No Man's Sky

Hello Games has deployed a new update for No Man's Sky across all platforms.

Update 1.63—"a large update focused on improving and extending planetary exocraft", according to the developer—has now rolled out, and includes the "rugged, fast-moving" new exocraft, Pilgrim.

No Man's Sky's new exocraft, Pilgrim

"The existing exocraft have also been tweaked," the studio writes in a recent developer blog. "Multiplayer racing has been fixed, inventory sizes have been increased, and summoning has been made easier. Geobays now only need to be built once – after that, all owned exocraft can be summoned with unlimited range on any planet where you’ve constructed a new Exocraft Summoning Station."

There are also new upgrades for all exocraft—including the new pilgrim, of course—available from the Exocraft Technicians, plus you can now customise your preferred grip or drift levels, as well as choose from a "full range of colours, decals and boost flame effects".

For more, including the full patch notes including every little tweak and revision, head on over to the official website

Thanks, wccftech.

No Man's Sky

Hello Games has just released a new update for its wunderlust-y space adventure No Man's Sky - and it introduces, among a variety of other delights, motorbikes.

No Man's Sky's new two-wheeled addition - the "rugged, fast-moving" Pilgrim - is a wonderfully chunky, retro-futuristic thing, but to get one you'll first need to purchase the relevant Geobay blueprint from the Blueprint Analyser.

The fun doesn't stop there, however; as part of a newly expanded range of options that cover all exocraft types, you can now use new technologies to tweak the handling of your Pilgrim - and indeed all other vehicles - until you find a mix of grip or drift levels that suit your preferred driving style. A variety of new upgrades are also available from the Exocraft Technician.

Read more…

No Man's Sky - contact@rockpapershotgun.com (Dominic Tarason)

Space explorers in Hello Games’s No Man’s Sky can now experience the pleasure of finding ancient alien religious sites, then ramping off them in a giant spacebike while hootin’ and/or hollerin’. The Akira-meets-Popemobile beauty above is the Pilgrim, a new Exocraft added in today’s vehicle-focused update. Players wanting to take it for a spin should check out their nearest Blueprint Analyser, and look for the Pilgrim Geobay, along with a new device allowing you to summon ground vehicles anywhere on a planet’s surface. Check out the full patch 1.63 notes here.

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Oct 5, 2018
No Man's Sky - Hello Games
Hello Everyone!

We are so excited to finally share the focus of our development efforts over the past few weeks: a large update focused on improving and extending planetary exocraft!

A brand new exocraft is now available to drive across the galaxies: the rugged, fast-moving Pilgrim.



The Geobay for the Pilgrim is available for purchase from the Blueprint Analyser.

The existing exocraft have also been tweaked. Multiplayer racing has been fixed, inventory sizes have been increased, and summoning has been made easier. Geobays now only need to be built once - after that, all owned exocraft can be summoned with unlimited range on any planet where you’ve constructed a new Exocraft Summoning Station.



New upgrades for the Pilgrim and all other exocraft can be purchased from the Exocraft Technician once their missions are complete. Exocraft handling can also be adjusted with a series of new technologies, allowing players to customise the grip or drift levels of their different vehicles.



Your exocraft fleet can also be customised, with a full range of colours, decals and boost flame effects available to choose from.



Community Research Update
Specialist Polo is dedicating this week to analysing the collected data before determining the next chapter of their research project. The galactic co-ordinates reported by their Explorer-Friends require thorough investigation, and the trace of another Traveller-Entity beyond this reality suggests the recent galactic changes may have wider-reaching impact than is yet understood...

Development Update
Patch 1.63 is live today, with the patch notes available below. The next update will see the continuation of Polo’s research missions, as well as high priority quality of life improvements throughout the game.

In the meantime, we are keeping up the pace here as we work towards another large update. Hopefully we’ll be able to share some previews of that ahead of time!

