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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 out.
This initial part is purely visual. It's also highly accelerated in time so that you can see the passing of the seasons in each playtest. Later on, we'll make the timeline much more realistic and customize it per planet.
RIGHT NOW:
- One game day = 4 minutes day + 4 minutes night.
- For now (testing purposes), we're running all four seasons in a year over the course of three game days. (So once every 24 minutes)
- There are four seasons in a year, so a "year" lasts 96 minutes.
- Therefore, in a two-hour test, you'll see all four seasons.
This isn't how the game will end up later on. This is just for testing.
- "Spring" : Grass grows back after the harsh winter and gets thicker. Foliage reappears on the trees. The trees eventually get to the lushest green of any of the seasons.
- "Summer" : Grass starts to get browner and the trees are still green, but not quite as lush.
- "Fall" : Grass starts to fade back and the foliage in the trees gets more sparse (if the trees are deciduous or don't like the cold).
- "Winter" : Deciduous trees get barren, the grass turns white and brittle and things look a lot more dead.
What's coming in Seasons, Part 2?
- The world simulation will respond to the temperature variations happening in the seasons and water will freeze in the winter.
- Rain and snow will fall periodically in the appropriate seasons.
- Different planets will have different seasons and temperature curves.
- We'll improve on the foliage appearing/disappearing.
But enjoy the first part for now!
SKIES
There's not much to say on this one, but the art team has been busy! Go visit the various planets and see the differences that skies, fog, and new celestial bodies can make for each of the planets. We think you'll like it!
PUBLIC EVENTS
We built a bunch of new underlying game infrastructure to let us roll out a wide variety of public events in the future. These events happen periodically (not constantly) while you're in the world, adding variety to your normal activities.
The offerings in this update are just the start, but even so, we think you'll enjoy them.
METEOR STORMS
There are a lot of different kinds of "meteor events" that can occur: Cosmic ray barrages, acid rain, ice storms, hot hail, anti-gravium falls, regular ol' meteors, and the dreaded megarock events. Some of them have devastating effects on tunnels and overhangs, some deposit huge chunks of resources on the planet and some are just plain old wreckage. Duck for cover or run to be the first to take advantage of the windfalls they bring. You decide!
BOSS SPAWNS
The bosses on the planets have been removed from their permanent spawn positions…but they aren't gone from the game! Instead, they now come into the world as public events, either from underground, out of hibernation, or even descending from space. When they do, the TPL will send out a broadcast warning that one of these new terrors is rampaging and they'll set a waypoint so you know where to go to help destroy it (or you can just avoid that spot if danger isn't your thing).
Be warned. We've tinkered with the bosses a bit. You may get a couple of surprises.
REFORESTATION
The TPL is being monitored by the Servitors on a constant basis. When a planet starts to fall below an "acceptable" threshold of health, the Servitors warn the TPL to "do something about it before they are forced to do so". Right now, when the TPL is warned about the number of trees being too low in the world, they sponsor a Reforestation event. Players are rewarded with Ranger XP for participating in the Reforestation event, as well as normal Forestry XP for planting trees. The event runs for a duration, and if the forests are brought back up to par, the event ends successfully.
If the event fails, the Servitors will make a red mark in the log…and that will come back to haunt you later (after we get the chance to add more systems in a future update).
There will be other "planetary health" events later on. This is just the first in a series.
BUG FIXES AND GAME IMPROVEMENTS
We've done a LOT since the last update. In no particular order, here's a list of bug fixes and improvements we've made to the game since then:
- You now have a Title Object in your inventory. If you right-click it, it opens a UI widget that allows you to select from any title you have earned and display it proudly for all to see.
- You have the option to "Remove Current Title" so you display no title at all.
- You can earn titles by defeating bosses in Boss events and participating in a successful Reforestation event.
- The Servitors also granted you one complimentary title so you don't have an empty list.
- If you gift the Title Object or delete it accidentally, you can make a new one at any Toolmaker station.
- You can now craft Drone Lights!
- Drone Lights are a recipe that all players know. You can make it at any Toolmaker station.
- You (currently) need five Tier 4 Metal and one Anti-Gravium to make it.
- You right-click it in your inventory and it auto-equips. It lasts for five minutes and then expires.
