• Before the Frontier

    Before the Frontier

    Welcome, Reachers, to a new interplanetary update!

    Stars Reach is entering an exciting phase in our playtesting, and our latest updates focus on evolution and refinement. As you may have noticed, this week’s playtest isn’t live yet! We’re targeting tomorrow, May 15, at 11:30 AM PT or earlier if we iron out the last few issues.

    We have started implementation of a large number of systems, many of which you’ve been eagerly asking for. Due to this rapid iteration and our desire to get your feedback, we are releasing earlier than we would have in the past. This means that you’ll see new features that might be in an earlier stage of development than in previous playtests.. For that reason, we are asking for both your patience and understanding, but also your keen testing ability. Your feedback on these systems and regular bug reporting will be incredibly important.

    In addition, we are hard at work on our infrastructure side of things. We are mostly done with a major redesign of how we manage our galaxy and populations. Many of these changes are fundamental to the design of the galaxy and creating a sturdy foundation as we move forward.

     

    Character Stat Allocations

    The next step in our refinement of character creation and progression is to give you access to skill points, which you can allocate into the nine character stats that define you in Stars Reach. These numbers are already in the game system, working under the hood, but every player currently has the same stats. With this update, you’ll be able to tailor new characters to different specialties and playstyles. However, existing characters will not be affected. To experience these changes, please create a new character.

    Here’s what you’ll see when you create a new character:

    You’ll be given 9000 points. While these are, by default, evenly split across health, focus, and stamina, you’ll have the freedom to adjust the allocation to complement your play style.

    Each of the three core stats governs a variety of tangible gameplay elements:

    Health:

    • Maximum Health:. It’s always been 1000 until now, but it can be more or less!
    • Constitution, which is the rate at which your bar will regenerate.
    • Toughness, which is basically damage mitigation.

    Stamina:

    • Maximum Stamina: the actual max on your stamina bar.
    • Fitness, which is its regen rate.
    • Strength, which is how much it costs to do a stamina-based action.

    Focus

    • Maximum Focus: the actual max focus on the bar.
    • Serenity, which is its regen rate.
    • Concentration, the spending rate.

    There are presets on the side of the screen that we would invite testers to try out as they experiment with this system. Try adjusting your different characters’ stats to get a feel for how they affect your gameplay experience.

     

    Paper Doll Improvements

    The paper doll has been updated to communicate a clearer vision of the dedicated equipment slots. This includes tabs for Tools, Utility Gear, Mobility Gear, Clothing, and Accessories. In addition, the paper doll now shows a correct rendering of your character in preparation for further character customization we will be adding in the future.

    The clothing and accessories slots now behave like proper equipment. At this time, we have not implemented new equipment to go into these slots, but the functionality is now in place. This also includes the support for equipment that may occupy multiple slots at the same time (overalls cover your top and bottom, for instance).

    In addition to the UI changes to the paper doll page, there are a slew of Quality Of Life improvements.

    • Moving items between inventory, equipment slots, toolbelt, and consumable is much more reliable. You can equip and unequip items more naturally using drag-and-drop or double-click interactions. You can even drag between slots on our toolbelt or consumables screen to rearrange them now.
    • The consumable radial editing inside the inventory has been improved to allow for a cleaner drag-and-drop experience.
    • Behind the scenes, swapping gear is much safer and less likely to result in cases where items could end up in the wrong place when doing complicated equip/unequip actions.
    • All slots with keymappings now display the associated keybind right on the slot, and will update correctly if you remap your keys.
    • We used to have dedicated grapple and shield slots. We now have two generic utility slots mapped to C and R by default. This means you will be able to equip two shields, if you like, or put the grapple in the C slot.

     

    Compass added to Pathfinder

    The Pathfinder tool has been updated to have a compass feature added to it, which provides a visual guide while hunting for survey points.

    While the Pathfinder is equipped, the compass will be displayed at the top of the screen. If you stand still, it will automatically scan the local area and provide a jittery icon on the compass based on distance and direction to the nearest unsurveyed point. The closer you get to the survey point, the less jitter the icon will have, giving a more precise direction on the compass.

    The goal is to feel similar to the hot/cold game the audio provides, with similarly imprecise cues. This addresses an accessibility concern, avoiding dependency on audio cues.

    In addition, for those who just want to know which direction is north or south, you will have access to the compass while the Pathfinder is equipped.

    Context Menus

    Previously, interacting with the world was bottlenecked by complex user interface and menus. We’ve made a significant change by creating contextual interactions, allowing us to simplify the experience.

    • Our first implementation, which you’ll see in this week’s playtest, provides a pop-up context menu. We’ll be improving the visuals and tuning placement and size along the way.
    • There is now often an ‘Inspect” option that will give you more detail about items you discover in the world. Not sure if something is functioning or in need of repair? Inspect it!
    • Right now, you may need to click multiple times on items like crafting stations. We are actively working on smoothing this experience by adding another contextual interaction. Stay tuned!

