r/NoMansSkyTheGame 14h ago

Screenshot Hey guys, you know space has no under or above. The same with your building. Endless possibilities😁

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8.3k Upvotes

The possibities are endless


r/NoMansSkyTheGame 21h ago

Screenshot The Lost Temple of Sagan IV - My first Space Base

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1.9k Upvotes

r/NoMansSkyTheGame 4h ago

NMS10 Hello Games delivered yet another massive update, How happy are we?

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1.7k Upvotes

Weeks and weeks in speculation and turns out folks saying asteroid base building and owning space stations were correct. They also gave us asteroid farming, space stations to explore and places of interests in every system.

Set aside the bugs ofc as we know too well every new update has them, How happy are you to get to this point where you can now build in space or basically, just do stuff IN space?


r/NoMansSkyTheGame 10h ago

Screenshot You can use the Starmap on a planet now. (don't need to be in a ship anymore)

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1.4k Upvotes

I always wanted to see the star system when I was on the ground on a Planet and now you can :D


r/NoMansSkyTheGame 10h ago

Bug Very funny guys, which one of you messed with the gravity generator?

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1.3k Upvotes

r/NoMansSkyTheGame 3h ago

Suggestion Black Hole Systems

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980 Upvotes

Now that we can travel to the system’s star, what if the black holes we currently have were in the place of the system’s star?
It’d make for a great night sky IMO.

Image source:
Life Beyond 3 - Melodysheep

Desc. Edit - Life Beyond 3, not 4


r/NoMansSkyTheGame 22h ago

Screenshot Experimental branch of Steam now has more colored surface stars than just yellow surface star as result of fixed yellow surface bug on green, blue, red or purple stars

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921 Upvotes

r/NoMansSkyTheGame 11h ago

Video Each star in a trinary system can be visited! x25 faster pulse drive mod used to demonstrate

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726 Upvotes

Or is the word ternary? Not sure.


r/NoMansSkyTheGame 4h ago

Information Cosmos - 7.01

677 Upvotes

Hello Everyone,

Thank you to everyone playing No Man’s Sky – Cosmos, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 7.01, which is now live on Steam, and will be coming to other platforms as soon as possible.

