The game is in a position now where sweeping changes can be made to content without requiring substantial changes to the underlying engine. It's this goal that is informing the next stage in Starbound's life. It's going to be so much more efficient being in the same room, and I think it's going to help us creatively as well.” “I'll be honest – it's probably been our most problematic challenge. “We've done OK working remotely, but it's certainly not the best way to do things,” Tiyuri says. The Starbound community has benefited from this sense of focus already, but they also stand to gain from Chucklefish's evolution into a studio proper.
I don't want to lose that-I don't want to lose the idea that we're small enough for the talent we have to take part in everything we do.” “Despite the fact that we work with other companies to get their games out, everybody in the company right now wants to participate in those projects in some fashion.
“I don't think we want to become a big company,” says Starbound lead designer Tiyuri. They've been working with select indies to help bring their games to an audience, and they're currently hiring a second development team to work on a new game-a topdown pirate RPG influenced by The Legend of Zelda. Starbound's early access success has given Chucklefish the opportunity to become a small publisher in their own right.