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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 in the game? Nope. It doesn't mean that at all.
- We used to have fewer than 20 creature types in the game. Now we have over 120 creatures and creature variations.
- You used to be able to solo just about everything. Now there is a wide degree of difficulties out there. Some of them are definitely NOT soloable. You have been warned!
- Creatures used very similar attacks previously. Now they have a wide variety of them.
THE RETURN OF MAKERS!
Makers are back in the game. We still have a bunch of varied designs to be added, so right now there are only two kinds: Small and Medium. (Later, there will be many more.)
What is a Maker? A Maker is a Servitor construct that has been placed onto the planet in order to stimulate life to grow in different ways. The Maker not only tweaks those lifeforms according to parameters only known to them, but it also tends to protect those lifeforms once they become strong enough to be worthy of their time.
Makers are invisible. Yup. Super hard to find. So how do you find them?
USE THE TRAILBLAZER
First, you need Ranger XP, and you'll need to unlock the "Maker Scanning" skill node. (Get Ranger XP by finding survey nodes or participating in public events). Once you have that, the Trailblazer has a new mode now, which is also "Maker Scanning". Enable that mode by hitting TAB to change to it, and then use the left-mouse button to activate it. You'll see a pulse go out around you.
If no Makers are in the area, the pulse will be all blue. No Makers are in the area.
But if there's one in your detection area, you'll see a strong orange directional that shows you the direction toward that hidden Maker. Keep moving toward it. When you get close enough, your pulse will drop the Maker's cloaking shield and reveal it to everyone in the area.
But the Maker's cloaking field WILL regenerate and when it does, it will put its cloak back up again. You'll need to trigger another pulse to drop it again and let your friends see it.
The Makers have been improved somewhat (much less buggy than last time around) but will still be getting a lot of love in the future. (More variants, including not having huge hulking Makers that loom over little kittens and bunnies, wider variety of defenses, more attacks, etc.)
But why do you care about Makers? Because if you destroy the Maker, then you also destroy the source of the creatures it makes. No more Maker, no more bunnies.
But if you don't kill them all, then…well…Makers can also make Makers. They'll start out making non-dangerous creatures, but given time, every Maker continues to mature, and the creatures it makes will get tougher and tougher as well.
So if you don't deal with the Makers, they'll get tougher. And they'll spread. And those Makers will get tougher. And they'll spread. So y'know…tend your garden, humans.
A quick note to the peaceful player: You are not forgotten! You can currently crouch-walk past a lot of creatures, but other methods of concealment and stealth will be available in the future. You don't have to fight your way through the wilderness all the time. However, keep in mind that players that do like combat will also certainly be hiring out their skills to help pacify a new area for you, or to return resources that you need from dangerous areas. As much as you love to build, craft or farm, those other players will love to be a hero and help tame a world for you to use. Both of you can benefit from the passions of the other.
YOUR GUIDE TO COMBAT
COLOR-CODED NAMEPLATES
First of all, watch the nameplate colors over the heads of creatures.
- White: Reasonably safe. Easily solo-able by anyone even with basic weapons and no XP.
- Yellow: A bit trickier. You might want to dodge or use a shield. But you've got this.
- Orange: Appreciably tougher. Some of you will need to bring a friend.You'll definitely want your specials at this point.
- Red: You want friends. And consumables. And shields. And specials. No, really.
- Purple: Bring a group.
- Bosses: Bring a BIG group.
You'll also notice that there's a really big variety of creatures. And some of them flock together, which can make attacking those groups really, really tricky. You can "Leroy Jenkins" into every fray if you want to (because y'know…that can be crazy fun), but stopping to look at an encounter before you jump in can also be pretty clever, right?
You may even want to *gasp* pull some creatures individually so you can take the group apart a bit at a time.
CONSUMABLES
You know those things that you haven't been using? Well…they're useful now. Why?
- Because there are some tough fights out there and you need all the help you can get. Use your Foods before the fight to maximize your stats, and bring stacks of Medicines along to restore your health, stamina and focus as you use them.
- Because there are a LOT of status effects out there now. Whether you catch on fire, get frozen, electrified, stunned or poisoned, you're going to be taking damage from those effects. Use consumables to get rid of them.
Remember that you can select a stack of your favorite consumable ahead of time and then just hit "F" to use it. You don't have to open the consumables wheel unless you need to pick a different one!
THE HEALIX
Do you have a friend with a steady aim that has opened up the specials on the Healix? Well, that person is a very good friend to have now.
Between doing mass heals and the all-important mass removal of status effects, the Healix is quite useful now.
(Yes, we plan on vastly improving the basic healing function on that tool, but we just haven't had time to do it yet. Soon.)
SHIELDS
Ye olde Fortress Shield is extremely handy to keep you alive during combat, but take note of the fact that it doesn't stop all damage, so you'll still be getting hit with status effects even while it protects you.
If you want to stop Status effects, be sure to craft and use a Reflection Shield. But keep in mind that the Reflection Shield won't take as many hits before it needs to recharge.
Ah, tradeoffs!
NOT ALL WEAPONS ARE THE SAME!

