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11 Things That Have Changed In No Man’s Sky Since Launch

Posted on July 11, 2018 by Rae Michelle Richards

The next huge update to No Man’s Sky is about to hit all platforms at the end of the month on July 24th. We do know that No Man’s Sky: NEXT will be a full multiplayer experience that opens up the nearly infinite worlds to multiple players at once along with a number of other improvements. Details are still forthcoming on what exactly No Man’s Sky: NEXT entails but publisher 505 Games did release a video that went through 11 huge improvements that have to NMS since its launch in 2016.

Here are 6 of the 100s of updates that have been made to No Man’s Sky that I find the most interesting: 

  • Updates that make deploying camps viable.  These included deployable equipment, automatic harvesting, communication terminals and a signal scanner that can find mineral deposits. 
  • Ability for players to find uninhabited bases to use as their brand-new home base. Bases come in a modular structure allowing for decorations and other cosmetics.  
  • Purchasable freighters that players can use to traverse the galaxy. Freighters are able to transport good in bulk making trading a lot easier. 
  • A regenerating galaxy – loot, functioning economy and intra-system conflicts are able to regenerate across the galaxy. New technologies allow players to apply sorting filters to the galaxy map. 
  • While exploring the vast number of available worlds you might just the wreckage of a crashed freighter. Using terrain manipulator explorers can find valuable salvage and complete guild missions. 
  • Improved mission log – Mission tracking, the ability to view pending missions and an in-game mission guide was added with the Atlas Rising update. 

No Man’s Sky originally launched on August 6th 2016 and since then has had three major updates – The Foundation Update, The Pathfinder Update and The Atlas Rising Update in the 2 years that have followed.  With the upcoming July 24th of No Man’s Sky: NEXT players on Xbox One will be able to enter the infinitely explorable space simulation.  


No Man’s Sky Devs Call Discussion Of Game ‘Dramatic’ And ‘Intense’

Posted on November 26, 2016 by Rae Michelle Richards

Hello Games, the developers behind the past summer’s highly anticipated space exploration title No Man’s Sky, have broken their nearly two month long silence since the game’s last major update. After shipping seven patches across PC & PlayStation developers at the company took the past two months to look at the feedback both the community & critics had about the game to look at some of the fundamental systems that make up No Man’s Sky.

This latest update – titled the ‘foundation update’ – will address some of the in-game systems, add the foundation for a ‘base building’ system that has been awaited since the game’s launch and will add additional ground work for future updates. Previously, in August, Hello Game’s delayed the roll out of base building and large space freighters as the company worked on the number of issues that early adopters brought to their attention.

In the somewhat vague but lengthy post on the game’s official steam page Hello Games called some of discussions that they observed from both critics and the community ‘dramatic and intense’. Some of the feedback from the community included lengthy reddit posts that ‘documented’ features mentioned by or asked of game director Sean Murray. It should be noted that some of these features were never announced and were simply the speculation or idea of fans and interviewers. Other critical feedback included criticism of sections they didn’t even play – most notably Joe Vargas’ review of No Man’s Skies which included criticism of the centre of the galaxy, a place he never reached.

Here is the full statement from Hello Games:

This week Hello Games will be releasing an update to No Man’s Sky. We’re calling it The Foundation Update, because we have added the foundations of base building, and also because this is putting in place a foundation for things to come.

Detailed patch notes will follow, and release will be soon.

Coming from five years of intense development, immediately after No Man’s Sky released the team spent six weeks updating the game with 7 patches across both platforms. The last of these was 1.09 on Sept 24th which you can read about here http://www.no-mans-sky.com/log/. These fixed many of the most common or critical bugs and issues post-release.

In the nine weeks since then our small team has been hard at work on development, testing and certification for the Foundation Update. It won’t be our biggest update, but it is the start of something.

The discussion around No Man’s Sky since release has been intense and dramatic. We have been quiet, but we are listening and focusing on improving the game that our team loves and feels so passionately about.

Positive or negative feedback, you have been heard and that will truly help to make this a better game for everyone.

This update will be the first small step in a longer journey. We hope you can join us.


No Man’s Sky Review: How I Stopped Worrying and Learned to Love Exploring

Posted on August 13, 2016 by Broken Joysticks

Review written by John Edward Bridgman – follow him on Twitter at @JEBWrench!