Thank you so much,
Sean

Patch 1.63
  • Added a new Exocraft, the Pilgrim. Purchase the blueprints for the Pilgrim Geobay from a Blueprint Analyser.
  • Added an Exocraft Summoning Station that once built on a planet, allowing all owned exocraft to be summoned from anywhere on that planet. Purchase the blueprints for the Exocraft Summoning Station from a Blueprint Analyser.
  • Increased the inventory size of all Exocraft.
  • Increased the base speed of the Colossus.
  • Added upgrade modules for the Exocraft, similar to the modules available for ships, Multi-Tools and the Exosuit. Upgrade Modules are purchasable for Nanites from the Exocraft Technician once their quest chain is complete. Modifiable stats include top speed, boost power, fuel efficiency, gun damage and more.
  • Expanded the Exocraft Quick Menu options to allow all owned and in-range Exocraft to be summoned, not just the current primary Exocraft.
  • Added the ability to customise your Exocraft with unique paint, decals and boost particle options.
  • Added specific technology to customise Exocraft handling, allowing drivers to spec their vehicles for grip or drift.
  • Added a speedometer display to the HUD while driving an Exocraft.
  • Fixed a number of issues with vehicle races, particularly in multiplayer.
  • Fixed an issue where Exocraft with laser upgrades could still not mine substances that required an Advanced Mining Laser.
  • Fixed an issue where Exocraft could not mine terrain resources.
  • Fixed an issue where the Race Initiator was not available at the Blueprint Analyser.
  • Improved the performance of terrain tessellation on PC (EXPERIMENTAL).
  • Improved the visuals when highlighting objects with the Analysis Visor.
  • Fixed an issue where players could not lose a 5-Star wanted level.
  • Fixed an issue that prevented the Blaze Javelin from firing while zoomed in with the Combat Scope.
  • Fixed an issue where players who were on the other side of a portal at the launch of NEXT would see their portal return marker in an invalid position.
  • Fixed an issue where NPCs could use the wrong audio.
  • Fixed an issue where frigate cargo would be lost if inventory space wasn't available upon landing on the frigate.
  • Fixed an issue where expedition upgrades were not refunded when the expedition was cancelled.
  • Fixed an issue where players were unable to land on frigates owned by other people in multiplayer.
  • Added the ability to cycle between frigates when viewing the fleet.
  • Fixed an issue where freighters could not be purchased with other players on board.
  • Fleets can now be seen from the planet surface.
  • Fixed an issue where frigates would revert their colours to blue and white.
  • Added display of planetary coordinates to starship dashboard.
  • Fixed a number of issues with player position being saved incorrectly while on the other side of a portal in multiplayer.
  • Fixed an issue that caused players returning to a Base Computer via a teleporter to spawn inside the Base Computer mesh and be violently ejected.
  • Fixed an issue where players were being asked to build a beacon for the Base Scientist but didn't know the blueprint.
  • Fixed an issue that could cause Delivery missions to require the wrong substance at the hand-in step.
  • Fixed an issue that could cause missions that involved bribery to request an invalid item as the bribe.
  • Fixed an issue that could cause the Atmosphere Harvester to collect an invalid substance on specific rare biomes.
  • Fixed an issue that could cause Atmosphere Harvesters (and other similar remote gathering technology) to run out of fuel and empty its collection hopper when the player left the system.
  • Fixed an issue that could cause Automated Mining Units to mine an incorrect substance from terrain resource deposits.
  • Fixed an issue that caused base building warning messages to be displayed immediately after correctly constructing a building.
  • Fixed an issue that caused the 'Find nearest building' signal booster option to find only buildings of the same type as the nearest building.
  • Starships will now be placed upon available landing pads when teleporting back to the player's base.
  • Fixed a number of other issues affecting starship landing and collision.
  • Fixed an issue that could allow multiple starships to be docked on the same landing pad in multiplayer.
  • Non-primary player ships are returned to the freighter when the freighter is called in, preventing them becoming permanently lost or broken.
  • Further improved the system to remove irrelevant bases from the teleport list.
  • Fixed an issue that could cause starship engines to sound too loud.
  • Fixed an issue that could cause the camera to swing wildly when launching the starship.
  • Prevented Quick Menu hotkeys from taking effect while other UI panels are open (eg during text chat).
  • Fixed a crash related to the Quick Menu.
  • Fixed a crash in AI ship behaviour.
  • Fixed a crash in the terrain system when reloading an autosave.
  • Fixed an issue that could cause poor performance on the Discoveries menu.
  • Fixed an issue that could cause excess memory usage on some AMD systems.
No Man's Sky - Hello Games
More info available here