Creatures that have orbital projectiles will be able to deflect Omniblaster shots away. Some creatures are immune to certain kinds of damage, so the ones that resist Heat will be immune to your Drones weapon. And the Gravity Gun doesn't do a huge amount of damage, but when something is trying to get up close and personal to you, it will keep them at bay. Don't forget it!
USE YOUR MOVEMENT!
Learn to dodge! Get this into your muscle memory early and use it often. This is one of the BEST ways to avoid those huge projectile arcs that some creatures use. It can even get you away from homing projectiles if your timing is right.
Use your grapple and grav mesh. Flying up and away will get you out of trouble…sometimes. (Some creatures can cope with your movement pretty well, so beware.)
WHY FIGHT?
Right now, for the XP. Also, successfully killing a boss will earn you a Title you can wear proudly. Also, the tougher the creature, the more loot it resources and goodies it will drop.
And if you like to build, then keeping your area clear of Makers will let you live peacefully. Makers only spawn near another Maker, so the further you clear them back, the longer you can live at peace.
WHAT OTHER CHANGES ARE THERE?
The creature combat and Maker spreading was a huge focus for us this time around, but there were some other improvements you might appreciate:
TERRAFORMING – MAJOR CHANGE!!! READ ME (REALLY!)
Remember when we told you that mining was going to get tougher eventually? Well, that's now.
Every resource in the game has a hardness value on it now (based on the real-life Mohs scale, if that interests you), and many resources are now a lot slower to mine through.
You can still mine through dirt and weak stuff (like pumice) with relative ease, but some of the harder gemstones (like Diamond) will require some real effort to get through, with most metals and stones being between those two extremes.
In the near-future, you'll be able to craft more features on the Terraformer and customize it to dig faster, either generally or on specific resources (like gemstones). But in this release, we got the relative hardnesses installed so we can build on it going forward.
WHAT CAN I CRAFT?
When you open a crafting terminal (any) there is a little button you can click, under the search field, that says "Can Craft". If you click it, only recipes that you currently have the resources to build will show up. This is super handy if you're wondering "what can I build now"?
BATTERY CHANGES
A number of tools were basically ignoring their batteries previously. Those have been brought into line now.
- The Grapple is good for around six uses before it needs to recharge.
- Your shield consumes its ENTIRE battery to activate, but recharges over about 10 seconds.
NEW FLORA
Some new alien plants have been added. The Verdark Cone, Hexavine Spires, Luminweave Tendril, Emberbloom Torch, and the beautiful Pangloria Bloom tree are on various worlds now.
NEW TITLE
By tester suggestion, the "Crash Test Dummy" title has been added to the game and is available to all players. 🙂
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Behind The Game Vision… Developer Interview with Rod Haza

In this latest interview, we dive deep into planetary variety, portals, professions, and the vision for quests and the contract system. Plus, ever wondered how player creativity will shape the universe? Or how shops and housing will work? We've got answers!
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GUILD SPOTLIGHT – G.U.N.C. (Galactic Union of Natural Conservation)