Here is what you will see when you warp around in a system

Finally, after all the speculation, articles, and setbacks, Hello Games’ space explorer No Man’s Sky is here. We are finally able to answer the question, “What is No Man’s Sky?” And that answer is – a pretty good exploration and space trading game with minor crafting and survival elements.

It sounds pretty basic when framed in that way, and in words It’s not particularly elaborate. However a quick summary of its genre doesn’t encapsulate the experience well enough. If you’re expecting something different out of the game, or don’t care for what its core offering is, it’s not likely to draw you in.

The exploration itself is at once relaxing and fascinating, with ample opportunities for the game to surprise you with what it presents you. Expansive vistas, crystalline chasms, and vast plains of alien wildlife are all things I’ve spent time admiring. It does get a little repetitive the longer you stay on a single planet, but being able to leave fairly easily helps remedy that.

Starting off with a wrecked starship, the tutorial asks you to gather resources to make repairs to your shit, and ready the ship for spaceflight again. This servers as a tutorial and walks you through everything you need to do fairly quickly. It introduces the games systems and mechanics – primarily the implementation of crafting the game uses – while leaving you some room to tinker as you discover upgrading and modding your equipment.


There is a lot of this, going around the world scanning for resources

Inventory management plays a major role in the game. Both your starter ship and first suit have and infuriatingly limited amount of space. You can acquire additional slots and bigger ships through various methods as you explore, but starting out in particular you will run into full inventories fast. Until you find a trade uplink, your only option is to get rid of excess stuff permanently. This makes a lot of early game exploration feel hollow as you can’t keep any hi level resources you find due to a lack of space.

There is an interesting interaction involving the inventory system. When you use upgrades and mods to your suit and ship they occupy an inventory slot. Having to decide between the improvements to exploration and combat or carrying more stuff to sell is not irrelevant, and I found that I would hold off on useful upgrades until I had a chance to offload more of my goods.

As far as combat goes, it is not particularly great. On land, there are drones that analyze the environment, wildlife, and you, and if you seem to be threatening, they will attack. They don’t do much damage, and if you evade their line of sight long enough they will deactivate. The main thing the player can get from them is that  they are made of Titanium which is useful. Shooting them down is easy even with the basic mining laser.

Naming the Animals is pretty fun

Naming the Animals is pretty fun

Space combat is a different story. Learning how to line up your shots takes some practice, and the nature of starship combat can make it really disorienting until you learn how to read and react to the on-screen indicators. Luckily, you can make repairs on the fly so it’s not unforgiving if you get in a dogfight without being certain what’s going on. You also are given some advance warning of incoming ambush, so you can fly off or warp to another location if you aren’t ready to fight.

Setting off to a new star system is exciting, and I have not lost that feeling of wonder every jump to hyperspace. While you start to notice some common set pieces on the individual planets – abandoned buildings, outposts, and production facilities offer you the same sort of thing on every planet, there are still some surprises to be found. Some of these I wish would be less frequent, because they lose a lot of effectiveness if you see them too much.

Survival elements are technically in the game, but they aren’t really worth worrying too much about. Almost every planet has something dangerous about it – whether it’s radiation or extreme temperatures.  Players will have  you have a meter that measures how much protection you have remaining and a warning will pop up when you are getting low. When that runs out, your life support lowers. Those two are basically your only concerns and they replenish easily. You recharge your life support with Isotope-type elements, which includes carbon (which can be gathered off almost anything that is alive). This effectively eliminates the survival aspect of the game.  Your resistance meter is recovered by finding shelter, either in a building, cave, or your ship. Hopping into your ship takes care of most of your survival needs almost immediately.

The planets I have seen so far have been interesting and diverse in their traits, though I have seen individual elements repeat a few times. I can see them becoming repetitive after even more planetary jumps. However, foe now even the two most similar planets I’ve seen have felt different enough thanks to palette differences. Also interesting is that it took about eight planets for me to find an ocean. Even though I thought I had seen all the games engine had to offer, finding that ocean left me to wonder what else is in store.  There are supposed to be over 1 billion randomly generated planets, with nearly endless possibilities’ the only barrier is time.