    Skill Caps

    A vital part of Stars Reach’s game economy is that no single person should be able to do everything at all times. We don’t want to limit your ability to explore new skill trees and pick up new skills, but we have added a limit to how many of those skills you can have “in practice” at a given time. We’ve used the analogy of Trading Card Games before: You can have as many cards as you want, but there’s a limit to how many you can have in your deck at a time, and you can’t rebuild your deck on the fly (as usual, you can tinker with your abilities at a Skills Kiosk). With the skill cap, you can only have a limited number of skills active at a time, but you’ll be able to move your learned skills in and out of practice.

    The current cap is temporary as we add more skills, flesh out more systems, and await your feedback.

    Skills can now be in 4 states:

    • Unlearned – These are skills you have not learned yet. To learn one, you must use a Skills Kiosk, meet all prerequisite requirements, and pay the XP/Klaatu cost. You also need to be below your Skill Cap, and all prerequisite skills must be Active. Once learned, the skill becomes Active automatically.
    • Active – Active skills are currently in use and provide their full benefits. For a skill to remain Active, all of its prerequisite skills must also be Active. Active skills count toward your Skill Cap, and you cannot exceed that limit.
    • Inactive/Out of Practice – Inactive skills are ones you have already learned but have chosen to turn their effects off. They do not count toward your Skill Cap, and you can have any number of them. You can deactivate a skill at any time, as long as it is not required by another Active skill.
    • Reactivating – Reactivating skills are Inactive skills that you are in the process of turning back on. Reactivating does not cost XP or Klaatu, but it takes time to complete. While reactivating, the skill counts toward your Skill Cap. To begin reactivating, you must be below your Skill Cap, and all prerequisite skills must be either Active or also reactivating. Once the timer finishes, the skill automatically becomes Active. If you cancel the process and attempt to reactivate later, the process will start from the beginning.

    Item Damage, Decay, and Repair

    Part of every game loop is the ability to obtain new items and have old ones go away, so we are implementing the first step of item damage and decay into the game.

    Many newly crafted and gathered items, and some of your existing items, will now have a durability attached to them. It is currently shown in the description of the item.

    Damage or Decay will occur in several different ways.

    • Time-Based Decay
      • Perishable items, like food, display a decay timer in their description. When an item fully decays, it will become broken or spoiled causing it to no longer be usable.While spoiled food currently has no use, we do have plans to make it useful in the future, but don’t be afraid to toss them for now.
      • We have added in two new storage items that can be put in homesteads: Refrigerators and Stasis Crates. These will slow the spoilage of food and other perishable items.
    • Use-Based Wear
      • Any time you execute a successful action with a tool or weapon, it will take some degradation based on the type of action and its intensity. At several increments, a flyout warning will be given to help you keep track of the damage your items are taking with every use. Be sure to repair your items before they get into a broken state!
    • Combat Damage
      • Whenever you take damage, there is a chance that your equipped gear will also take damage. If an item gets to zero, it cannot be used again unless repaired.
    • Repair
      • We have introduced a new Repair Kit to get your gear back in working order. When repairing an item, there is a chance that the max durability will be reduced by 10%. The chance of a max durability decrease is based on the amount of damage/wear on the item and the current max durability. Higher damage and lower max durability results in a higher likelihood of another durability decrease.Repair kits can be crafted by those with the Machinist Skill.

    Infrastructure Changes to Servers

    We are in the process of making some major changes to how we handle the hosting of our servers in preparation for an influx of new players. We need to be able to spin servers up/down, as well as handle situations where the number of players that want to go to a particular zone is larger than the maximum number allowed.

    With this update, we have made a huge leap in making this all happen. In general, this should appear seamless, but if certain rare situations occur you may experience some of these changes.

    For example, if a zone hasn’t been used for a while, we can now spin it down. Then, when a player attempts to travel to the zone, it will automatically spin back up and let the player enter. With this initial implementation, you may find yourself in a loading screen that takes longer than normal as the zone becomes available. We have made these loading screens a little more interesting with tidbits of lore to keep you occupied as you wait.