Hello Everyone!

We hope you have been enjoying the most recent additions to the game with last week’s large update! The team here are concentrating hard on the upcoming features, but we continue to balance this with time dedicated to optimisation and ironing out issues that are important to players and to us.

This week’s update addresses a few high priority issues and introduces the Space Anomaly’s next community research mission!

Community Research Update

Specialist Polo’s research has taken a new direction this week, after their analysis of the Sentinel data yielded some surprising results. The Sentinels are tracking other anomalous signals, signals currently unknown to Nada and Polo.



They have pinpointed the location of what appears to be the echo of another Traveller-Entity. The Anomaly itself cannot travel to this location, for fear of further alerting the Sentinels. Polo asks for help in finding this mysterious being - or in finding whatever trace of them still remains in this reality...

As always, Quicksilver will be awarded to all participating Travellers, and can be processed by Polo’s Synthesis Bot in exchange for exclusive collectibles.

Placeable portraits of two more familiar Traveller characters: Artemis, and Null.



Create vivid horticultural displays at your base with three customisable tree varieties:

A fragrant fruit tree.



An elegant spindle tree.



A hardy evergreen tree.



Development Update

Patch 1.61 is live on all platforms today, with the notes available below. We will have some more news to share with you very soon!

Our next update is larger and has a focus on making exocraft. Making them more valuable and interesting, as well as fixing exocraft issues.

Thank you so much,
Sean

Patch 1.61
  • Fixed a crash in the quick menu.
  • Added a warning message when attempting to upload a base which exceeds the existing server upload limit.
  • Fixed an issue where the build menu would occasionally switch to the quick menu.
  • Fixed an issue where multiple mission markers could appear over moving objects.
  • Improved some translated text.
No Man's Sky - Hello Games
More info available here:
https://www.nomanssky.com/2018/09/development-update-1-60/

Hello Everyone!

Seeing all the player stories and creations emerging from the recent updates has been fantastic motivation for the team here. Thank you for the tremendous effort in highlighting important issues with clear feedback - but thank you also for simply enjoying the game (and for sharing that enjoyment online where we can see it!) It's why we continue to do what we do.

As we touched on in the last Development Update, we are busy brewing up some larger features as part of the longer journey for No Man's Sky. We are aiming to share further previews of what's coming up, as soon as we are ready. In the meantime, this week introduces a new update, 1.60, which includes the features highlighted below.


Community Research Update

Specialist Polo has collated all the data they've received about creature appetites, diets, and digestion, and are currently analysing the results. Any travellers who collected a mysterious new substance during this research mission may be able to fetch a reasonable price for it at a Trade Terminal... or find a different method of converting it into valuable currency.

However, scientific progress is never without adversaries, and an old threat is weighing on Polo and Nada's minds. Polo will again reach out to their Traveller-friends for assistance. This time, they wish to gather data on the sentinels that patrol the galaxy and seek to eliminate anomalous entities such as non-convergent Gek and Korvax lifeforms.



Polo believes that a deeper understanding of sentinel intelligence may help give the Space Anomaly an edge in their evasion of the sentinel forces, and reveal more insight into this renewed galactic generation. Quicksilver will be awarded to all Travellers who participate in the research, and can be processed by Polo's Synthesis Bot in exchange for a number of items - including several new to this week.