- It lights up the area around you! (And now that we have it, we can make nights and caves darker again in a future update!)
- Survey nodes are visible at a shorter distance, but audio cues while using the Pathfinder have been greatly enhanced to make the task of finding a survey node a more interesting and fun experience. So turn up your sound and go find those nodes!
- We now do client prediction on movement and projectiles! More work is to come, but you should notice significant improvement on most projectiles and specials (although we still have work to do to predict homing projectiles).
- Day/night cycles are now synchronized by the server. If you see daytime, then so does everyone else.
- There is now a text search field on many screens (like crafting terminals, inventory, etc.) where you can sort the results seen by what you type.
- We killed the dreaded targeting bug that plagued us during the last update.
- The tutorial text has been updated to be a bit easier to read and with lore based on the TPL having written it rather than the Servitors. (Expect more dramatic first-time user experience improvements in near-future updates.)
- The Paver can no longer be used on a Homestead you do not have permission to edit.
- If you're not sure what world you're in, you can type "/world" or "/whereami" in chat and it will tell you.
- A new alien tree has been added and is visible on Gaiamar.
- You get Botany or Forestry XP when planting seeds from a Xyloslicer (depending on what you plant).
- You can now see climate information on the HUD when you have the Harvester equipped and if you have the "Farming" node unlocked on the Botany skill tree. (This will be more useful later when we roll out the Farming skill tree branch, but it's functional now.)
- When someone gifts you items, you'll now see those items registered on the left side of your HUD (where you see gathered resources listed).
- The Gravity Gun no longer affects other players. (Preventing unwanted PvP in PvE-only areas.)
- Planting radii have been added to trees (like with plants) to avoid overcrowding. (This was an oversight when planting was added for bushes and flowers.)
- Creature loot drops were improved (previous implementation had a lot of them dropping only one of each item…this is fixed now).
- Creatures are more aware than they were previously and will react to you more often.
- Goji Berries (the fruit) are now harvestable.
- Goji Berries, Strawberries, and Cactus Fruit now have individual inventory icons.
- Field of View can now be enlarged up to 90 degrees. (The previous maximum was 75 degrees.)
- The chat pane no longer scrolls to the top if you hit ESC to close it.
- Mushrooms are now harvestable.
- Feline friends are now inhabiting the portal areas. (Taming them will come soon.)
KNOWN ISSUES- Oops! We left the stub of the Farming skill tree in the build. You can play with it if you want, but honestly, it does nothing useful in this version. We recommend just avoiding it for now.
- Space around Zaraxa seems to be unstable and travelers might experience difficulty traveling to the planet. (In other words, you may crash when portaling to the desert planet. If that happens, just restart and you'll be there. You won't have to portal again. We're going to kill this bug someday soon. We think it's caused by all the shifting sand, but we'll find out.)
The clock is ticking, explorers.
Only 18 days left to back Stars Reach on Kickstarter. With seasons rolling in, meteor storms raging, and bosses emerging from the depths or descending from space, the universe is evolving fast. You can be part of shaping it.
Join the adventure. Shape the world. Secure your place before time runs out.
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TECHNICAL SECRETS AND NEW UPCOMING GAME UPDATE

When it comes to server coding and technical questions, Damon's your guy. And…. when it comes to game vision and updates, Dave's the best. But for game leaks? Well… they're both guilty. And they're both good.
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GUILD ALLIANCES

When players get together into friend groups, they often form a Guild in order to share common goals. The guild structure lets them communicate and share resources more easily, and in many games, it also lets them share a guild hall and guild logo.
GUILD TYPES IN STARS REACH
Our plan is to support several types of player organizations. Regular guilds are the sort you are used to from other games, and we see the function of these as primarily social. Because of this, we let you join more than one!
We are also planning on having two more guild types: armies and companies. You can only belong to one of each of these new types of guilds. Both require exclusive membership in order to minimize obvious cheats and keep things fair.
Armies can declare war on one another and companies compete economically instead, and have some special functions related to that.
Lastly, players can also form governments, which are sort of like guilds, but they are based on where you declare your citizenship.
In Stars Reach, we don't really have the concept of a "guild hall", but guilds will often organize to govern an entire planet. They can create a visual identity for themselves (via clothing, armor, and/or spacesuits) and they can also visually brand their spacecraft and equipment.