    Other Changes, Bug Fixes, and Updates

    • Update to Gravity in space around Asteroids
      • Previously, we updated our gravity logic so it was completely based on the mass of the asteroids in space. We received a good deal of feedback from many players that realistic physics could cause some odd free-fall situations.
      • We have now simplified the gravity logic to feel more like it used to.
      • Asteroids will now get gravity only if they are massive enough and dense enough
      • Players (who are not in flight mode) are affected by the gravity field of an asteroid if:
        • It’s the largest asteroid near them
        • They are within 5 meters of the surface and are not near the center of the asteroid
    • Tone Down the Screen Shake when Meteorites Strike
      • When we updated our camera system to add additional logic such as 1st person view, we didn’t conduct a proper balance of the screen shake that is caused by things like meteorites hitting the surface of a planet. It was a bit overdramatic, so we reduced it to a more reasonable amount. We will continue to monitor the feedback and adjust it as needed.
    • Several Animation Motions Updated
      • We have added some additional animations to support a small reaction when colliding with objects and sliding. Give it a shot and lay the feedback on us.
    • Add a details section to Containers
      • While we continue to update sections of our UI, one that received some QoL was containers. Previously, you were not able to see details or delete items that were in a container, such as your storage or personal bank account. You should now be able to select the item as you do in your inventory, and it will update the details pane at the bottom of the screen with information about the item.
      • In addition, we have added a confirmation step for deletion of items, to help prevent accidental scrapping of your gear.
    • Continue polish to FTUE and Galactopedia
      • We continue to monitor the feedback and metrics from players going through our new player experience with Haven and Crucible. Thank you for all your testing of the systems.
      • There was certainly some confusion around the mining missions, and to help make it a bit easier, we have changed the required resources to Gabbro instead of the Bauxite it was asking for before. This will make it more likely that you will find it with the scan and much easier to find since it is readily available near the surface.
      • Updated the mushrooms on Haven to only have 1 type to make them easier to find
      • In addition, we have added several new help screens to the Galactopedia and cleaned up a few others.
      • We plan to keep enhancing the knowledge base so players will have a good resource for information in the game.
    • Simulation Improvements
      • While the majority of our simulation changes are under the hood and not visible at a glance, we have made an overall improvement to the system that is currently showing a 20-30% increase in simulation performance.
    • Hide the UI
      • Back by popular demand, we have brought back the ability to hide your UI. By default, this is assigned to the F4 key, but you can remap it in the options.
      • In addition, you can customize which areas of the UI are hidden. We look forward to seeing some outstanding screenshots from you all.
    • The default Icon used by the mission system has been changed to a blank icon for now to help distinguish it from active missions.
    • Business XP has been added to the game so that you can work your way up that tree and unlock vendors again. Currently, it can be earned by trading with other players, but as we flesh out our skill trees more in the future, other ways will be added.

    Known Issues

    • None at the moment
  • Profile Screen, Status Effects, Durability, Secret Puzzles, and More… – 🔥 Fireside Chat

    Profile Screen, Status Effects, Durability, Secret Puzzles, and More… – 🔥 Fireside Chat

    We are taking a bit longer to release our next update as we are developing a lot more features while also optimizing and reworking some assets. In this livestream, we introduced the upcoming changes and what will be released in the near future.

  • The Stars Reach Living Roadmap: Explained

    The Stars Reach Living Roadmap: Explained

    Wayfarers, We Have a Treat for You

    You asked. We listened.

    We know you’ve been wanting a clearer look at the features in development for Stars Reach and when you might get your hands on them. That’s exactly why we built the Living Roadmap, and in a new video available right now, Raph walks you through everything.

    See how we assemble it, how it updates as we build, and how you can track our progress in real time. No more guessing what we’re working on or when it’s coming your way.

    But that’s not all. Head to our Diskord und Reddit to start a discussion and share your feedback with us directly.

  • ROLEPLAY GUIDE: STOKADI

    ROLEPLAY GUIDE: STOKADI

    STOKADI PHYSICAL DESCRIPTION

    Stokadi look like they crawled out of a foggy night club that also happens to be a court of law: vampire/goth/emo-coded, with a deliberately moody silhouette. The signature look is dramatic outerwear—cloaks, high collars, veils/hoods—often covering at least one eye and much of the face, so even a friendly Stokadi can read intimidating at first glance. If you want to sell it in emotes: stillness, slow head turns, long pauses before speaking, and “I’m tired of the world, but I’m still paying attention” energy.

     

    HOME PLANET, HISTORY, AND CULTURE

    They’re from Revenia, a world that’s basically cold, wet, and foggy most of the year, with little sun, mountain ranges, and plateaus—so the whole civilization grew up under a permanent grey ceiling. That shaped their core cultural obsession: fairness. Revenia’s history includes rural clan/tribal communities and plateau city-state oligarchies that amassed resources over time; modern Stokadi carry a strong “we’ve seen what unfair systems do” instinct, and they’ll argue process and equity like it’s a survival skill. They also have some very specific cultural flavor: they’re famously meat-forward (lab-grown meat became a big deal), BBQ/smoker grilling is a whole export, and their fashion has a dark sense of humor—moody gloomwear with flashes of bright optimism like “fine, tomorrow will be better and I’m wearing it on my sleeve.”

     

    LANGUAGE: SHA’RENI, AND HOW TO “SOUND LIKE ONE”

    Stokadi speak Sha’reni. You don’t need to learn it—just steal the vibe: Sha’reni sounds soft and sibilant (lots of sh / s), with open vowels, and Stokadi often speak as if they’re keeping emotional control on purpose. The #1 “sound Stokadi” trick is to make fairness/balance your verbal tic—Stokadi will say things like “on fair terms” and “in balance” the way other species say “cool” or “sure.” In English RP, keep your sentences measured and precise, and when you want to drop a Sha’reni word, use serin (their fairness/balance concept) as a little stamp of identity.