GUILD NAME: Galactic Union of Natural Conservation
GUILD NICKNAME: G.U.N.C.
FOUNDING DATE: Feb 7, 2025
GUILD SPECIALTY: Conservation Science, seeking to preserve and rehabilitate flora, fauna and planets in The Garden.
CURRENT LEADER: Executive Director Dr. Drake Vellaut
GAME HISTORY: Sterne Reichweite is GUNC's debut! Organically formed through Stars Reach's official Discord, through vested interests in science and nature over concerns of extinction of flora and fauna galaxywide.
GUILD MOTTO: Defend, Preserve, Honor, and Grace
GUILD INSIDE JOKE: Get GUNC'd! (To cover buildings/land in dense flora)
GUILD TRADITION: Monthly community beautification events, to bring everyone together to raise environmental awareness and education and encouraging like-minded pursuits of natural sciences.
RECRUITMENT CONTACT INFO: https://discord.gg/GUNC
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INFINITE WORLDS, INFINITE POSSIBILITIES

By Meghann Bledsoe
INFINITE WORLDS, INFINITE POSSIBILITIES
We've talked previously in a dev blog about procedural generation and how Playable Worlds leverages it to make infinite worlds possible. The procedural generation of new landforms is just the tip of the iceberg when it comes to giving players new things to see and explore however. Let's take a higher level look at how we approach making the lofty dream of infinite worlds a reality.
ARE THERE INFINITE WORLDS SITTING OUT THERE JUST WAITING TO BE DISCOVERED?
Not exactly! The amount of active worlds are in flux! Worlds can be spun up or down incredibly quickly depending on the needs of the game's population. When a new world is needed, our system makes a choice in multiple categories to create a world that has never been seen before.
THE STARTING BLOCK
Topography is the bedrock of each new world we spin up. The system looks at a bunch of different types of topographies that we've created with procedural generation and then picks one. It then randomizes the seed that the procedural generation algorithms that make the landforms are using. This means that whatever landforms were chosen, for example, a river running through a valley, will have the same vibes but a different look. The number of rivers, their location, their size could change, but it'll always be rivers in valleys in this case.
NOT ALL VALLEYS ARE THE SAME
So far the system has picked out a type of topography, but how do we push this even further to make each world unique? The temperature of the planet this topography exists on is the next step. Using our previous example to illustrate the power of this, think about a river valley. The look and feel of one in Nevada is very different to one in Alaska. The system assigns a random temperature within the allowed range and moves to the next step.
This choice affects so many things. The temperature dictates what kinds of plants will/can grow, the types of animals that love living here, and even what the grass itself will look like.
THAT'S NO MOON, IT'S THREE
Another choice that our system makes to differentiate the worlds that players can explore from each other is what the skybox is like. Will this planet have 1 moon or 3? Will there be rings around the planet you can see from the ground? What colors of light are created by the suns and other factors on this planet?
How much of a difference does this make you ask? We've got the perfect example! Check out the 2 photos below. They're both screenshots from Gaimar, but the entire feel of the world has changed.


ADVENTURE IS NOW OUT THERE
All of these choices, swirl around, blend, and combine to create something unrecognizable yet uniquely exciting. When I go to the next planet, what will be waiting for me? Will it be huge overgrown forests that challenge me to navigate them, will it be a desert that I work to spread life across by rerouting a river through it, or will it be a mountain so treacherous that I have to plan and prepare to survive. They'll all be waiting out there for someone to find.
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THE FAE: BEHIND THE SCENES

The Fae have been core to the concept of Sterne Reichweite since close to the very beginning. They are central to the core storyline of our universe, in ways that you are learning about in the recent lore story "Staying Grounded."
In thinking about their visual appearance, it was important that they not be "space elves." They are meant to be faerie, inspired by Celtic myth, and an important part of the science-fantasy aspect of Sterne Reichweite. There's a great wellspring of myth and legend to pull from there that is far more interesting than the sanitized and streamlined elf from D&D, which is basically a way less mystical version of Tolkien.
One of the earliest pictures I had in my head was of the character Bram from "Staying Grounded" – a massive hulk of a fellow, with tiny wings that really didn't do much. In fact, I kind of envisioned him looking like Alley Oop. Just with those tiny, useless wings. This is because for any given one of our archetypes, I always want to play with subverting what one expects. I want players to come to the characters and instantly see a personality that they resonate with – a sort of "breakfast club" menu of characters: a jock, a goth, a slacker, a nerd… and then have the room to explore all the ways in which people are just not that simple and easily put in a box.

