
Previously the only way to gain more Plots was to level up again. Building was the only reward, independent of whether you wanted more Plots or not. However, this meant the game was making a decision on the player’s behalf you’ve levelled up and we’ve chosen that the reward you’ll get is Plots. Each time your character levelled up you would be awarded new Plots – used to reserve part of the World for yourself to build within. The original progression rewards in Boundless were Beacon Plots. A subscription model is a non-starter for many players, and the economics of selling private worlds would not cover the costs alone. We needed a mechanism for the game to continue generating income after the initial purchase explicitly to cover the ongoing universe costs. We’ve always known that running a subscription-free MMO needed a mechanism for covering the Universe costs.
#BOUNDLESS GAME MEMORIES FREE#
Some users have complained that the game’s in-app purchases are unfair, especially considering that the game isn’t free in the first place. Keeping a live universe online and fully playable for the entire duration of development was a huge challenge, but ultimately we think it’s helped us make a better game. None of this would have existed without our Early Access player feedback. But many more things came from this feature players could use the maps for navigation, earn XP discovering all the Regions, make a collection of the all the Worlds in the Universe, and even sell them to players wanting to visit a new World. Players now had guidance on where to search. These Atlases could then be loaded with a resource which would present a heat map of its density across the World. Our solution was to allow players to craft an Atlas that could be locked to a World and be gradually revealed as they discovered Regions when exploring. But we needed to give players more guidance. want to change the distribution models and the push to get players exploring. We thought there would be more interest in local knowledge about where resources were to be discovered, but players were finding it frustrating to not be able to find anything they wanted. However, most new players are programmed to dig down and mine – Boundless didn’t work that way. The idea was to encourage players to get out into the Worlds, explore them, and go on an adventure for the resources they needed. In Boundless resources are non-uniformly distributed between Worlds and within Worlds. One significant feature that came from player feedback was our creation of Atlases and resource maps. Endless features, balance, iteration, bugs, compatibility, and scalability were all affected by the Early Access player input.
#BOUNDLESS GAME MEMORIES FULL#
Players would often complain that development was slow, but really they were simply exposed to the reality of game development from prototype to full release. We used this as a process of having player input and feedback across the full development. Boundless was launched into Steam Early Access as a playable prototype after constant requests by players in the game’s community, so the entire game has been created whilst in Early Access. Wow – that’s quite a question, really, because it’s almost impossible to answer this question without saying “everything”. What are some of the main changes you’ve made to the game based on the feedback you’ve received during Early Access? " Keeping a live universe online and fully playable for the entire duration of development was a huge challenge, but ultimately we think it’s helped us make a better game." Shortly prior to the game’s launch last month, we sent across some of our most burning questions about Boundless to Wonderstruck, and their CEO James Austen reverted back with some incredibly insightful and very interesting responses. It’s an ambitious experience that blends elements of MMOs, procedurally generated level design, user generated content, and expansive building mechanics.


If you’ve read our review of the game, you know that we really, really liked it. Roughly a month and a half ago, UK based indie development studio Wonderstruck Games celebrated the full launch of their open world sandbox MMO, Boundless.