For Traveller bases, a statue of a relatively rare, but consistently awe-inspiring, long-necked quadrupedal species.


A placeable portrait of a Traveller who will be familiar to many explorers.


A miniature, autonomous drone is available to build at your base, to provide silent but reliable robotic companionship for weary Travellers on their return home.


A lively dancing gesture, to commemorate moments of victory and celebration.

Even if you missed out on some of the previous research missions, you can still participate in this week's mission - and more diverse means of earning Quicksilver will soon be available too.


Development Update - Current Patch and Future Plans

Patch 1.60 is live on Steam today. It includes a large list of fixes and improvements - notably the new features we previewed last week, as well as the new Quicksilver Synthesis Bot items. The complete list is available below.

Last week we gave you a sneak peek of upcoming features, I'm delighted that most of them are already made it into version 1.6, along with a whole bunch of fixes and tweaks.We have some exciting features in the pipeline for No Man's Sky which we're looking forward to sharing with you all.

In the meantime, thank you again for being here with us, for reading these updates, and for playing the game.Thank you so much,Sean


Patch 1.60
  • Added the ability to customise the player's body shape in the Appearance Modifier.
  • Enabled quick menu keybinding for PC players.
  • Fixed an issue that could prevent other players' bases from downloading while exploring.
  • Restored the ability to use keys/buttons on the Quick Transfer inventory popup.
  • Dying after falling into space no longer removes items from your inventory. Falling into space in Permadeath will reset your character into a safe position instead of killing you.
  • Added additional landing pads to the Space Anomaly and Atlas Stations.
  • Fixed an issue that prevented deleted bases from being cleared out from the teleporter list. Any new deleted bases will be automatically removed. Existing entries may have to be visited to successfully be removed from the list.
  • Fixed an issue that caused players with Teleporters to be returned to their Base Computer instead of the Teleporter Terminal.
  • Introduced a number of optimisations to the audio system and fixed some audio glitches.
  • Fixed some missing audio in the Quicksilver shop.
  • Introduced a number of additional general optimisations.
  • Fixed an issue that caused ricochet projectiles not to damage some objects.
  • Fixed an issue that prevented rocket boots from functioning (double-tap A to activate or chain boost jumps).
  • Added the ability to untag markers.
  • Fixed an issue that caused tagged markers to vanish when entering Exocraft.
  • Fixed an issue that caused too few predators to be interested in hunting the player.
  • Replaced storage containers on freighters with purpose-built storage rooms. Materials have been refunded and new blueprints added automatically. Build the new rooms to access stored items.
  • Added text chat functionality to Orb multiplayer on PC.
  • Added new attack behaviours to the Biological Horrors...
  • Fixed a number of issues around Nada + Polo's dialogue onboard the Space Anomaly.
  • Fixed a network error in base building.
  • Fixed a crash in base building.
  • Fixed a crash in the main menu.
  • Fixed a crash in the inventory system.
  • Fixed a crash related to multiplayer Monuments.
  • Fixed a crash in region generation.
  • Fixed a number of miscellaneous crashes.
  • Added rich presence text for the Steam client.
  • Fixed an issue that caused discoveries made in a multiplayer session to not immediately sync with other players in that session.
  • Fixed an issue that could cause technology to vanish when being repaired.
  • Fixed an issue that caused the value of repaired ships + weapons to be too low when trading in.
  • Fixed an issue where Pugneum was refined into Big Ball.
  • Replaced some duplicated item icons.
  • Fixed a number of visual glitches with terrain rendering.
  • Fixed an issue that caused timers not to function properly in multiplayer.
  • Fixed an issue that could stop base parts being deleted despite the player not being inside the object.
  • Fixed an issue that could cause creature feeding missions from the Mission Board to have not appear in the log.
  • Fixed an issue where multiplayer Monuments had a missing label.
  • Fixed an issue where ship summoning was missing a sound.
  • Improved the animations of various alien creatures (particularly those with an above average number of legs).
  • Fixed an issue that could cause the Multi-Tool to rotate out of place in the player's hands.
  • Fixed an issue that prevented players with two-handed Multi-Tools from melee boosting.
  • Fixed an issue where the camera change key in the Appearance Modifier didn't work on PC.
  • Removed some outdated items from the Guide catalogue.
  • Fixed an issue where Quads + Walkers showed incorrect information when viewed through the Analysis Visor.
  • Fixed a number of collision issues onboard frigates.
  • Fixed a collision issue with base doorways.
  • Allowed Exocraft geobays to be built on top of other structures.
  • Added a visualisation of the terrain complexity cap for bases, to notify players when no further edits can be saved. (Please note this relates to terrain carved by placing base parts, not edits made directly by the Terrain Manipulator.) A system to allow players to remodel base terrain and reclaim edits is in progress.
  • Improved interaction camera positioning on Boundary Failure objects.
  • Fixed an issue where Hexite could continue to spawn after the relevant community event.
No Man's Sky - Hello Games
More info available here:
https://www.nomanssky.com/2018/09/development-update-1-59/

