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Boundless is a hardcore sandbox survival & exploration game unlike any you have ever played before.
We have always wanted to develop a complex and unforgiving game that we ourselves would love to play instead of a game that would appeal to the biggest audience. That's where the concept of Boundless was born - a hardcore and complex game that does not follow today's casual design standards.
Our three design guidelines "survive, explore, discover" explain the world of Boundless very well. The player will wake up on a completely unknown and mysterous world and will first have to survive by securing basic needs such as water, food and a warm place to sleep for when the sun sets. The player will be very susceptible to harsh conditions - run around too long in the cold rain and you might catch pneumonia and die. Eat the wrong type of fruit and watch your character vomit his guts out.
After securing basic needs, the player will most likely explore his surroundings, perhaps looking for a better shelter or an easier and more efficient food source. Boundless will also be full of scripted events, mysterious caves, and a civilisation unlike anything you've ever seen before might be just around the corner of an organic, purple tree.
To discover new things is what will set Boundless apart from other games. Discovery will be the basis of the game's progression system. These items will be everything from general utility items that make your life easier to items that grand you seemingly magical powers. Finding the bud of an extremely rare plant that only blossoms on the top of a mountain might grant your character levitation, which will give you the possibility to explore new areas that you could not have reached before, or you might use your powers to float unheard in a village and rob the inhabitants blind.
Boundless will be an extremely realistic game when it comes to survival. On the other hand, the artistic style and theme of the game will be very strange and almost magical, where some animals grow like plants, and some plants breathe and have beating hearts. We want our players to feel like they are the pioneers of a brand new world - a world that is both curious and mysterious, but also harsh and unforgiving.
7 comments by Buttergoose on Aug 16th, 2012
Realism is probably the most important design and gameplay term in Boundless. However, we want the game to feel mysterious and strange at the same time. We want our players to feel like they are experiencing an entirely new world, and for this to be plausible, the world in Boundless needs to have a logic of it's own. The logic might not be obvious from the start or even important at all for the average player, but it is still there and gives depth, realism and credibility for those that are observant.

The iconic mushroom-trees in Boundless are usually accompanied by red leaf plants since the mushrooms attract water and humidity, and the red leaf plants need a lot of water to grow. When you start seeing red leaf plants growing on other places than just nearby mushroom-trees, it means you're getting closer to a source of water like a river or a lake.
The bearded rock-mushrooms always grow on actual rocks. They are found in higher concentrations when there are more rocks, so if you see more and more of these, it means you're heading towards a mountain or a rocky highland.
The coral growths grow in areas that are both wet and rocky. This means that you'll find these only where mountains and rivers meet. Coral growths are also a meeting place for certain rare animals that like to feed on them during the early mornings...
Seeing these kinds of things and understanding connections between them will make a player's life much easier. This does not mean that every player has to understand the environmental art direction in Boundless, but it will be a very hard game and those that do will have a definite advantage over those that do not.
Latest tweets from @boundless_game
@Expertcrafter @Boundless_Game @SpunkyMcGoo Boundless is not dead. We will continue to work on it when we have more time :D
Jan 26 2013, 4:00pm
@SpunkyMcGoo Oh it will be ;D
Jan 18 2013, 6:35am
@SpunkyMcGoo We are currently crunching on the game we are working on full time, hence there is little activity on boundless! #Sanctum2
Dec 7 2012, 7:33am
Time to do some #Boundlessgame leveldesign!
Sep 13 2012, 11:21am
Building some new enviroment with the new meshes we have :) #Boundlessgame
Sep 11 2012, 12:28pm
And for those that want a more hi-res version, it's available @ T.co
Sep 7 2012, 3:22pm
First video of #Boundless is up @ T.co We'll try to fix some audio commentary to the next video
Sep 7 2012, 3:21pm
8gb machine seems to be running fine. Seems like the 4gb machine was getting unlucky as lightning build system seems to stagnate @ ~4.3gb
Aug 31 2012, 5:36pm
Sadly, we have only built a small part of the world, going to try it on a computer with 8gb of ram instead of 4gb as a temporary workaround
Aug 31 2012, 5:21pm
It seems like we have to change tactics, as a big map in #UDK made building lightning crash due to out of memory. This calls for #streaming
Aug 31 2012, 5:12pm
Oh damn... It was so impressive.... Why.. why!!!??!!!
On twitter they still say its not dead, but it sure has been a while since last update...
Argh! Dead...
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Wow, thats a little quick to jump to that, its only been a month since the last bit of news, I've seen things still alive after a year without news.
Well, the website says its dead :P.
Too bad I was really looking foreward to it...
According to the official Twitter Page, the progressions with Boundless are very little at the moment since the developers are quite busy with the game they are programming full time.
Twitter.com
I was really looking forward to Boundless in near future but this news quite frustrated me so that I'm expecting no more updates in the next time and stop hoping for a playable version within the next, let's say, 6 months or so.
It's a shame but there is no way around it. :/
I think they just very busy with game.
I hope so