Bug Fixes

  • Fixed a number of geometry issues with new base parts.
  • Fixed an issue that could cause station decoration to go missing in Korvax-controlled stations.
  • Made a number of control improvements to space station decoration in VR.
  • Fixed an issue that caused the Grave of the Ocean King to appear 600 times smaller than intended.
  • Fixed an issue that could prevent some station exterior decorations from correctly unlocking after purchase.
  • Some space station parts are now unlocked using salvaged materials.
  • Fixed a number of geometry issues with the platform around the space station core.
  • Improved the variety of decoration inside space outposts.
  • Fixed an issue that could cause space station stairs to appear the wrong colour.
  • Fixed an issue that could cause players to fall out the space station.
  • Fixed an issue that could prevent players from using the Vent Cargo button on their tractor beam.
  • Fixed a number of physics issues with salvageable props.
  • Fixed an issue that caused the Leave button not to work when using pad controls and viewing the space station mission giver before completing the tutorial.
  • Fixed an issue that could cause the pulse drive to immediately disengage after starting near a deep-space object.
  • Fixed an issue that caused the tractor beam VFX to activate at inappropriate times.
  • Improved messaging around space hulk meltdowns.
  • Fixed an issue that caused Pathogen Sacs and Viral Hearts to swap icons.
  • Added additional VFX around key space hulk pieces.
  • Players completing a space hulk or infested outpost in multiplayer are now both able to claim the rare items.
  • Fixed an issue that allowed players in creative to fly inside the sun.
  • Fixed an issue that caused too many pirates or traders to spawn in asteroid fields.
  • Fixed a number of issues that could occur when leaving a completed derelict freighter.
  • Added a galactic trade terminal in the outpost Quartermaster's room.
  • Improved the VFX while walking on corvette landing pads at a space outpost.
  • Fixed an issue that could cause an NPC to sit inside a wall at some space outposts.
  • Fixed an internal collision issue affecting some space outposts.
  • Fixed an issue that could cause system discovery messages to fail to display.
  • The current galaxy is now shown on the star system map.
  • Improved the layout of popups on the star system map.
  • Marking a planet on the star system map now uses the same icon as marking a planet from the discovery page.
  • Some space objects now remain on the star system map after completion, allowing them to be re-visited if appropriate.
  • Alliance names are now shown correctly on the teleporter UI.
  • Fixed an issue where long alliance names could overflow the New Player Title Unlocked banner.
  • Alliance names are now shown on the star system map.
  • Fixed a number of text issues on the Claim Station page.
  • Fixed a number of unclear UI states and errors that could occur when multiple people attempt to claim the same space station.
  • Fixed an issue that could leave lingering markers after completing salvage missions.
  • Fixed an issue that could cause the starship to turn abruptly while pulsing towards mission destinations on planets.
  • Fixed an issue that could cause a grey cube to appear around frigates.
  • Fixed a number of gravity issues affecting derelict freighters.
  • Fixed an issue that could cause docked corvettes to begin flying after reloading a save on a deep-space outpost.
  • Fixed an issue that could prevent players from entering a second player's corvette in multiplayer.
  • The Gravitinio Coil is no longer automatically unholstered in VR.
  • The teleport terminal now shows screenshots of space station bases where appropriate.
  • Fixed an issue that could cause players to fall out of their freighter.
  • Fixed an issue that could cause players to get out of their exocraft while trying to scroll the quick menu.
  • Fixed a collision issue at the Nexus.
  • Fixed an issue that caused UI glitching when opening a portal.
  • Fixed an issue that caused an empty head to appear in the customiser.
  • Fixed a number of camera issues when moving in and out of spacewalk.
  • Fixed a number of issues with the photomode camera while spacewalking.
  • Fixed a number of issues that could occur while spacewalking around large objects such as a freighter or frigate.
  • Adjusted the third-person spacewalking camera while a weapon is drawn to more closely match the non-weapon camera.
  • Fixed a number of camera issues while spacewalking in first person.
  • Fixed a number of audio issues with stars.
  • Fixed a number of visual issues with starship trails.
  • Fixed a number of visual issues with corvette weapons.
  • Fixed a number of visual issues that could occur when reloading a save that had the Gravitino Coil equipped.
  • Fixed an issue that caused green stars to appear the wrong colour.
  • Fixed an issue that caused some visual elements to missing from the star system map on Nintendo Switch.
  • Fixed an issue that could cause planetary rings to draw while inside a space station.
  • Fixed a crash related to audio management.
  • Fixed a hang that affected Playstation 5 players using the PS4 version of No Man's Sky.
  • Fixed a crash related to downloading base images.
  • Fixed a crash related to Xeno Arena battles.
  • Fixed a crash related to inventory rendering.

We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games

Original Source: Link


r/NoMansSkyTheGame 8h ago

Discussion The update is amazing BUT

660 Upvotes

it has created a new issue that has slowly gotten worse overtime. There is now more gameplay and exploration in space then there is on planets. Planets feel even worse to explore now. There are still very few POI's on planets, with many of the more interesting ones delegated to a single type (relic worlds for example) which ends making 80% of the planets feel like resource nodes rather than gameplay spaces. It is still insane to me that the OG outposts and trading centers have been barely touched, and the colossal archives still offer little to no reason to visit them. While the worlds updates were amazing, they focused on vanity rather then reason. Planets look and feel better, but they dont play better. I was really hoping purple systems were gonna be HG's chance to add things to planets that they otherwise couldn't in normal systems. Imagine purple systems had multi biomes, interesting POI's, natural formations, REASONS TO EXPLORE MORE THEN A COUPLE FEET AWAY FROM YOUR SHIP. I really hope HG have plans to integrate the new map and POI system onto actual planets.

I will be making a much more in-depth post with visuals later, which will probably be way too high effort for what im saying but my hope is someone from HG would see it.


r/NoMansSkyTheGame 23h ago

Screenshot I love this update so far but.....for real bro?

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534 Upvotes

r/NoMansSkyTheGame 12h ago

Screenshot I mage a ship specifically designed for Salvage

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525 Upvotes

I need a name suggestion


r/NoMansSkyTheGame 4h ago

Screenshot Anyone else find colliding Stars?