This here is one of our earliest key art pieces for the entire game, back when we were thinking about what the vibe of the universe was, and what gameplay might actually look like. You can see many things that would serve as core to the game: fantastical landscapes, weird but cute creatures, a player market, interacting via tools… and a Fae.
You'll notice in these first two images that we tried out blending sci-fi elements in the core of the species. In the lore, the Fae do not have a homeworld – they have been living hiding in the ducts and crevices of the vast Servitor ships that roam the Garden tending it for the long-vanished Old Ones. They have wings, but they cannot fly – they are apparently vestigial. So early experiments involved adding bionic prosthetics to them. But that then looked like they could all fly after all, so that fell away.
Of course, elves exert a powerful gravitational force. Visually, it's hard to get away from them, and as we were designing, we kept creating things that didn't satisfy visually. We kept landing back at, well, space elves. In fact, we'd even get concepts labelled ELF. I kept having arguments with the artists, and eventually pulled out my Charles Vess, Arthur Rackham, and of course, one of my several copies of Froud & Lee's Faeries, and sent around the bits that seemed to me most representative of our aim.

The key things that I was looking for were more of a sense of that otherworldliness. Elves in media have become very human over the years. The thing that was creatively exciting about Fae was the ways in which they could convey deep mystery, because we needed them to carry some of the central mysteries in the lore.
We needed pointier chins! Less Orlando Bloom and more wood spirit! More sense of magic, even though there isn't any in our universe! In our lore, the Fae believe that their lost homeworld is Tír na nÓg, and that magic once worked there and they could fly. The rest of the Transplanetary League basically considers this to be a religious belief, but it needed to feel real and true to them, and to players who would choose to embody them.

For a while, we overcorrected, and actually had magic leaking out of them in various ways. That didn't really work for our setting, though – our universe is often silly and often mystical, but not quite that mystical.
We explored concepts that were basically Tinkerbell, which was closer in some ways, but didn't offer anywhere near enough visual differentiation from humans. But we were iterating closer over time, and bits of these concepts started finding their way into our iterations.
We got closer to capturing the sharpness of features, and the wings, and the otherworldliness, but the eyebrows seemed maybe a bit much.Part of the idea, after all, was to have a Fae who might be a spaceship mechanic, covered in grease, wearing goggles and carting a welding laser.

Having glowing magic bits hanging off of them led us to exploring more fantastical looks that conveyed their magical beliefs, and from there led us all the way back to the Celtic depictions of sidhe with antlers and horns and other animal qualities. The butterfly wings were an interesting touch, but we decided they conflicted with our desire to have wings, which is probably the single biggest thing that we could do to make them look less elven.
So even though having them all have glowing blue eyes felt like too much, it started leading us towards our eventual target. We landed at having a spread of wings from dragonfly to butterfly, at echoing those Celtic horns, and even some remnants of that leaking blue magic that summons faint memories of blue woad, as markings on the antlers and as tattoos.

The other thing that we want to achieve is to have the Fae be capable of being small. Every MMO wants to have its super-short choice, and faeries are a good choice for that (we explored having "chibi" Elioni and Hyugons too, but ultimately, it felt like there were already loads of short catlike people out there and Hyugons felt like they wanted to be elongated, not squished!). They don't all have to be short, though. It felt like instead, having the variability was one of the things that could make them feel special and different. Fae with antlers and without. A lot of wing styles. Which fits, in the end, with the faerie tricksters of legend, shapeshifting creatures of air and shadow, with whom you must bargain very carefully, if at all.

HOMEWORLD: lost Tír na nÓg
CULTURE
The Fae have a pronounced split between Ground Fae and Space Fae. Space Fae lived aboard the Servitor ships, hiding in the nooks and crannies and living off of the leavings. Ground Fae snuck aboard descending Servitors and went to live in the wilderness of the various planets tended by the Servitors.
Many, many Fae died to the indifference of the Servitors, until the founding of the Transplanetary League. Now they are known as the first of the spacefaring species, and also the only one without a known homeworld. Some insist they came from a land where their wings worked and they could fly, and to this day there is a House of Magic that passes down the traditions of supposed magicks and obedience to Queen Mab. But these days, most Fae just think of all that as quaint nonsense.
Perhaps because of their lack of a homeworld and embrace of what others think of as mysticism, the Fae on the whole tend towards good cheer and indomitability, and of course, a certain wildness of spirit. There is still much mystery in the saga of the Fae, and it may be that the only answers require pulling back the curtains of night and passing beyond the veil.
Support Sterne Reichweite on Kickstarter!
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The Magic Touch Behind Visual Effects: Developer Interview with Johnny Ow

