A thousand community-built sandbox games (and more!) with a fully-customizable game engine.
A thousand community-built sandbox games (and more!) with a fully-customizable game engine.
Every once in a while, a Starborn awakens - a human that suddenly develops fantastic powers. Over time these powers grow even stronger. The ancients, the Starborn that have lived for hundreds of years, shape the fate of the world on a daily basis. But many of them have different ideas on what is right for the world.
In the midst of their own problems the Delusiand dimension has been seeping into the world of Astaria. Thousands of monsters are pouring into the world every day threatening humanity's existence. Many believe that the Starborn are here to help, and it does seem to be the case that several are so inclined. But will the threat of humanity be enough to convince all of the Starborn to work together?
You have emerged as a Rising Star - a new Starborn recently awakened. Your powers may be pitiful by comparison to the ancients, but to a human you are in a league of your own. How will you shape the world of Astaria?
This game features a powerful set of tools for world editing, as well as a fully moddable engine. Using LUA as our built-in scripting language anyone from experienced game designers to young programmers will find it easy to customize games of their own.
Imagine how many games you'll be able to play with the Starborn engine's world editor. Every world you design could be converted to a team death-match, a tower defense game, an RPG, a real time strategy game, or whatever else your mind can imagine.
You can customize everything and share it with the rest of the world immediately! Would you like to share your creations with others? We've built a "blueprint library" that will allow you to download anything that the community has created.
We could really use every bit of help you can offer us :) Check out our Website! Love us on Facebook! Stalk us on Twitter! And if you're interested in reading a development blog, check out our Tumblr!
ADD-ONs are purchased by adding an extra amount to your main pledge package. If you pledge for the GROUP PROTOTYPE package ($130) and spent a total of $200, you will have an extra $70 to distribute to ADD-ONs at the end of the Kickstarter.
COSMETIC ITEMS - These cosmetic items will be usable in the official servers to deck out your character in fancy, exclusive gear.
* Steampunk Glasses, $8
* Mad Hat, $17
* Top Hat & Crown, $22
* Pet Puma, $45 (small pet that follows you around)
* Pet Dragon, $65 (small pet that flies around with you)
CUSTOM BUILDING, $50 - We will build a custom building for you based on your sketch or idea. This building will become an official blueprint of Project Starborn that everyone can use with name and credit provided to you (and your clan, if applicable).
CUSTOM BUILDING PACK, $350 - We will build a custom pack of buildings, large objects, rooms, or locations based on your sketch or idea. You can categorize the pack by theme and feel such as an "elven forest theme pack". This pack (and the individual buildings / creations within) will become official blueprints of Project Starborn that everyone can use with name and credit provided to you (and your clan, if applicable).
TALK WITH US, $15 - If you feel like having a conversation with me I'll call you and answer your questions or just chat casually for a few minutes. I'm happy to talk with fans of the project!
PARTY WITH US, $250 - For those of you that can get to Madison, WI and feel like partying with a few members of our team we'll invite you to join us for an evening of fine dining and party games (i.e. board games and card games).
$50K (Civilization Strategy Invite) - If we meet this goal everyone with the GOODIES & PRIORITY ACCESS pledge (or higher) will be given exclusive access to an official civilization vs. civilization game between rival factions. You'll have to conquer your enemies with skill and wit, building up your faction's resources to overpower them.
$75K (+35% City Expansion) - Anyone with the GROUP LAND pledge or higher will have the size of their personal cities expanded by 35%.
I've been a lifelong game design enthusiast, but this particular project started from an addiction to Minecraft. I played it constantly, all day and night, all the time. I loved it, but I was frustrated by its limitations. I wanted smaller blocks to create more detail. I wanted to build more quickly, more effectively, and share those results immediately. I wanted more powerful machines that weren't so complicated to build and so limited in their functionality. I wanted to eliminate the wires so the machines could roam freely and be programmable with artificial intelligence. Most importantly I wanted to save my work and to have a massive library of content where everyone else could share their work too. A lot of times I would play Minecraft and I'd see a really awesome castle knowing that would be the end of my experience with it. I wanted to play with that castle and use it in my worlds; I believe that the people who built that castle wanted to share it with me. Yet at the time it was extremely complicated to do, so to give users the opportunity to experience each others' creations was a big part of this project for me.
I wanted to play the ultimate game and I felt that an evolution of Minecraft would be that game. The more it grew, the more I realized that my interest wasn't just strictly in the game, but in the engine that powered it. At that point my interest shifted from the game itself to an engine that could outperform it. I created a 3D level editor for this project that is simple, collaborative and allows assets to be shared without hassle. Simplicity and speed were pivotal in my mind in creating this project because I wanted to cut down building time dramatically. The most important part of the future of the project involves the users and their content. We look forward to working with innovative people who upload and save tens of thousands of blueprints with which to place and build and a diverse array of games the utilize our platform.
Let’s say you really like first person shooters and you want to play with other people, but you don’t want to play the same maps over and over. Instead, you could create a map yourself or edit an existing one. You could even choose one of the maps that someone else has made: a pirate city, an underground cavern, a volcano lair, a castle in the sky, etc.
Perhaps more interesting, every map may come with different customized rules. Perhaps gravity is only half as strong on the moon base, there are far more health packs to collect in the hospital level, certain magical powers are unlocked when playing in the mage’s laboratory, or you have a very limited set of weapons when playing in the zombie apocalypse. Want to enforce a certain number of points, safe zones, a time limit, etc? Go ahead! If you don’t like one of the rules just customize them to fit your play style!
I was inspired by the creators of SimCity 2000 and the way that they made several of their games interoperable. This engine is capable of combining two divergent styles of games that interact with each other. With this engine I could play a game similar to Minecraft, transfer everything I build into a game like SimCity, and from there someone could build a racing game that used all the city maps designed in the SimCity style game. This takes the interoperability further than ever possible, since we can design down to the block with this engine. You can take just about every style of game and make it interoperable with another with this engine. You may never be able to play as much content as becomes available, no matter how hard you try!
First, thank you to developers of DokuCraft and John Smith Pack for the temporary textures that we've used in some of our video clips. These texture packs do not represent our final product, but they were very helpful to work with prior to having our own texture pack created.
This game is currently available for PC, but we will be porting it to Mac and Linux. That's been planned since the original stage of development.
For anyone curious what we're planning to use the Kickstarter money for, the answer is art. That includes more models, animations, additional textures (we have a full set now, but we can always use more), a better interface, and the artistic direction to make it a single consistent theme for official styles. That takes a lot to get, but I think if we meet our goal, we can manage it. Even if we exceed our goal by ten thousand or more, most of that would still probably be used toward art. If we exceeded our goal by much higher than that, we'll start looking into other venues of development, such as putting more money into programming. None of this money will be spent on advertising or other expenses that would reduce anything from the actual production of the game.
Risks and challenges
We've been working on this project for two years, so we're not about to turn back now. We've faced plenty of hurdles, but we've overcome them so far, and what we really want help with is the money to develop our artwork.
Overall, I think a lot of our future obstacles can be overcome with our community alone, since we already have just about every aspect of our engine customizable by anyone. I suspect there will be plenty of game designers, modders, mappers, architects, and all sorts of other people that are well-adjusted to this style of game and can produce countless game types, maps, and customizable goodies for everyone else. That alone will provide a lot of what we need.Learn about accountability on Kickstarter
- (32 days)