     

    NAMING YOUR AVATAR

    To make a Stokadi name feel right, aim for smooth-but-gloomy: lots of sh and soft s sounds, and avoid chunky “k/kr/gr” piles (those read more Gertan/Skwatchi). Stokadi names often feel like two elegant chunks that could plausibly mean something (fog/night/ridge/virtue/bond/clan), and they tend to look good written with repeated sibilants: think shapes like Shasoree Day, Thorashah Melsoo, Kashas Sharvee, Menshes Lortie, Vorsha Versoosh, Nasah Prashereen. If it feels like you could whisper it in a cathedral hallway and it would still sound cool, you’re doing it right.

     

    ROLEPLAY TIPS FOR PLAYING A STOKADI

    • Default to “fair terms.” Even when you’re being friendly, you’re quietly tracking equity and obligation.
    • Be calm, not warm. Stokadi friendliness tends to be controlled and deliberate, not bubbly.
    • Argue systems, not vibes. Who’s responsible? What’s the precedent? What’s the balanced outcome?
    • Use dark humor as armor. Gloom is home—complain poetically, then solve the problem.
    • Dress like the weather hates you. Cloaks/hoods/veils, severe silhouettes, then a weird bright accent as a joke.
    • Treat promises like bonds. If you say you’ll do it, you mean it—and you’ll remember when others don’t.

     

    STOKADI PHRASEBOOK

    • Hello / Hey: Naroh tas.
    • Goodbye: Tawa serin.
    • Yes: Ve.
    • No: Nay.
    • Maybe: Zorel.
    • I don’t know: Mi shari nai-le.
    • I understand: Mi shari-le.
    • I mean no harm: Mi ti dashi nai-va.
    • I need help: Mi zada tali-le. (“I request aid.”)
    • Follow me: Korsa mi.
    • Wait here: Ti luma-le lo.
    • It’s dangerous here: Lo vorsa-le.
    • Stop!: Tawa nai!
    • Run!: Tawa vorsa!
    • I want to trade: Mi zava-va.
    • That’s acceptable / OK: Shoni serinvee.

    “Curses” you can actually use (attested words, used as expletives)

    • “Unfair!” / “Not fair!”: Naiserin!
    • “Failure!” / “Breakdown!”: Korunnai!
    • “Void!” (big dramatic swear): Vau-nai!
  • Exciting Updates, And Upcoming Changes to Playtests

    Exciting Updates, And Upcoming Changes to Playtests

    Hey Reachers,

    Stars Reach development is entering an exciting phase! While we can’t wait for you to experience what we’re working on, we do need to share news about changes coming to the regular playtests.

    We’ve reached an inflection point in our development, and we’re about ready to start implementing a number of systems and features you’ve been asking for. Because of the rapid iteration, we expect that there may be a greater volume of disruptions. For that reason, we’re asking for both your patience and understanding over the coming weeks.

    For those of you already in the playtest, you’ll continue to have access as we open our doors, though the timing and length of playtests is subject to change.

    If you’re a Kickstarter backer with playtest access, your access remains available based on your rewards. You’ve been on this journey with us, and we want to ensure we’re honoring that support.

    For those that have not joined us yet, we do need to pause additional invites for now. We want your first steps into our galaxy to be wonderful, even at this phase, and we can’t guarantee that as we rapidly iterate.

    If you’re not in yet, don’t worry! The waitlist will remain open, and we’ll let the community know when we’re ready to welcome new waves of testers.

    Why We’re Doing This

    Development is accelerating, and we want to spend this phase focused on building, implementing, and iterating at a faster pace.

    If you’re an active tester, we’ll need your feedback more than ever as you begin seeing:

    • More frequent updates
    • New systems and features sooner
    • Faster iteration based on your valuable feedback

    For everyone else, you’ll be able to follow along with continued patch notes, Fireside Chats, and regular communication.

    We have many systems to put in that are interdependent and need to be deployed together. Because of this, we may need temporary downtime while we make improvements. We hope you’ll consider any potential downtime as a positive, as we work to rapidly add new features and refine those already implemented.

    We’ll be sure to keep everyone informed along the way. Thank you for coming on this journey to the Stars with us. We can’t wait to show you what we’ve been working on!

  • The Starside – APR.10.2026

    The Starside – APR.10.2026

    It’s been a little while since our last Starside, and we have a few things to share.

    Last weekend we released the Open Horizons Update, introducing a more open starting experience, UI improvements, and gameplay changes based on your feedback. This weekend, we followed up with a hotfix to address issues and continue improving performance and stability during the current playtest.

    We’re also planning to put out new videos and development content to better showcase features and share progress as the game evolves. Stay tuned!

    As always, be sure to check out the Living Roadmap to see what we’re actively working on, including new features, bug fixes, and performance improvements.

    Image

    The Open Horizons Update

    🔼 Major Changes

    • Starting experience redesigned, also based on player feedback about lack of freedom.

    • More open-ended exploration. Less forced step-by-step guidance.

    🧩 Skills Window (UI overhaul)
    More informative + easier navigation.

    • Top bar → currency, profession, XP always visible.

    • Right panel → dynamic details (skills/professions).

    • Skill tree → zoomable + pannable, auto-centers.

    📍Skill States (visual clarity)
    Skills are now clearly represented: Not learned (cost shown), in practice, out of practice (reduced visibility), WIP (clearly marked).