Let's talk about Stars Reach VFX with Johnny Ow!
From dust clouds to dynamic fog, learn how visual effects are an essential puzzle piece for the in-game experience.
What are his favorite tools? And what excites him the most about the Game launch?
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STARS REACH AUDIO INSIGHTS – PART THREE

In our second post, we talk about sound effects. In this third and final post, I'll talk about voice-over and music.
VOICE-OVER
Voice-over refers to any spoken lines recorded by humans speaking them. This is typically narrative dialogue and exposition, but is also, importantly, the less-important off-hand comments and reactions people utter in various situations, like the NPC grocer talking to an NPC customer or a soldier crying out in pain. In situations where you want to hear people around you, voice-over brings it to the game.
Our plans for voice acting, scripted lines, background NPC chatter… anything like that, are not yet set. We might have none! Whatever we settle on, Stars Reach will almost certainly not be a voice-over-heavy game. But if we do, again, variation will be the crucial factor. You just don't want to hear that guy tell you about how he took an arrow to the knee… one… more… time. I love Skyrim, but I kinda felt like that particular Nord could have had something like forty to eighty different voice-over comments, rather than the… what, two or three? that he had?
EXCAVATOR LAYERS PLAYED IN SEQUENCE
BGM – BACKGROUND MUSIC
In the 80's and 90's, my career was in music. In the 90's and 00's, I composed a fair amount of music for games. As I pushed my career more towards general audio design and implementation, I took that experience with me and was able to act as liaison/interpreter between team leaders and composers. (Who do not speak the same language) What I have come to believe is the role of music in games is:
- Music creates the soul of the game.
- Music speaks to the player on a level deeper than does information.
- Music speaks to the heart.
- Music supports the emotional experience the player is likely to have. (Not the one you wish they were having!)
However, music is undoubtedly the aspect of games which has the most conflicted, unclear, emotionally-charged history. It is difficult because music is a difficult target to begin with (because individual tastes vary so widely). It is difficult because there is no consensus on the role of music in games. It is difficult because we can't just follow the film model for several reasons. And yet, we have to do it, because few companies have the courage to release a game with no music. This has tended to create a fear-based approach to music in which teams look around at reliably-successful examples (cue Star Wars theme) and just do that. Then if it doesn't turn out well, you can at least point and say "Hey! We got triple-A music! We recorded in Prague! John Williams made it! It's not my fault!" (Cue Lando)
The basic problems in game music are:
- Games are not films. They are not linear narratives. You can't control what is happening every second, so you can't guarantee coherence between the music and what is on the screen.
- Games are long. Any game team with a budget can commission a great theme song. Any composer worth their salt can put a music score under a cinematic because that's just linear film music. Ad agencies can put music under your 45-second ad. The hard part is what to do with aaaaaaaaaaaallll the rest of the time. The *other* 99.72% of the player's experience which is neither the splash screen nor a cut scene. This is where the real work of game music happens.
- Repetition. Most music relies on certain forms of repetition to be what it is. But this repetition tends to be at the lower levels. e.g. a drum beat, a repeated motif, or a sixteen-measure break which is mostly just the same four-bar pattern four times. At middle levels, you can repeat things somewhat. e.g. a chorus which is repeated three times, or the same guitarist doing a solo in two different places in the song. But on higher levels, the repetition becomes more problematic. If Green Day played a concert and played the same song four times in a row, that would be weird. If Beethoven's Ninth had only two sections and they alternated for ninety minutes, that would be boring.
And I don't know about you, but I had more than 7000 hours on my main character alone in EverQuest.

