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Starground v0.13 Released



[h3]A brand new dungeon makes its entrance to Starground! In this update, Finders Keepers, players can now explore Tephra, an abandoned planet infested with insects. Alongside the new zone, there's now a whole bunch of added weapon parts, artifacts, enemies, rooms, and more![/h3]

Whats New


[h2]Tephra[/h2]

Tephra is a brand new dungeon in Starground! Unlike the lab on Enceladus, Tephra is an entirely new planet that can be completed simultaneously as Enceladus (on multiplayer). As with any new region, this comes alongside a ton of new content, including:
  • Calorus, a brand new boss
  • 5 new enemies to battle
  • New combat rooms
  • New ranged and melee parts
  • New artifacts

This dungeon is the second of the final 4 dungeons planned. As time goes on, new levels will be added onto Tephra (just like the lab on Enceladus). Coming regular updates will continue to add and improve content for Tephra.

[h2]Updated Dungeon Visuals[/h2]

Dungeons in Starground now look better than ever! This update includes some fancy new shaders that procedurally add in moss and dust, alongside new on-screen effects (can be disabled in accessibility settings). These really help liven up the look of dungeons, and ultimately build toward our ultimate vision for how Starground looks.

[h2]Puzzle Room[/h2]

This update also introduces a new type of special dungeon room; puzzle rooms. Dungeons can now contain a new room that requires the correct sequence of buttons to be pressed in order to unlock a vault with powerful loot. As time goes on, we'll have more variety of what kind of puzzles players can solve.

To solve them (can kind of ruin the fun if you know how):
Dungeons now spawn in with numbers and symbols that are randomly scattered around, which will tell you what order to press them in.

[h2]New Skins[/h2]

This update also comes along with some new skins!

3 new "default" skins have been added to form the canon gang of Stargrounders. This includes Guy (default skin), Prichard, Darius, and Sandy. These characters will continue to make appearances in official artwork and other Starground-related things.

Players can now also play as the Lefty skin, based on our publisher Graeme (thanks Graeme!), and a skin from the main character Cyl in the game Picayune Dreams. Huge thanks to its developers, and be sure to check it out!

Thats all for this update gamers! Next up is a brand new automation planet!

[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 the Prichard skin
  • Added the Darius skin
  • Added the Sandy skin
  • Added the god command
  • Added a Tephra chest room and loot table
  • Added a play icon to the continue button
  • Added a new dungeon planet called Tephra
  • Added dungeon ziplines
  • Added buttons to the customization menu to pause, play, and skip frames
  • Added the spider marble ranged weapon part (spawns in helpful baby spiders)
  • Added the cool eyepatch artifact
  • Added track Boop to Veridian
  • Added track Monument to Tyria
  • Added track Ruins to the Enceladus lab
  • Added track Grave to the Enceladus lab
  • Added track Arps to the Enceladus top level
  • Added track Duststorm to Tephra
  • Added track Distress Beacon to Tephra
  • Added track Ashen to Tephra
  • Added track Window Shop to the space hub
  • Added the khopesh blade melee part
  • Added the scythe blade melee part
  • Added the ancient bone weapon part
  • Added the Lefty skin
  • Added the Cyl skin

[h2]Changes[/h2]
  • Slightly changed the appearance of the Tyria water overlay
  • Made it so decorations generate inside of exit rooms
  • Increased the lifespan of blightbone poison clouds from 2 to 4 seconds
  • Made it so the noclip command toggles without any arguments
  • Made it so the zoomlimit command toggles without any arguments
  • Made it so solar panels are marked as waterproof (for Tyria)
  • Made it so the tool wheel cannot be opened when the inventory is open
  • Made it so items can be dropped in the inventory with Left Trigger (LT)
  • Removed track Prep Time from the space hub
  • Made it so dust particles and quantity will scale with building size
  • Marked the UI Scale option as being experimental

[h2]Optimizations[/h2]
  • Made various optimizations to the player script
  • Greatly increased the performance of placing land tiles


[h2]Modding[/h2]
  • Made it so all entites can have ambient sounds
  • Added the ambience_played signal to entities
  • Moved all entity data into the entities_table
  • Moved the water overlay to be a part of the player instead of in the world
  • Made it so enemies can be marked as friendly in the ready event, which stops them from automatically targeting the player and from taking damage from friendly projectiles
  • Made it so any item can have a consumption sound and spawn scene with the SpawnScene and ConsumeSound tags
  • Moved projectile child properties to a new tag inside of ProjectileInfo called SpawnProperties
  • Added the add_entity_entry() function to the ModAPI

[h2]Fixes[/h2]
  • Fixed an issue where door teleport positions were misaligned
  • Fixed an issue where effects did not change the color of the player
  • Fixed an issue where item indicators did not work for multiplayer
  • Fixed an issue where fish catch noises were heard by everybody on multiplayer
  • Fixed an issue where moleshrooms would process twice on multiplayer
  • Fixed multiplayer issues related to landing pods
  • Fixed an issue where the tool selection wheel on Steam Deck could become unusable
  • Fixed an issue where dust particles were stuck at spawn
  • Fixed an issue where the fishing minigame would retain momentum
  • Fixed an issue where wall type buildings (fences, stone walls, and pressure walls) did not tile correctly on multiplayer
  • Fixed an issue where the fishing catch text would overlap multiple times
  • Fixed an issue where the death animation for clients would not run on the host
  • Fixed an issue where the attack slash effect was messed up on multiplayer
  • Fixed an issue where clients would consume multiple land tiles on multiplayer
  • Fixed an issue where batteries were still working underwater on Tyria
  • Fixed an issue where oil resource nodes were spawning on the lab
  • Fixed an issue where the Tree of Wisdom's corpse would remain between dungeons
  • Fixed an issue where animals would turn back into babies when a player leaves and reconnects
  • Fixed an issue where non-rotating projectiles were rotating for clients on multiplayer
  • Fixed an issue where finished dungeon challenge rooms got reset when a player disconnects and rejoins
  • Fixed an issue where some buildings were not shaking when they were supposed to (mainly dungeon challenge room objects)
  • Fixed an issue where the player would get their movement locked when pressing escape while typing a chat message
  • Fixed an issue where moonshrooms spawned by dreadcap would persist
  • Fixed an issue where challenge chests would appear to be locked on clients when opened



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/

Starground v0.12.1.2 Hotfix

This small update addresses an issue where April Fools' content was always active (my bad guys).

[h2]Fixes[/h2]
  • Fixed an issue where April Fools' content was always active
  • Fixed an issue where you could view and accept quests (not ready yet guys)

Starground v0.12.1.1 Hotfix

This quick hotfix for Starground addresses some minor issues related to April Fools' content.

[h2]Additions[/h2]
  • Added multiple translations for April Fools' content and other 12.1 additions
  • Added a Godot skin

[h2]Fixes[/h2]
  • Fixed an issue where toby hawk would continue to talk when he's inactive
  • Fixed an issue where weewooweewoo on the battle pass was the wrong image

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