Hello Everyone!

Thank you for your feedback and kind words after our last development blog post. We hope to continue sending these updates for a little while. It’s nice to be at a point in time where we can share information and updates with the community.

While some of us are also beginning to work on new features and content, the team continue to work hard making fixes. We listen intently to the community and appreciate the effort people go to in writing up bugs and feature requests.

Community Research Update
The response to our first community mission was great to see, and your feedback is being rolled into 1.59 and 1.6. It was also lovely to read all the messages left by explorers on the Community Research planet - so many notes sent from all across the world and broadcast all over the universe.

Specialist Polo continues their investigation into a strange new phase of galactic generation. The collective digging efforts of the last week have given them a vast store of Hex Cores on which to experiment, and they have several promising leads. What secret do these cores hold, what message are they bringing for the universe?



While they continue to investigate, Polo’s mind has turned to biology. Beginning on Thursday 6th September, they will reach out to all explorers and once again request their assistance in documenting the changes taking place in the fabric of reality.

This research project involves finding and feeding animals on a planet that shows signs of previous Hex Core contamination. Dedicated Travellers who explore the diets of the creatures on this world will be rewarded with Quicksilver to spend at Polo's Synthesis Bot. Polo notes that explorers are free to carry out their own research or refinement projects on any animal byproducts produced during these encounters.

The Quicksilver Synthesis Bot has also developed some new items:
  • A range of new base building parts. Travellers may attempt to curry favour with the Gek or the Sentinels by constructing large metal statues around their home.


  • The sleek, stylised Blazing Orbit helmet, available as a fully-recolourable customisation option to the Anomaly suit.


  • A pair of touching decal portraits of Nada and Polo themselves.


  • A new laughing gesture, allowing Travellers to experience joy.
The Synthesis Bot is striving to please its masters by creating a diverse range of new items, tailored to their desires. Significant new developments will appear in the shop in the coming weeks, as well as new ways to discover Quicksilver while playing...

Development Update - Current Patch and Future Plans

Patch 1.59 is live on all platforms today and has a number of critical fixes. It also introduces the new items to the Quicksilver Synthesis Bot.

While some members of the team have been working to make these fixes and to get them to you as soon as possible, the rest of the team have been hard at work on upcoming features and critical fixes, optimisations and Quality of Life improvements. Some of these will follow in the coming days.

We don't normally do this, but here is a sneak peek, the team are also currently working on:
  • Fixing an issue that prevents shared bases from downloading while exploring.
  • Adding new attack behaviours to the Biological Horrors...
  • Enabling terrain tessellation on PS4 (base and Pro) and Xbox One X. New dynamic tessellation enables detailed terrain height maps without sacrificing performance.