    🕹️ Skill & Profession Info
    When viewing a profession, the right panel shows:

    • Name, icon, tooltip, detailed panel on click.

    • XP type required.

    • Description (still being expanded).

     

    🏃🏻‍♀️‍➡️ Skill Interaction

    At kiosks:

    • Learn skill (if requirements met).

    • Start / stop practicing skills.

    • Practicing system: limits active skills.

     

    🎮 Gameplay Changes

    • Weapon skill trees updated.

    • Pistol & Grenade Launcher now tied to specific XP types.

    • Pistol rework: 6-shot battery system, faster projectiles, less homing, auto recharge after pause.

     

    ⚡ New Abilities

    • Pistol: double Tap, Ricochet, Unload, Double Time, Pistol Whip.

    • Grenade Launcher: Cluster, Repulsor, Implosion, Uplift.

    • Healix: Siphon (life-drain beam).

     

    🔨 Crafting & World Tweaks

    • Besom Scrubs drop branches.

    • New Wood Slurry recipe.

    • Grip/Stock now use wood (not planks).

    • Fixed weapon/tool modification issue.

     

    ⚙️ Tech & QoL

    • Gamma setting added.

    • Server performance improved (less lag on harvesting/items).

    • Consumable UI fix (no reset on death/zoning).

    • Ballhog enemies now have voices.

     

    ⚠️ Known issues

    • Ricochet visuals bugged.

    • Pistol Whip missing animation.

    Read the full update on our website!

    Image

    Open Horizon Hotfix

    We’ve also released a hotfix this week addressing additional stability and gameplay issues after the update launch.
    This includes further performance tuning, bug fixes, and improvements based on live playtest feedback.

    Read the full hotfix notes [here]

    Watch the Most Recent Fireside Chat

    We covered the update, direction, and answered community questions.

    Community Spotlight

    Some community members have been putting together helpful guides for fellow Reachers. If you’re exploring gathering and crafting systems, check out this excellent pre-alpha guide: A Pre-Alpha Guide to Botany and Harvesting

    Huge thanks to the community for creating resources like this to help others jump in and explore the galaxy.

    New Roleplaying Guides

    Since the last Starside, we’ve published several roleplaying guides, including:

    • Terrans
    • Gertans
    • And a species you haven’t seen in the game… yet 👇

     

    The Fae – New RP Guide

    The Fae in Stars Reach are mysterious, otherworldly beings inspired by myth. Nomadic, strange, and deeply tied to forgotten magic, they are unpredictable and curious.

    Read the full guide [here]

    Current Playtest Running

    Image

    Thursday | Apr 8th, 9:00am ➡️ Tuesday | Apr 14th, 8:00am

    Jump in, explore the Open Horizons changes, and let us know what you think.

    If you’d like to join the playtest and share feedback as we continue developing the game, sign up [here]

  • Open Horizons Hotfix 7.3.2

    Open Horizons Hotfix 7.3.2

    Update Notes for the release today:

    We’ve resolved a bug in our networking code that prevented the inventory, skills, and crafting UI from appearing. Users with very large inventories may still experience a brief delay before the data fully populates, but the UI should now display correctly after a moment.

    The ability to heal other players’ wounds via the /dance emote has been fixed. As a result of this resolution, the dancers have also been removed from the TPL Space Station.

  • The Open Horizons Update

    The Open Horizons Update

    Welcome, Reachers, to a new interplanetary update!

    Following up on our previous update about the initial game tutorial, we’ve taken a step back to re-evaluate the starting progression based on player feedback. Concerns were raised that the experience felt too “on the rails.” As a result, we’ve decided to move away from such a linear system and are instead introducing our new Challenges feature. This new system will allow us to reduce the number of required missions while still providing players with some direction and instructions on how systems work in the game.

    Make Haven more Sandbox

    Haven (and Crucible, which it orbits) have recently undergone an attack from the Corruption! Some things are still being damaged and rebuilt; if the player wants to prove that they’re ready to be a member of the galactic community they should help in the rebuilding effort here.

    Mechanics: Instead of a long series of 5 step, dialogue heavy questlines in a Haven Themepark, we offload the majority of the tutorial into two places: A simple tutorial mission series to teach the base functionally and the TPL Challenge to encourage learning along the way.

    The simple tutorial mission series will no longer be the FTUE Hallways, but instead start directly on Haven. After a short introduction you will encounter Mayor Bob who will help you along your first steps into the game.

    Note: If you were already on Haven your mission progress will be reset and you will need to complete the new missions.

    Challenges Feature

    The challenge system allows players to learn over time at their own pace. It will provide a new UI element that breaks down various challenges into small bite size parts, giving some direction of different activities to be explored in the game. Some of these may be as simple as ‘equip’ a new tool that you just acquired or be as advanced as survey a whole planet. The possibilities are endless on the types of challenges we may include. The initial release will be a work in progress and we will continue to add more as the game continues to grow.

