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Starground News

Starground v0.12.1.0 Released

[h2]We at Big Boy Games have finally decided to sell out![/h2]

[h3]You can expect all sorts of awesome microtransactions and expensive DLC goodies coming soon to a Starground near you! This update starts us out with:[/h3]

[h2]Battle Pass[/h2]

Our first new feature to start off building the Big Boy Marketplace is the Battle Pass! This lets you unlock a bunch of new skins (more on that below), and includes some premium items that require the "purchase" of Premium.

[h2]Radical Skating[/h2]

Skateboarding in Starground is as gnarbuckle as ever broski! Skating scores and effects are active during April Fools', and can be permanently activated by holding the License To Skill artifact in your inventory (can be acquired from Toby Hawk by doing a sick trick for him).

[h2]Character Skins (not a joke actually)[/h2]

Players can now select a skin from the main menu under the new Character Customization menu. There are currently 14 new skins to choose from, with 6 of those being unlocked through the totally real battle pass.

These skins will sync with multiplayer, and unlocks are persistent across games. In the near future, functionality will be added to allow players to upload their own skins, and have them sync on multiplayer (like Minecraft).

(And some real talk, there's no plan to ever monetize skins (or anything), but keep it completely free and unlockable in-game).

[h3]April Fools' content is only active for today, but can be accessed again by setting your clock.[/h3]

[h3]We'll see you all in 2027 with the release of Starground: The Movie, starring Jack Black as John Starground[/h3]

This is of course all an April Fools' joke by the way, incase it wasn't obvious except for the skin stuff, that's like real feature

Full Changelog

[h2]Additions[/h2]
  • Added the Battle Pass
  • Added epic skating effects
  • Added the character customization menu
  • Added 14 skins
  • Added icons to the main menu buttons
  • Added Toby Hawk
  • Added the License To Skill artifact (can be obtained by doing some sick tricks for Toby Hawk)
  • Removed crypto-miner (sorry guys, I know it was a loved feature by many)

[h2]Changes[/h2]
  • Increased the spacing between required materials on the research menu
  • Made it so the player can enable Smell O'Vision (not actually)

[h2]Fixes[/h2]
  • Fixed an issue where using a skateboard would cause hands to be incorrectly positioned

[h2]Optimizations[/h2]
  • Improved performance of various parts of the game by establishing a static reference to the world manager

Starground v0.12.0.1 Released

[h3]A small content/bugfix update for 0.12 is here![/h3]

This small Starground update addresses many different issues that were caused by the release of 0.12. In addition, guns have been rebalanced to disallow certain overpowered configurations and Diadematuses (the spider guys) are a little more fair now.

This update also sees the addition of the Gas Mask artifact (prevents poison damage) and the Challenge Room in the dungeons. This room is a wave-based room that will reward players who can defeat the onslaught of enemies.

If any other issues come up, please let me know on the Steam forums, or over on the Discord server. Thanks everyone!

Full Changelog


[h2]Additions[/h2]
  • Added in a warning message in the tool bench for when a ranged weapon configuration is invalid
  • Added in a wave-based challenge room to the dungeons
  • Added the gas mask artifact that prevents poison from damaging you

[h2]Changes[/h2]
  • Made it so ranged weapons now require a special ranged part in the center to work
  • Made it so bullets only collide with the top of dungeon walls
  • Made it so poison clouds spawned by the Diadematus are half size
  • Decreased the Diadematus poison cloud range
  • Updated all translations

[h2]Fixes[/h2]
  • Fixed an issue where animals would create orphaned nodes (likely caused crashing from memory leaks)
  • Fixed an issue where special weapon scripts would become orphaned nodes (likely also causing crashing from memory leaks)
  • Fixed an issue where the dungeon fishing room did not appear on multiplayer
  • Fixed an issue where the Antoid Husk did not appear on multiplayer
  • Fixed an issue where the Moleshroom did not appear on multiplayer
  • Fixed an issue where the Peckii did not appear on multiplayer
  • Potentially fixed a crash related to breaking decorations
  • Fixed an issue where reach on melee weapons was displayed in pixels instead of tiles

Starground v0.12 Released



[h3]Starground's fourth major update is here! This update is all about enhancing the current dungeon, and making each run as unique and interesting as possible. New enemies, new rooms, and ranged weapons all add in new things to do and explore in the dungeon![/h3]

Whats New


[h2]Ranged Weapons[/h2]

Ranged weapons are finally here in Starground! Ranged weapons can be built in the tool bench under the new "Ranged" tab, and can be brought into dungeons alongside a melee weapon. Ranged weapons open up new possibilities for enemies, more support-centric combat styles, and more reasons to find new parts.

Ranged weapons are built out of four kinds of parts, each with their own stats. This update starts us out with 4 core parts (modulating the effect of the weapon), and 7 other supporting parts. Gun parts can also be purchased from Bissala in the Space Hub. These mechanics opens up a whole new world of combat, and will be continually balanced post-update.