  • New, custom options for body shape have been added to the appearance modifier. This gives players far greater control over how they appear in the universe, increasing the diversity and variety of characters for all races
  • Based on feedback from the community, we've added the ability for players on PC to set Hotkey Bindings to rapidly access options in the quick menu. This allows players to bind commonly used functions such as switching to third person, using their torch, or entering photo mode to number keys (or those mice that have loads of buttons).

As we continue development, more of the team will become free to work on new features. We want to involve the community in shaping these features, and hope to share some of this plan with you in the next few weeks.
Thank you for being here with us as we continue to develop No Man's Sky NEXT, and we hope you enjoy all our improvements and expansions to the game.

Thank you so much,
Sean

 
Patch 1.59 Patch Notes
  • Added new items to Polo's Quicksilver Synthesis Bot.
  • Fixed an issue that could cause discoveries to stop saving.
  • Fixed an issue where players with a specific number of inventory slots would have some slots hidden by other UI elements.
  • Fixed an issue that could cause Community Research portals not to return players to the correct galaxy after mission completion.
  • Ensured that the first entry in the Space Station Teleport list will take players in the incorrect galaxy back to their home galaxy.
  • Fixed an issue that could cause portals to close and not lead players back to the correct planet.
  • Fixed an issue where players could become stuck on a black screen.
  • Fixed an issue where the starship was unable to land after changing missions while facing a mission marker.
  • Fixed an issue where players with corrupt saves would be recovered but have no ship (please note - this involves instances where the ship was the corrupt data, and so ships have been restored to default).
No Man's Sky

 

I’m staring at a series of red symbols, each potentially representing several hours of work. My hyperdrive is broken, my storage space is clogged with sparking components, and I’m fairly sure my landing gear is oozing something dirty at me. I need to mine copper from limited deposits, harvest organic material for valuable carbon, and fuse the copper into Chromatic Metal—all while dodging the watchful eyes of Sentinels. At best, I’ll be hobbled until roughly half of these elements are repaired. At worst, I’m stranded on a planet that, though beautiful, has little of the resources I need.

I need to build a base. I need to find a way to establish contact with the trading post at least 30 real-life minutes away, and buy what resources I can’t craft. Hell, I have to learn new words so I can even communicate with the alien beings that inhabit it. Somehow, I couldn’t be happier. 

‘Repetition’ can be a dirty word for people who play games. It conjures images of grinding through endless waves of low-level enemies, or trekking through environments you grew tired of long ago to fulfill another basic fetch quest. Yet, several successful games (and even series) have been built around repeated, even mundane routines. Why is this the case?

The core concept separating good repetition from an aggravation you tell your friends to struggle through to get to the good bits of a game, is storytelling. What is the narrative that emerges as a result of a player’s repeated actions? Fighting waves of creatures emerging from the sea itself to attack your newfound coastal refuge in Ys VIII: Lacrimosa of DANA is heroic. Even without a goal like getting a high score, both context and experience (i.e. hearing your comrades’ morale increase as a result of your killing a disturbingly large lobster) make these raids feel like a legitimate part of your story. You’re the desperate defenders of a shipwrecked, thrown-together family. Driving along the autobahns of Euro Truck Simulator, you create stories in your head. The truck you’ll own one day, when you work for yourself. The highest, safest speed you can reach along a familiar highway, to beat the bad weather rolling in behind you. 

Contrast these scenarios with quests in an RPG where, despite being the next savior of mankind, you stand in a graveyard for a few minutes killing any zombies that happen to pop their heads above a crypt. Heroic? Significant? Interesting? Not really.

Animal Crossing: New Leaf is a game that understands the difference between good and bad routine acutely.