EIGHT VARIATIONS OF EXCAVATOR LAYERS
But you can't commission 7000 hours of unique music. Even at the relatively low cost of $2000 per minute of music, that would cost your company Eight Hundred And Forty Million Dollars, and for that money you could buy two F-22 Raptor fighter jets and invade a small country. So what do you do? Maybe you commission about 30 minutes of music and just repeat it a lot? Yeah… about that… see next paragraph.
The over-arching problem to avoid is what I call 'Zombie Music'. (Which is a sub-category within 'Zombie Audio') By this I mean music behaviors which seem to be disconnected from what the player is actually experiencing, lurching about like a zombie. The player becomes annoyed and distracted and is likely to turn the music off, and there goes your $200,000 budget recording with an orchestra in Prague. Music is experienced by people as a sentient entity speaking to them on an emotional level. But now imagine that person repeating themselves over and over like a drunken office-Christmas-party co-worker. You want to get away. Imagine the music telling you about a funeral while you're trying to play Frisbee with friends, or laughing at jokes while you're trying to solve a difficult work problem. Music must be in alignment with how the player feels, and unlike a film, you can't dictate how they're going to feel. You can only make good guesses and be gentle in your musical messaging. It is there to support, not to lead or dictate.
And so, repetition at a high level (i.e. looping a 2-minute song for which you paid $4000) is Zombie Music.
How to avoid? As described above, all-unique music for an entire play-through is usually impractical, and with an MMO that problem is 2-4 orders of magnitude larger. One answer is music which is randomized yet connected to the game experience such that it always sounds appropriate, recognizable, but not identical. This is the method I prefer for MMO's, and the method I have spent much of my career developing. It is not a method I invented; look up Aleatoric Music, Music Concrete, Generative-Adaptive Music, and this:
<https://www.gamedeveloper.com/audio/agdc-a-generative-adaptive-music-system-for-mmo-games>The basic idea is that rather than playing pre-recorded music, we party like it's 1999 and give the game musical sounds, along with randomization and playback data, and tie the audio playback engine into the game at a very intimate level. The game's conditions alter how the sounds are played, and which sounds are played. The most obvious and classic example of this is combat-specific music. But that was 1985. We can go so much further now.
Stars Reach is exquisitely well-positioned to make compelling use of this kind of music system to create rich aural support structures for the player's experience. We can tie in environmental data to make the music respond to weather, time-of-day, seasons, etc. We can tie in player actions to make the music respond with a gentle congratulatory feel. We can tie in assessments of the level of enemy challenges nearby to create a sense of danger, or ease. Let's change from major to minor key when it starts raining. Let's increase the tempo a bit if the enemies in an area are way higher level than you are. Let's let the player set little melody motifs which will then play occasionally with subtle variations!
Back to the beginning of this segment about music: It can be the soul of the game. All without clumsy switching between over-stated, insistent musical cues which try and fail to dictate your feelings.
TO CONCLUDE:
I feel like my whole career, both of my careers, really, have led me to this project. The opportunities we have here to create wonderful, socially-connected, fulfilling player experiences are unprecedented. This is exactly the kind of project on which I want to work, and seeing it through to becoming a real living, breathing collection of worlds and people will be a crowning achievement for my entire gaming life. From 1975 when I first saw Pong, to now when I really need to be sure to keep doing the daily and weekly Umbar crafting tasks in LotRO so I can get enough luck-stones to fully upgrade my Elven Pickaxe… Stars Reach is all I need to say I really did the gaming thing as well as I possibly could have. 🙂
[Back us on Kickstarter today!] https://www.kickstarter.com/projects/starsreach/stars-reach
Every pledge counts, and we cannot wait to bring you more updates soon. Thanks for your support!
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STAYING GROUNDED – PART TWO