[h2]New Enemies[/h2]

3 brand new enemies have been added into the dungeon to spice up gameplay and make combat much more interesting, instead of just "walk and hold left click". These include:
  • Antoid Husk, a basic shambler enemy that will eventually be moved to a new zone (next update)
  • Moleshroom, a ranged enemy that pops up from underground in random spots in the room.
  • Peckii, a flying mosquito enemy that will circle around you, applying regeneration to other enemies.


[h3]New Rooms[/h3]

Dungeons now have new rooms to explore! Dungeons will have a bit more variety now, including a fishing room. New dungeon-specific fish will be introduced in coming updates.

That's all for right now! Our next couple of smaller updates will add in some content that didn't quite make it into this version, and address any balancing issues with ranged weapons.

[h3]If you run into any problems, please report them on the Steam forums, or over on Discord. Enjoy![/h3]

[h2]Follow Along[/h2]
Want to follow the development of Starground more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch.



Full Changelog

[h2]Additions[/h2]
  • Added a dungeon fishing room
  • Added ranged weapons
  • Added a ranged tab to the tool bench
  • Added The Chumbo gun part
  • Added The Season's Rite gun part
  • Added the Blightbone gun part
  • Added the pistol grip gun part
  • Added the sniper scope gun part
  • Added the pistol barrel gun part
  • Added the rifle stock gun part
  • Added the sniper barrel gun part
  • Added the finger gun grip gun part
  • Added the aviator sight gun part
  • Added the Peckii enemy
  • Added the Moleshroom enemy
  • Added the Antoid Husk enemy

[h2]Changes[/h2]
  • Upgraded the engine to 4.4, greatly improving performance and overall stability of the game
  • Brightened the red warning color
  • Made it so that incomplete research now has red numbers
  • Made it so that the weapon recharge noise doesn't play unless a tool can be used
  • Increased the light node limit from 64 to 256
  • Made it so that effects with shorter lengths will not override longer current effects
  • Made it so that all effects are cleared on death
  • Made it so that poison clouds will fade out
  • Made it so that poison clouds now apply an effect instead of it's own damage
  • Changed the sprite for item cooldowns
  • Made it so that Mini-Diadematuses now no longer deal damage, but instead apply slowness
  • Made it so that Diadematuses now emit a poison cloud when a player is close by

[h2]Fixes[/h2]
  • Fixed an issue where effects that last 1 second do not apply their damage at the end
  • Fixed an issue where space elevators didn't work
  • Fixed an issue where dreadcap was not immune to poison
  • Fixed an issue where space hub NPCs would be saved, causing them to build up
  • Fixed an issue where applying effects did not check for resistances


Multiplayer Games Night?

Have you already got a group to play Starground online together?
Check out these other online multiplayer offerings from 2 Left Thumbs!

17.waves is a co-op tower defense, with Overcooked-like multitasking.
There's a free demo available now that you can play online!

https://store.steampowered.com/app/2369760/17waves_TD/

In the mood for something scarier? Check out the co-op horror roguelike, The Doorway Effect.
Sign up for the playtest, so you don't miss the demo coming later this year!

https://store.steampowered.com/app/2326550/The_Doorway_Effect/

Starground v0.11.1.3 Hotfix

This hotfix for Starground addresses a couple of minor issues with modding, crafting buildings, dungeons, and more. Thanks to those who found bugs!

[h2]Additions[/h2]
  • Added a starting room for dungeons
  • Added lights to braziers

[h2]Fixes[/h2]
  • Fixed an issue where player inventories would be duplicated on load. Games saved since 11.1 will stop duplicating after being loaded and resaved one or two times. (thanks Duckerdoo!)
  • Fixed an issue where using the starlauncher on multiplayer would not dismount players from skateboards (thanks Duckerdoo!)
  • Fixed an issue where the create command did not work with multiplayer
  • Fixed an issue where recipe selection messed up item slots, and could cause synchronization issues with multiplayer (thanks Duckerdoo!)
  • Fixed an issue where the blacklist button on Movers would not sync on multiplayer, and players could not see each other changing it (thanks simonthegarnish!)
  • Fixed an issue where boss doors would not turn red for clients
  • Fixed an issue where dungeon doors on multiplayer were not updating (thanks simonthegarnish!)

[h2]Modding[/h2]
  • Added a signal that emits an ID for when an item is consumed by a player
  • Added the add_player_ui() function in ModAPI to instantiate scenes into player UI
  • Fixed an issue where loader.gd in mods would run after resource table defaults are configured
  • Added in a dungeon room dictionary for modding. This allows you to specify a loot table ID for dungeon rooms, making dungeons way more moddable. Similarly, all dungeon rooms are now inside of loot tables.

Starground v0.11.1.2 Hotfix

This quick hotfix fixes an issue with the new add_recipe_entry() function for modding and some other minor modding issues.

[h2]Modding[/h2]
  • Changed the add_recipe_entry() function to fix a crash when adding in recipes and prevent the function from deleting all other recipes for that building. This function now also requires a recipeID in addition to a buildingID
  • Changed the add_loot_recipe() function in order to make it possible to add loot without overriding all other loot entries