After moving to a new town and being introduced to fun realities like crippling debt for your new house, you’re thrown into a loosely-guided tutorial of things you can do in town. Picking seashells leads to sending letters, to catching bugs, to fishing, to watering flowers. Maybe someone new will come to town, and you want to have a chat. Maybe you want to get deep into expanding and renovating your home—in the eyes of the game, it doesn’t particularly matter. Since Animal Crossing runs on a constant 24-hour cycle regardless of your participation, and those basic actions (fishing, bug catching, etc.) never change, it’s a game you can play for 20 minutes in a day and set aside without guilt. In fact, those 20 minutes a day are the point. You become closer to the world and its people through routine.

Interactions are gentle and, sometimes, intentionally clunky. To donate a fossil to the local museum, you have to look for a star-shaped hole in the ground. Then, you dig in the space with a shovel. After, you trek across the map to reach Main Street, and the Museum at its far end. Blathers the Owl, its curator, repeats the same lines he did yesterday and the day before that, before you can finally reach a dialogue menu to get the fossils assessed. After they’re assessed—and only then—can you again reach a menu where you can donate the artifacts, or excuse yourself to sell them for a profit. You have to go through this sequence every single time you want to assess or donate a fossil. Routine can’t be rushed or exploited in the game, as evidenced by the patchy landscaping of a town if a player wears the grass away through frequent sprinting.

Yesterday, you fell into a hole while looking for fossils. Today, you avoid the hole and unearth a Pitfall Seed you use to trap a villager you don’t particularly like in their home. Tomorrow, you’ll give a rare bug you collected to a baboon man, and receive a straw hat you try to sell off without feeling guilty. Your narrative is a life lived, with all of the little mundane steps in between that make it feel real. Friction, and occasional misfortune, are a necessary part of this life—much like No Man’s Sky.

At first glance, No Man’s Sky and Animal Crossing seem to have radically different philosophies. However, if Animal Crossing is about the joy and journey of routine within a single, static community, No Man's Sky is about the joy and journey of routine within an intergalactic community. In both games, incremental progress occurs within worlds where growing knowledge, maintenance, and increased capabilities for exploration, form an interconnected flow that can't be rushed. You log on, collect necessary materials for upkeep and upgrades, and in the case of No Man’s Sky, maybe learn a few alien words from a glowing monolith on your way to the next series of tasks.

To return to my hilariously broken starship, that laundry list of tasks ahead of me is the equivalent of falling into a hole in Animal Crossing—intentional, memorable friction on what would otherwise be a smooth, boring road. In their development updates, Hello Games calls No Man’s Sky players “explorers”. That word choice is significant. These moments of repetition and routine, misfortunes along the life lived, are what No Man’s Sky’s fluorescent planets, and constant churn of tiny activities serve to evoke.

In a given day in No Man’s Sky, I can swing between freaking out about discoveries of Whispering Eggs and their accompanying biological horrors, to struggling to get enough fuel in my new ship to limp back to my frigate. The lows make the highs stand out all the more. In this rhythm, there is a truth:

Outstanding adventures don’t just require routine—they demand it.

No Man's Sky - contact@rockpapershotgun.com (Jay Castello)

As well as finding No Man’s Sky a relaxing exploration sim to play, I ve especially enjoyed hearing about all the weird and wonderful corners of the universe that other players have stumbled upon. Now, Hello Games have made it much easier to find those stories. Released with the latest update, the Galactic Atlas allows anyone to explore fan-submitted points of interest. And I can t stop poking around in it.

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No Man's Sky - contact@rockpapershotgun.com (Dominic Tarason)

Most studios would be content with a re-launch of their game making it a massively played best-seller, but Hello Games have more planned for their procedural space sandbox, No Man’s Sky. The studio have their first season of community events planned out, and the first, detailed in this official blog post, goes live today.

Buckle your swashes and put an eyepatch on your space-helmet, as there’s a hunt on for buried treasure in a remote corner of the galaxy. It’s not a massive undertaking, but should help bring its community together in search of underground loot and some extra cosmetic items, with more goodies coming in the following weeks.

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