Photo by LericDax
PART TWO
Now:
"So it's true, then, that the Fae had no homeworld? They lived on Servitor ships?" The Gertan girl – she seemed so young! – looks at Clare quizzically. "Or… I guess that means they lived in Servitors? Since the ships are Servitors?"
"Not all of them. Well, some of them – like Bram – believe that they came originally from the magical world of Tír na nÓg. Where magic worked and they could fly using their vestigial wings."
"That just sounds like religion? I mean, we had legends of Tír na nÓg back on Kuru."
Clere chuckles. "So did we, on Earth. I bet you had legends of faeries too."
The Gertan aide looks thoughtful, rummages in her box, and starts taking notes. Then she stops. "Then where did they come from?"
Clere shrugs.
Then:
"There, suture it good and tight." The old crone pointed her bony finger at one edge of the cut on her leg. Blood oozed past the stitches, and her skirt was flung immodestly up her thigh, but she didn't seem to care.
Shae grit her teeth and pushed the needle through the crepey skin. It tore when she pulled the thread tighter. The old woman winced.
Shae flung the sewing kit down. "This is ridiculous. There has to be a better way."
Rosmerta stared at her. "What better way? We're out of ointments, child."
"It's going to get infected, you know that."
Rosmerta tsk'ed. "And if it does, I'll catch the blood fever, and I'll set out some offering to the spirits of the ever night, and I'll sing my way through the veil."
Shae sat back on her heels. "And if it does, I'll be cleaning up your piss and wiping your arse and then dragging your stinky body to the nearest disposal chute."
"Ah, don't do so poorly by me, Shae! Drop me in a recycling vat, please, let me return to the cycle of nature."
Shae sighed exasperatedly. "What nature? We live inside a giant robot that doesn't care we're alive."
Rosmerta's eyes narrowed. "Oh, they care. It is part of the Bargain."
Shae kept her face impassive. "Of course, the great Bargain struck with the Old Ones."
"Yes!" Rosmerta said, drawing herself up. For a moment she looked like the witch from the House of Magic that she once was, before dwindling away to frailty. "The Servitors keep us all alive, because that was the Bargain struck with their masters."
"And what we did we give those masters, in this bargain, eh? Because if I'm to believe these bedtime stories, we must have struck a deal. We are bound by bargains, aren't we? Isn't that another part of all these old stories?"
Rosmerta looked at her, then came to a decision. "Here, help me up." Shae got under the old Fae's arm, and Rosmerta grabbed her walking stick. It was a prized possession, made of actual wood and worn smooth with handling. "Let's go."
"Where?"
"It's time you understood some of the House of Magic."
The paths through the Servitor ship were dark, because they did not need light to follow their programming. Rosmerta led Shae on an unerring journey, up levels, past huge empty spaces where drones floated in endless zipping rows on endless inscrutable journeys. She led her past cathedrals of circuitry that glowed in colors Shae could not name. They stepped over a river of liquid that folded their souls as they passed over it, like fingers running along the inside of their spines.
The whole way, the stitches came loose, and the leg bled more, and Rosmerta limped more and moved more slowly.
"We should go back," Shae said. "I'll never find my way home if you can't guide me."
Rosmerta cackled. "Just follow the trail of blood, my dear! But worry not, we are here. This is our chamber of mysteries on this ship."
And there past the doorway, was the dazzle.
Shae hadn't seen it since she was a child and was orphaned – and never like this. The glittering black velvet and spray of gemstone stars. The diffuse tendrils of heated gases billowing in cosmic winds. The room was a semi-circle, with vast windows onto space.
Standing around the room were Servitor types she had never seen before. Some were shiny and clean, and some were rusty. They had blades for feet and vicious corkscrews for fingers; antennae like insects and energy pulse cannons as forearms. Some hovered folded into balls, and others loomed, frozen mid-gesture.
"The House of Magic tries to keep the memory of our magicks from Tír na nÓg alive. But none of it works here."
"Because magic isn't real," Shae said sourly. All this mysticism talk was ruining her amazement at the view. She gingerly walked past all the immobile Servitors. They were powered down, and she had learned early in her life to recognize when the robots were blind to her passage. When she reached the windows, she laid her palms and the tip of her nose against the window and stared into the abyss.
"None of it works here," Rosmerta said. "But any sufficiently advanced technology is indistinguishable from magic."
And with that she took her cane and rapped it smartly across the head of one of the Servitors.
Shae turned in horror. "What are you doing?!?" She ran towards Rosmerta, but the old woman waved her off. It was too late anyway, as light flickered on under the joints and in the oddly shaped face of the Servitor. Limbs reconfigured with sine wave slides and servo smoothness, and the vast head turned.
"Organic," the Servitor said. His voice was metallic, and Shae shivered. They talk?
Rosmerta inclined her head. "Servitor. I invoke the Bargain."
"There is no justification. Statistical models show that a sustainable population of your species exists on many worlds."
Rosmerta calmly said, "Our local communal knowledge store is at risk of criticality threshold loss. Information transmission must be permitted to preserve cultural identity, per the Bargain."
The Servitor paused. "Localized knowledge of historical data is not critical to maintaining species level knowledge."
"Our social structure requires one node to maintain privileged data for each established population center."
The Servitor nodded. "This is in our data store. Clarify the risk."
Rosmerta hiked up her skirt, and extended her leg. "This node is at risk of neural collapse, in the event of contamination by foreign organisms causing systemic collapse."
The Servitor extended one of its impossibly jointed arms, then extended a projector digit from its forearm and played a beam over Rosmerta's leg. "Organic entity is correct that invasive species have begun colonization."
Rosmerta said again, "I invoke the Bargain. I must have time to transmit knowledge to a new node according to our traditions."
"Oral transmission is inefficient. If this younger organic is the destination node, we could simply copy your neural net and overwrite."
Shae shrank back. She couldn't quite follow the conversation, but that didn't sound good.
Rosmerta shook her head. "Not acceptable within our cultural norms."
"Very well. We offer a solution." The servitor extended his arm towards Rosmerta's head. Once extended, the forearm unfolded into a fan of six hyperprojectile cannons, and they began to spin around his arm. As they sped up, they charged up with an eerie glow.
And as Shae screamed, the Servitor vaporized Rosmerta's head. Then he vaporized the rest of her.
As he did it, Shae kept screaming, eyes shut, weeping, curled into a ball on the floor. She braced herself for the heat of a beam, for the sensation of molecular disassembly. She screamed until a hand came down on her shoulder. "Hush, girl."
It was Rosmerta's voice.
Shae opened her eyes. The Servitor was quiescent once more. There was a carbonized shadow on the floor. And outside the windows, peaceful endless space floated as it always had.
"What… how…?"
Rosmerta grinned. "The House of Magic never has figured out how to make our spells work here. But we have learned something of the magic of the Old Ones, and how to make the Bargain work for us. This, we call ReLifing." She looked better than before, less drawn, less ill. She tugged up her skirt and showed up her unblemished leg. "See?"
Shae looked at the grinning old woman, and was suddenly furious. "You mean, you have had healing here this whole time? You have had the ability to bring back the dead? Like those children's mother?"
The grin faded from Rosmerta's face.
"You mean you could have saved my parents?" Shae was weeping now, pounding her fists against the old woman's chest.
"Hold, child," Rosmerta said, and took her in an embrace. "It is time that you heard some difficult truths. This is not truly power. We exist by sufferance, and by the will of vanished gods. We can rules-lawyer at the edges of the Bargain, but not much more. And this, I will teach you."
And with that, Rosmerta and Shae talked into the night, and Shae learned what was traded by the Fae, how to bargain with the Servitors, what became of the Old Ones, and, some say, she learned the location of lost Tír na nÓg.
She also called Rosmerta a fucking asshole at least five times.
-
Q&A with Raph (Q&Raph) – Developer Interviews