    Galactopedia

    The Galactopedia is a replacement for our current F1 help screens. Making them more of an in-game encyclopedia of knowledge that include “how to” , lore, and mechanics overviews. One of the major advantages of this system is that it can unlock entries as you encounter new systems in the game. For example, you may not have a full listing of lore, but as you encounter NPC or Objects that reference the lore it will become a new entry in your Galactopeida. The first pass will mostly be moving the F1 screens over to the new system, but will continue to grow with every update.

    Skills Window Update

    The skill window is getting a bit of rework to help make it more informative, a bit easier to navigate, and several features under the hood to help us with other systems.

    We have updated the layout to include the following:

    • Updated the top bar to include details on your available currency, along with clear profession and XP labels that remain visible while browsing the skills.
    • A Dynamic Details panel on the right displays detailed information about our selected profession or skill.
    • Improved Skill Tree View that is fully zoomable and pannable with mouse controls, and centers to selected profession’s root skills.

    Skill Box States

    Skills are now clearly represented in one of four visual states:

    • Not Learned – Displays XP and currency cost.
    • Learned (In Practice) – Opaque background.
    • Learned (Out of Practice) – Slightly transparent and labeled “Out of practice.”
    • Work in Progress (WIP) – More transparent and clearly labeled as under development.

    Note: the support for skill caps, out of practice, etc, is not there yet, but now the UI is ready for it.

    All skill boxes display:

    • Skill name
    • Icon (placeholder visuals for now)
    • Tooltip: “Select to see details.”

    Click a skill to view full details in the right panel. Click it again — or click the background — to deselect.

    Profession Details

    When viewing a profession, the right panel shows:

    • Profession name
    • The type of XP required (e.g., “Requires Botany XP to learn skills.”)
    • A scrollable description explaining the profession’s role and focus

    We have a lot of text to add in and fill out!

    Skill Details & Interaction

    Selecting a skill now shows:

    • Skill icon in a framed header
    • Skill name
    • Detailed description
    • List of abilities granted

    Learning Skills (At Skill Kiosks)

    If you’re at a skill kiosk:

    • Not Learned Skills
        • “Learn Skill” button appears.
        • If you don’t meet requirements, the button is disabled with a tooltip explaining what you’re missing.
        • If you meet requirements, you can learn the skill instantly.
    • Skills In Practice
        • “Stop Practicing” button appears.
        • Practicing fewer skills frees up space to focus on others.
    • Skills Out of Practice
      • “Start Practicing” button appears.
      • Restores the skill’s abilities after a short ramp-up.

    If you’re not at a skill kiosk, these buttons won’t appear.

    Gameplay Features

    • Updated skill trees for Grenade Launcher and Pistol (and fixed the issue with abilities not working). These trees have been moved to their own xp types so in order to progress in these trees you will need to use the appropriate type of weapon.
      • Pistol now have a default battery size of… 6. Each ability that fires a projectile will consume 1 battery per projectile. Waiting for a few seconds without firing will recharge (or reload?) the battery as usual. The default projectile speed is much faster but the homing effect is significantly reduced from prior versions.
      • New active skills:
        • Double Tap: Fires two quick shots at once.
        • Ricochet: Fire a single projectile that bounces to nearby valid targets (known issue: bugged visuals but functions correctly).
        • Unload: Fan the hammer and fire as fast as you can pull the trigger.
        • Double Time: Double the size of the pistol battery for a short time.
        • Pistol Whip: Stun enemies in front of you for a short duration (known issue: placeholder visuals but functions correctly).
      • Grenade Launcher Skills:
        • Cluster: A single projectile that detonates into a swarm of homing projectiles on impact.
        • Repulsor: Creates an explosion that knocks targets away from the center of the blast
        • Implosion: Creates an impact that draws the targets toward the center of the effect
        • Uplift: Creates an antigravity field on impact that slowly lifts enemies into the air and prevents them from moving for a short duration.
      • New Healix skill:
        • Siphon: Hold to fire a beam that locks to an enemy and drains their health to restore some of your own.
    • Besom Scrubs have been updated to drop branches when harvested
    • Wood Slurry Recipe can be obtained through Refining Other skill box
    • Grip and Stock recipes have been updated to take wood instead of planks
    • Fixed an issue where several specials could be removed from tools and weapons, then you would not have the ability to add them back

    Additional Updates & Fixes

    • Added the ability to adjust the overall game Gamma while in game. This can be found on the Graphics setting page under Gamma Correction
    • Server Performance Fixes: We found an assortment of slowdowns and have resolved them. Among them flora scanning and any time items were moved into containers; this was particularly bad when harvesting or other scenarios where you got a lot of doobers.
    • Added a fix for the consumable UI so it doesn’t reset on zoning and death
    • The Ballhog enemies now have voices…

    Known Issues

    • Ricochet’s visual is bugged. Pistol Whip has no animation despite the name (but does have a placeholder VFX).
  • ROLEPLAY GUIDE: THE FAE

    ROLEPLAY GUIDE: THE FAE

    FAE PHYSICAL DESCRIPTION

    Fae look like small, wiry humanoids with delicate, translucent wings that flutter a lot more for expression than for actual flying (most people in the Garden treat the wings as basically decorative/vestigial). They’re often described as having a slightly “storybook” presence—big eyes, quick movements, and a tendency to perch, loom, or hover at the edge of a group like they’re deciding whether to join the scene. Size can vary a lot (you’ll occasionally meet a Fae who’s huge), but the shared visual is the wings and that “too alert for comfort” posture.

