We are currently following 3 stages of Boundless development:
- Steam beta releases of development features.
- Steam release of stable features.
- Simultaneous release of Boundless 1.0 on PC and PS4.
Each of these 3 different stages of development will access an independent Boundless universe.
Steam beta releases - for these releases we will regularly wipe and regenerate the worlds in this universe. We will not give any significant warning of these wipes, beyond the global warning that the worlds used by the Steam beta's will be regularly wiped. So please play on these worlds. Test out the new features we implement. But don't get too attached to the worlds. It's essential that we can iterate the game, create, deploy and test new features, and also create, generate and iterate new biomes. The worlds in this universe are for creating the game.
Steam releases - so far we're yet to take any worlds offline, and it is our aim to keep the worlds in this universe stable for players to enjoy. However, at some point we will migrate the beta releases into the main release for everyone to play. When this happens we will sometimes need to reset the worlds. Before these releases we will give plenty of warning to players that the world resets are coming. We estimate that there will likely be 2 resets between now and the 1.0 release.
The first reset will come when we release all the world technology and biomes for 1.0.
The second reset is a spare ... that we might need for unknown reasons.
Boundless 1.0 - we will reset all worlds when Boundless 1.0 is released. This means that all players on PC and PS4 will experience the official launch of Boundless and it's universe together. Anything created or earned before in the pre-1.0 universes can not be migrated into the 1.0 universe.
Additional: In response to @Jenndragonfly - we will not delete any worlds but simply take them offline. Hopefully in the future and if there is demand we will allow the worlds to be downloaded.
Let me know if there are any additional questions about resets below.
Please point people asking questions about resets to this FAQ entry.