BUILD NOTES | FROM THE DEVS | SPOTLIGHT | NEWS/PRESS | LORE

Discover the latest updates, bug fixes, and improvements designed to enhance your experience in Stars Reach. From gameplay tweaks to performance optimizations, each change brings us closer to creating a seamless and immersive galaxy. Stay tuned and see how your feedback helps shape the game’s future!
Wild Wormholes Update Notes
June 13, 2025 Update to the Update IMPORTANT NOTE: If you logged out on the Wild planet in the last test, you will find yourself on a random one of the “stable” planets when you log in this time. Please return to your desired location at your own convenience and thank the local Servitors [...]
Better Homes & Gardens Update
In this update, we’re digging deep into quality-of-life improvements, new systems, and long-requested tweaks. From a full XP refund to a complete flora reset, this patch invites you to reimagine how you build, harvest, and collaborate. We’re introducing soft grouping for XP sharing, loot distribution improvements, and major overhauls to movement, flora systems, and [...]
Physics Midterm
One thing before we get started… …we didn’t want to have to do a player and world wipe so soon, but after you read this change list, I hope you’ll understand why we have to do so now. We changed way, way too much data for things to be backwards-compatible. We’ll leave it alone after [...]
World Reset
Now that the Kickstarter campaign is complete, we are restoring the new character experience so that it’s more like it is intended to be for the full game. Characters start with fewer tools, XP boxes need to be earned, etc. Please note, however, that our intention now is to do fewer resets of the [...]
PROCEDURAL CREATURES UPDATE
A lot of changes have occurred under the hood to prepare us for going forward with procedural worlds. This update focused on getting our creatures system completely overhauled so that we could rapidly manipulate the data in preparation for turning it all over to the procgen systems. Does that mean you won’t notice any differences [...]
SEASONS, SKIES, AND PUBLIC EVENTS
It’s been a bit since the last update, but we wanted to make sure it was chock full-o-goodness. So here goes: SEASONS (PART 1) Getting our worlds to have active seasons turned out to be a thornier problem than we thought it might be, but the first part is done now, so we’re rolling it [...]