     

    HOME “PLANET,” HISTORY, AND CULTURE

    Fae are the odd ones out: they don’t have a confirmed homeworld. Fae folklore insists they did—a lost place called Tír na nÓg, where (allegedly) magic worked and their wings were more than vestiges—but in ordinary Garden life that’s treated as a legend (even many Fae don’t agree on whether it’s literal, metaphorical, or pure coping myth). What everyone does agree on is the practical history: Fae survived by living as stowaways on Servitor ships, learning routes, timing, and how to hop from vessel to vessel. Some chose space life; others secretly made their way down to planet surfaces, which is why “fairy folk” stories show up all over. Over time, key Fae figures were central to the diplomacy that became the Transplanetary League, and the species split culturally into spacefaring Fae (shipwise, networked, politically savvy) and ground Fae (hidden communities, tradition-heavy, wary of attention). Their social superpower is that they love other peoples’ customs—they collect traditions the way other species collect gear, and they’re often the ones hosting weird little cross-cultural celebrations because “why wouldn’t we try everyone’s holidays?”

     

    LANGUAGE, AND HOW TO “SOUND LIKE ONE”

    Fae speech is not built like normal “translate-the-words” language. It’s built around states and social safety: instead of saying exactly what you mean, you say something like “pressure is present” (danger) or “closure” (goodbye). To sound Fae in English, keep lines short, calm, and oddly abstract, like you’re trying not to accidentally step on a social landmine.

    Fae speech tends to avoid concrete nouns on purpose—they’ll describe what something does to the situation instead of naming the thing. So a Fae won’t say “Servitor,” “gun,” “wormhole,” or even “ship” unless they’re being unusually blunt; they’ll say stuff like “the watcher,” “the harm-maker,” “the passage,” “the carrying-place” or just drop to pure state-talk: “pressure is present,” “closure,” “entry is offered,” “a price is forming.” In RP, lean into this by circling the object with function/role words, and only “snap into nouns” when you want to signal urgency, intimacy, or a deliberate escalation (it reads like you’re breaking a taboo to be clear).

    Avoid hard commitments (“I swear,” “I promise,” “I will definitely…”) unless you want it to feel serious. Drop in a few Fae anchor-words and you’ll read instantly as Fae: kopo (attention), eth (settled/yes/okay), doru (withdraw/no), prel (pressure/danger), gava (gathering/meeting), or (closure).

     

    NAMING YOUR AVATAR

    Give your Fae a cover name—something safe to use in public—because “true names” are treated as a big deal in Fae culture. This is why most Fae you see in the game lore are using names drawn from Terran culture. But you can feel free to steal from any language and any culture for a name!

    You shouldn’t use your true name in the game at all. But if you want to develop one, keep it short (1–3 syllables), breathy, and vowel-forward, with soft consonants (k / p / t / r / l / s / w) and not many hard “thunk” endings. The easiest pattern is: (soft syllable)(soft syllable), and if you want a slightly more formal vibe, make it a two-part name where the second part sounds like a state-word: Kopo-Rie, Len-Prel, Eth-Gava, Thira-Sela—stuff that feels like it could be both a name and a tiny sentence.

     

    ROLEPLAY TIPS FOR PLAYING A FAE

    • Be careful with certainty. You’re comfortable with “maybe,” “not yet,” “pressure present,” “closure” — and you get visibly tense around oaths and promises.
    • Collect traditions. You’re the one who knows everyone’s holidays, taboos, greetings, and comfort-food rituals—and you actually enjoy it.
    • Space Fae vs ground Fae is a real cultural divide. Space Fae are networked and pragmatic; ground Fae are secretive and tradition-guarding. Pick a side (or play the friction).
    • Treat the “other world” as disputed lore. Some Fae talk about the Veil/Tír na nÓg like it’s history; others roll their eyes and call it stories for children.
    • Understatement is your drama. You don’t shout “DANGER!” — you say “pressure is present,” and everyone who knows you should instantly worry.
    • Show emotion through motion. Wing fluttering, stillness, turning away (“withdraw”), stepping closer (“attention turns toward you”).
    • Be good at being overlooked. You learned to survive near Servitors; slipping through cracks is part of the identity.

     

    FAE PHRASEBOOK HOTBAR

    • Hello / Hey: kopo rie
    • Goodbye: or
    • Yes / OK: eth
    • No / refuse: doru
    • I don’t know: deth-kare
    • I understand: eth-kopo
    • I do not understand: telake kopo
    • I mean no harm / peace: len-prel masi
    • Follow me: rie sava
    • Wait here: luma sen
    • It’s dangerous here: prel wia
    • Safe travels / go carefully: kire nipo
    • Stop!: doru!
    • Run!: sava-kire
    • Hide!: ruho
    • I want to trade: ovar-kensa

    “Spice” you can use as exclamations

    (Fae don’t really do goofy swear-words; their “spice” is just sharper state-language.)