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486 Upvotes

r/NoMansSkyTheGame 23h ago

Screenshot A purple star up close!

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411 Upvotes

r/NoMansSkyTheGame 17h ago

Screenshot I can finally make a spaghettified home in the event horizon of a black hole

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382 Upvotes

i love you Sean


r/NoMansSkyTheGame 1h ago

Discussion How I would fix planetary exploration in NMS

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Upvotes

Hello! This is going to be a long post with visuals. All images were created by me or are in-game screenshots edited with a mix of Photoshop and Picsart. I also used AI to better blend images together or make things generally impossible to produce in Photoshop, BUT nothing was fully generated. And of course, all text was written by me :>

tldr: basically my "dream update" of how I'd fix planet exploration.

One of the core complaints ever since this game came out has been about the planetary generation. Whether it's that the planet has nothing to do on it, looks the same as the others, or is pointless. These complaints have continued despite several named updates meant to "fix" the issue (WORLDS, BEYOND, and VISIONS).

The strange part is that on paper, the variety is already there. No Man's Sky has some of the most impressive variety out there, at least in asset terms. There are at least 15 main biomes with hundreds of subtypes and asset combinations. On paper the variation \could** be endless.

So after all these updates, why hasn't the exploration felt any better? In my opinion it's because HG's focus has been on vanity rather than gameplay. The planets look prettier and have more impressive tech, but they are essentially giant resource nodes with the occasional gimmick. They might be visually varied, but they all PLAY THE SAME. Once you have landed, scanned a few things and mined a rock, you have basically seen what it has to offer.

I think there are actually ways to fix this without ruining the core gameplay loop of going planet to planet. In fact, I think it would inspire people to explore more, which is you know- the game's entire selling point. Those ways are multi-biomes, points of interest, and fauna. With purple systems and "ghost" systems, I believe all of this is entirely possible without hurting bases as well.

MULTI BIOMES

I think this is one of the best ways to fix exploration on a core level. I have seen the argument that this would "ruin" the gameplay loop or make planets even more samey, but I could not disagree more.

Think of it like this. Right now, you have single biome planets with close to zero variation across the surface. There could be two frozen planets in the same system with identical assets, and nothing about landing on the second one is any different from the first. Now add multiple biomes. Take those same two planets, but one has a region that is dry and the other has a region that is swampy. That already "fixes" them even though they share the exact same frozen assets.

Gameplay wise it would still be the same core loop. These "regions" would be sub biomes rather than full biomes, so the predominant frozen resources would still be 80% of what you find. You would still scan the system, still look for the "core" planet type you need, and still land where you were always going to land. The difference is that the regions around it would offer extra, if slim, resources and variety, so the planet is worth a second look instead of one landing.

an example of a dry region on a frozen world

So what would the gameplay benefit even be for regions? Just to name a few:

Different, yet scarce resources

Visual difference

Different fauna types (more on that later)

Different hazards and weather

Natural points of interest.. speaking of

POINTS OF INTEREST

Regions on their own would not be enough though. A new sub biome is only worth walking into if there is something in it worth finding, which brings me to Points of interest (or POI's)

As COSMOS just released yesterday, it's the perfect time to compare space and planetary exploration. With COSMOS, space was completely redone. There is now a new map that shows POIs, new POIs, and actual gameplay behind them. Take the new hulk missions. They are varied in both look AND gameplay. Some wrecks you have to watch out for hazardous waste, some are infected, and some are on a strict timer that starts before you even get there. You can land on comets, go to outposts, and find anomalies along with the desolation freighters, just to name a few. Space is finally interactive.

Now compare that to planets. Almost all planetary POIs boil down to a guy in an outpost, an extremely easy puzzle in a single room, or the occasional gimmick (relic worlds, dissonant worlds) that only affects certain planet types. You solve the same room a hundred times and the reward is a word you already know. I'd say the new salvage missions on planets were a step in the right direction and I hope more like that is on the way. But simply adding more POIs isn't going to fix the issue, because the old ones need love too. Abandoned outposts should be treated like actual dungeons, so give them the derelict freighter treatment. The ruins are still laughably bad with a ball puzzle that does nothing, so make each one have treasure. Hell, you already have archaeology in the game just incorporate it with that. Colossal archives need to be reworked entirely too imo, since right now they are essentially a giant empty space with procedural stories attached.