Some of the vistas in this game are absolutely jaw dropping

One of the most prominent and touted features is the ability to name and upload your discoveries. When you do so, you get rewarded in game for your discoveries with cash. This will help you to purchase larger ships or rarer resources. This is not a viable method of income, but it is fun to do. The trouble is twofold with this however. First, your name cannot be changed once you set it. If you make a typo or don’t like your decision later on you can’t change it. Second is there is just so much to name, and I find it difficult to upload something without naming it, as it feels like a wasted opportunity. You may not be bothered by this as much, but I feel that allowing you to alter names later on would remedy both if these.

The soundtrack is incredibly relaxing for the most part, though it gets intense during dangerous situations like combat. The ambient music that plays as you explore feels right and helps put you into the appropriate mindset to let your mind be drawn into the world around you. It enhances the game greatly, and honestly most of it works really great as relaxation music on its own.

While there is something going on in game on a galactic scale, there’s not really a traditional narrative. Instead, as you travel from planet to planet, and encounter more sentient lifeforms, you pick up on some of the history of the beings you encounter. Finding ruins and learning their languages lets you delve deeper into these histories, and I couldn’t help but find myself formulating theories on how events in history may have transpired. These micro-archaeological narratives are actually rather fun to work through.  This is a for sure a player driven game. If you prefer a strong narrative driven game No Mans Sky is not going to be for you.


This is the closest you will ever get to finding a city


A little less fun with the alien languages are some of the puzzles. You will sometimes encounter malfunctioning systems that ask you for an action to repair them for a reward. These will come with an instruction in the alien language, so if you know the right words it’s trivial to solve, otherwise it’s guesswork. Along with those I’ve seen number pattern puzzles as well, so if you’re put off by those that will likely be a disappointment. Having the puzzles isn’t a deal breaker, but they do feel underwhelming.

No Man’s Sky manages to be both ambitious and expansive, but restrained. It’s a game of moments that can draw you in enough to push you through the more repetitive parts. When its formula works it’s outstanding, and when it doesn’t, the cracks show. It doesn’t really have much to offer people who aren’t interested in the things it does; it isn’t likely to be the game to make exploration and crafting your thing if they’re not already. However, I highly recommend it to anyone who does enjoy this style of play. It may also be worth playing if you are inclined towards space, as it creates some amazing moments as you soar through the stars.

This is a review of the PlayStation 4 copy of No Mans Sky Which was provided by Sony for review.



No mans sky pushed back to unknown date

Posted on May 26, 2016 by Fionna Schweit

Well, it was bound to happen. Massive space sim exploration game No Mans Sky, which some people have been waiting for since 2013, has been pushed back again. Kotaku first reported that the games date had been removed from promotional media, then several other sources, now its been confirmed via images from Game Stop.



The coming soon sticker over the old release date

Show of hands who is surprised here? No one? Thought so the studio behind No Mans Sky is TINY, like indie style tiny, but they are working to produce a game whose scale is basically unprecedented in gaming. The game has been hyped since it was revealed back in 2013, seeing extensive coverage everywhere from the Stephen Colbert show to The New Yorker. As of just a few days ago the release was supposed to be June, but now it seems that’s not going to happen. I will continue to hope that this is a delay for polish and not any of the other many reasons it could be. I never mind when a developer says, our game its not quite ready, so we need some time, what I do mind is when politics pushes a game back.


No mans sky wont have a story, but its going to have lore

Posted on April 28, 2016 by Fionna Schweit

No mans sky is one of this years biggest games, but it doesn’t have a story per-say. The developer has confirmed that there will be no cut scenes, or other normal style of story telling in game, but that doesn’t mean there will be no environment or atmosphere. Instead the story will be told through  the atmosphere, the land, and the people who inhabit it. The environment will be the story.

In order to do that the developers brought on board Dave Gibbons and James Swallow veteran Hollywood story tellers with credits like Watchmen and Star Trek under their belts. The video is an advertisment yes, but its also a neat look in to what goes in to setting up a game like this, building its world and lore, with out telling any specific story.



No Man’s Sky Releases June 2016

Posted on October 27, 2015 by Rae Michelle Richards

This new trailer for the highly anticipated No Man’s Sky from Hello Games does not disappoint. Everything from walking mechs, to battles with giant space creatures are showcased during this brief trailer.

At the end of the trailer the developers finally unveiled the release date of – June 2016 on PlayStation 4!

Check out the trailer here:

[youtube id=”eBERVWYa-1Y”]


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