    • Too much / unfair!: kor-prel!
    • We survived: thira eth
  • ROLEPLAY GUIDE: TERRANS

    ROLEPLAY GUIDE: TERRANS

    TERRAN PHYSICAL DESCRIPTION

    Terrans are just… humans. No horns, no wings, no whiskers, no gills—just the full messy range of human body types, skin tones, hair textures, scars, tattoos, and fashion tribes. If you want to make a Terran read as “from Terra” in a crowd of aliens, lean on style: utilitarian workwear, sports/athleisure, streetwear, old military surplus, office-core, or whatever your character’s subculture is. Terrans also tend to use their faces and hands a lot—big expressions, eye contact (or pointed lack of it), and emphatic gestures—especially compared to species that default to controlled formality.


    HOME PLANET, HISTORY, AND CULTURE

    Terrans are from Terra (Earth), a planet of huge contrasts: deserts on every continent, rainforests on most continents, and dramatic canyons/mesas that look like geology showing off. Terran history is basically “incredible creativity + constant arguing + long-term consequences,” and by the time they left for the Garden they’d been through plenty of political systems (with autocracy and democracy as the big recurring poles). Culturally, Terrans are famously divided—religions, nations, ideologies, class, you name it—but they’re also weirdly good at snapping into alignment around a shared goal (a mission, a deadline, a crisis, a project). They’re known for comfort foods (noodles, dumplings, soups, mashed potatoes, rice dishes), for putting fun “extra bits” in food (think boba energy), and for loud cultural exports like rock-n-roll and opera. If the other species feel like they’re carrying one big cultural throughline, Terrans feel like a whole grab-bag held together by “okay, but what are we trying to do?”

    The Garden in currently in the throes of a huge fad for Terrain culture from the 20th and 21st centuries, which was a particularly turbulent period in Terran history, with the invention and subsequent loss of multiple entire types of media, music, and more. Many Terrans aren’t crazy about all that looking backward at something they left behind long ago, but there isn’t much they can do about the rest of the galaxy.


    LANGUAGE, AND HOW TO “SOUND LIKE ONE”

    Terrans used to speak thousands of languages, and in the Garden most get by with a LinguaDot translator implant—so in day-to-day play, Terran “language” is really attitude: quick idioms, jokes, sarcasm, pop-culture-style references, and a habit of turning everything into a plan. To sound Terran, talk in goal language (“here’s the plan,” “what’s the win condition,” “two minutes,” “we can do this”), use casual contractions, and don’t be afraid of being a little emotionally obvious (Terrans swear, sigh, roll their eyes, and narrate their frustration). Also, Terrans love catchy slang—short phrases that spread fast—so it’s very in-character to coin a term and try to make it stick.


    NAMING YOUR AVATAR

    Terran naming is a free-for-all because Terra had so many cultures: you can do “given name + family name,” multi-part names, single names, nicknames-as-legal-identities, or handles/callsigns that became the real name. Family name order can vary (family-first or family-last), and a lot of Terrans in space go by what’s easy to say over comms. If you want a very “Terran in the Garden” feel: pick a normal Earth-style name, then add a nickname/handle that reflects your job, a screwup, or a proud achievement—Terrans love that kind of identity shorthand.


    ROLEPLAY TIPS FOR PLAYING A TERRAN

    • Be mission-driven: even casual Terrans gravitate toward “what are we doing and why?”
    • Be socially adaptable: code-switching is normal; you shift tone depending on the room.
    • Be inventive under pressure: hacky solutions, duct-tape heroics, “it’s stupid but it works.”
    • Be expressive: big reactions, quick humor, occasional visible frustration.
    • Be tribal in small ways: teams, crews, clubs, fandom-like loyalties, inside jokes.
    • Use comfort rituals: food, music, tiny traditions you carry with you.
    • When you compliment someone, make it sound like a warning label—Terrans respect capability.

    TERRAN PHRASEBOOK

    • Hello / Hey:It’s time, hey.
    • Goodbye: “See you. Stay alive.”
    • Yes: “Yeah.” / “Copy.”
    • No: “Nope.” / “Negative.”
    • Please: “Please.” / “Do me a solid.”
    • Thanks: “Thanks.” / “I owe you.”
    • I was wrong: “Okay. I was wrong.”
    • I mean no harm: “Easy. I’m not here to start anything.”
    • I need help: “I need a hand. Now.”
    • Follow me: “On me.” / “This way.”
    • Wait here: “Hold. Right here.”
    • It’s dangerous here: “This is bad terrain. Eyes up.”
    • Stop!: “Stop! Don’t move.”
    • Run!: “Move! Move!”
    • I want to trade: “Trade?” / “You buying or selling?”
    • Big compliment / hype: “You’re putting the Garden on notice.” (you’re fierce/smart—everyone should watch out)