We've been releasing weekly Q&A videos with Raph, diving into Stars Reach's story, core gameplay, and space travel. Learn about what inspired the game's creation, how the concept evolved into development, and the challenges faced along the way. Explore the mechanics that define the experience and uncover the wonders and dangers of traveling through space. Catch up on all episodes now!
Core gameplay features have a lasting impact on future game development decisions. What went on behind the scenes of Stars Reach? And how do modern server costs compare to the old days?
Where did everything start? What was the first Stars Reach feature ever developed? These questions and more will be answered in today's first Q&A video!
What's the vision behind space travel and its gameplay features? Some players will spend most of their time among the stars, while others will settle on planets. But no matter where you land or make camp, unexpected challenges will always find you.
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HELP GROW OUR COMMUNITY & UNLOCK REWARDS

The Stars Reach community is growing fast, and it's time for our first-ever Community Goal!
If we hit 5,000 backers on Kickstarter, we'll unlock a Cinnamon Bun Hairstyle for all players in Stars Reach!
That means every player gets this iconic look, thanks to the support of our amazing community.
How do we unlock it?
- If you're already a backer, share the campaign! Bring your friends in.
- If you haven't backed yet, now's the perfect time! Every pledge gets us closer.
This is just the beginning of what we can build together. We're so grateful for your support! Now, let's hit 5,000 backers and unlock this reward for everyone!
——
Community Goal Incoming!
Reach 5,000 Kickstarter backers to unlock Cinnamon Bun Hairstyle for ALL players!
Already backed? Share the campaign! Haven't yet? Now's the time! Let's hit 5K together!
Sterne Reichweitestarsreachteam2024-05-30T13:05:17-07:00

