't run an MMO on the client, that is a security disaster.
And I didn't write that you would. As I said, changes (which obviously happen on the server) are synchronized, the rest isn't. Each player has the state of the world (or the chunk) and needs to refresh only what changes. I don't think this will be a game in which changes to the world can happen without player interference, so in contrast to some other games, the servers don't need to run a simulation of the entire world at any time, it needs to react only to player "input".

Minecraft could get away with it, but Minecraft also has rather huge blocks.
Minecraft also isn't an MMO...and is a security disaster as a result. This is tolerable in a non-MMO, but you may notice any public server is basically totally fucked.
For some reason I was convinced this game had like 100 players on a server, not all of them on the same. But the actual description of the game doesn't really tell what it will be, everyone on the same server or a server structure with a limited amount of people on each server. Just that you can somehow interact with thousands of players, which kinda means everything and nothing.

The problem with cheating in these games (apart from stuff like wall hacks/aimbots, which will always be possible as long as rendering is done by the client) always comes from either insecure server API or logic that is executed on the client instead of the server.
Neither is directly related to the kind of game at hand or how many players there are.
 
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Norfleet

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And I didn't write that you would. As I said, changes (which obviously happen on the server) are synchronized, the rest isn't. Each player has the state of the world (or the chunk) and needs to refresh only what changes. I don't think this will be a game in which changes to the world can happen without player interference, so in contrast to some other games, the servers don't need to run a simulation of the entire world at any time, it needs to react only to player "input".
The server would still need to maintain some authoritative worldstate even if only changes to it would be transmitted to the client, which is how it really should be anyway, no matter what, because otherwise the network spam is yuge. Which means the server must, at all times, actually know what the world looks like, otherwise it cannot know if what the client has sent it is valid.

The problem with cheating in these games (apart from stuff like wall hacks/aimbots, which will always be possible as long as rendering is done by the client) always comes from either insecure server API or logic that is executed on the client instead of the server.
Neither is directly related to the kind of game at hand or how many players there are.
You can tolerate a game being insecure and every player simply expected to operate on the honor system when it's a small, privately operated server consisting of mostly just people you know and people they know enjoying a friendly game. This completely falls apart when your game is thousands or even millions of total strangers locked in a life-or-death competition where if you ain't cheatin', you ain't tryin'.
 

thesheeep

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The problem with cheating in these games (apart from stuff like wall hacks/aimbots, which will always be possible as long as rendering is done by the client) always comes from either insecure server API or logic that is executed on the client instead of the server.
Neither is directly related to the kind of game at hand or how many players there are.
You can tolerate a game being insecure and every player simply expected to operate on the honor system when it's a small, privately operated server consisting of mostly just people you know and people they know enjoying a friendly game. This completely falls apart when your game is thousands or even millions of total strangers locked in a life-or-death competition where if you ain't cheatin', you ain't tryin'.
As long as it doesn't end up like that Ark-Pirate-Copy where people could just spawn ships and whales :lol:
In the end, there'll always be cheaters, I just hope they make it hard enough to not generally be viable and have an easy and fast reporting system.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Going full Notch:



YOLOL is Starbase’s very own programming language, which is at the core of what enables Starbase’s creativity. It is what is used to control and manage the vast variety of Starbase’s different devices, such as doors, lamps, elevators, rail movers, robot arms, tractor beams, even spaceships and factories and anything else you can imagine.
 

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