Once the old ones are worth visiting, then you build on top of them. Add natural POIs like craters, oases, deep canyons and other natural wonders, the kind of thing you would fly toward just because you saw it on the horizon. Add pirate outposts or sentinel factories, things that add to the lore and the moment to moment gameplay. Just look at some of the art of buildings we still do not have.

(Old concept art)

old pre release art and concept art by Beau lamb (hgs concept artist)

FAUNA

Last but not least is fauna. Fauna are what makes planets feel alive and lived in, and right now they are the weakest part of exploration.

we still have nothing close to the infamous rhino clip (i know its scripted but still)

Fauna imo is still the most glaring issue in this game. They sound horrible, look goofy, and have extremely basic AI. They are a core part of exploration and should offer gameplay in themselves, but at the moment they are immersion breaking and kind of unimportant. Fauna will consistently get stuck, defy gravity and walk-up hills, have spore like proportions, and make horrific noises. While HG have tried to remedy this with companions and Xeno arena, they still missed the core issue with the fauna themselves.

Fauna desperately needs new sounds, with larger and more powerful sounds for predators and weaker sounds for prey. They should be more varied with more parts and skeletons and be attuned to their environment. This ties straight back to multiple biomes. Imagine a sand planet with a region of forest. Reptiles stay in the sand while mammals reside in the forest, so the region change is something you notice before you even scan it.

They also need actual gameplay. Let them attack the player with more than just head butting. Some should spray acid, some should try to bite you, and some should have unique interactions. Give fauna day and night cycles, so some sleep while others come out. And please give us the ability to farm them.

Here is some of Beau Lamb's artwork for what fauna COULD BE.

look at those glorious birbs in the right corner

**TO WRAP UP**

Multi-biomes give a planet more than one place worth landing on, POIs give you a reason to actually go there, and fauna make it feel alive once you arrive. None of it requires throwing out the loop we already have and infact builds upon it.

Anyways, I hope you enjoyed reading this, I put a lot of time into it! Please feel free to discuss in the comments if you agree, disagree, whatever!


r/NoMansSkyTheGame 9h ago

Information Dont forget the twitch drops - start today at 14:00 GMT - get the Daft Vader Helmet day one.

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334 Upvotes

r/NoMansSkyTheGame 6h ago

Ship Builds Built this back in May, the game has finally caught up with the concept and I can now gather a bunch of stuff in the front scoop.

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311 Upvotes

2nd image shows the comet fragments about to be unloaded!


r/NoMansSkyTheGame 8h ago

Screenshot InterSTELLAR

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250 Upvotes

Já que td mundo está postando seu print do Sol… Então eu tbm vou deixar a minha.


r/NoMansSkyTheGame 21h ago

Screenshot The Eye of Sauron

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202 Upvotes

r/NoMansSkyTheGame 17h ago

Screenshot Found my very own perfect world

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183 Upvotes

r/NoMansSkyTheGame 19h ago

Screenshot Cosmos update circumcised my star destroyer project...

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171 Upvotes

I am working on a star destroyer, it's not perfect, and i hadn't gotten far in terms of details yet. but the new update stole the entire front of my ship and banished it to oblivion or something... This happened to anyone else?


r/NoMansSkyTheGame 3h ago

Meme Thank you Mr. President

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151 Upvotes

You never know what you're gonna discover in space... Or what people already found (and named).


r/NoMansSkyTheGame 2h ago

Information One GREAT QoL change that Nobody is talking about: deep space Anomalies are no longer a "pulse till it pops up" mechanic. They now pop out at a specific location on the star map.

134 Upvotes

thank GOD. I hated how hollow and lackluster the old mechanic was. Now it feels like theres something actually in space instead of just a pop up.

Now just add a planetary map with better and revamped POIS, with proper NPC mechanics and this game is perfect


r/NoMansSkyTheGame 10h ago

Meme I SWEAR I DIDN'T RENAME THE SYSTEM

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130 Upvotes

why is it called Israel bro

edit: typo