In many games, there is also the concept of a megaguild, which may have hundreds or even thousands of members. It is extremely likely that these organizations will be present within Stars Reach also.
ALLIANCES AND BENEFITS
But megaguilds are not to everyone's taste. That's where Guild Alliances come into play.
Let's say you're a small- or medium-sized guild running a single planet (or even a couple of planets), but your guild wants to start a trade collective beyond your current reach or a self-defense force to protect your solar system, something that would normally require the coordination and resources of a much larger guild (like a megaguild). With Alliances, you can reach out to other guilds and formalize friendships and bonds between your groups, becoming recognized publicly to any outside forces that your guilds cooperate with, while still retaining their own individual identities.
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STAYING GROUNDED – PART ONE

Photo Courtesy of Leric Dax
Now:
Clere sits on the marble bench in the echoingly large marble-and-bronze Grand Hallway of the Transplanetary League headquarters. Her hands are clasped between her knees as she leans forward, elbows on her thighs. Her eyes are fixed on a point somewhere miles past the wall she is staring at.
That wall is covered in a huge bronze frieze. Central to it is the figure of Shae Duvane, cast in fierce metal many meters tall. She stands boldly, holding up a metaphorical lantern illuminating the sculpted planets and stars around her, and her wings arch behind her, a bit more butterfly-like than they actually were. Artistic license, Clere thought. Her delicate antlers are well-crafted by the long-ago sculptor, but are not quite the right shape either. Down by her ankle is a spot where hands have rubbed the patina from the bronze and it still shines.
"Ahem," comes a voice from behind her.
Clere turns. There's a diminutive and bookish Gertan woman there, looking nervous and lost. She wears enormous round-rimmed glasses as an affectation, and clutches a box overflowing with materials clearly destined for a desk.
"I'm new here… it's my first day? I'm supposed to find Commissioner Bunten's office? And I know there's a ton of offices there on the other side of those doors, only I can't find a directory anywhere, and the hallways are endless?"
Clere grins. "It's a maze, alright. But Commissioner Bunten is out at lunch anyway. Your best odds of finding her are when she walks right past here in about half an hour."
"Oh!" the Gertan squeaks. "I suppose I may be early? I didn't want to be late on my first day?" She gingerly sets down the box, a glowing potted mushroom wavering out of one corner. Then she sits on the bench primly, staring forward.
Clere leans her elbows back on her thighs. Had she ever been that young? Ever?
"Is that Commissioner Duvane? The Founder?"
"Yeah," Clere says.
"Wow."
"They unveiled this a couple of hundred years ago, I guess it was some anniversary of the TPL's founding." Clere squints at the dates on the bottom of the frieze, but honestly, she doesn't really pay much attention to dates anymore.
"She's so…"
Imposing? Stern? Not like Shae at all. Clere suppresses a grin, remembering.
"Big."
That gets Clere to laugh. "She wasn't, you know. Not at all. Shorter than you. Shorter than most. But when she came into a room, you knew she was in charge. Her twin was the big one. I think that when they shared their mother's womb, he stretched out and got all the space."
The Gertan looks at her curiously. "You seem to know a lot about her."
Clere shrugs. "I know a lot of history," she says. Easier that way.
The Gertan looks back up at the sculpture. "She did so much? And she saved us all? She must have been such an amazing person? So noble and high-minded!" The look on her face, her mouth just slightly open is one of awe and worship. Another true believer, Clere thinks.
"She was," she says noncommittally.
"And she looks so regal and beautiful and put together and her dress drapes just perfectly and… oh, what am I doing here?" the Gertan exclaimed, throwing her hands out and nearly knocking her box off the bench. "I don't deserve to be here, and I can't live up to… to something like… like her!"
Clere laughs again, then reaches out an arm to steady the girl, who is clearly having a nervous crisis about her first day in the Department of Special Projects. "You shouldn't worry. Here, let me tell you a story…"
*
Then:
Shae Duvane wiped the sweat dripping into her eyes from her unruly mop of lanky hair. It didn't work very well; all she managed was to smear more engine grease across her face. It was hot in the organic metaformation chambers, really fucking hot, and if she leaned against any of the nutrient vats she'd probably blister within minutes.
The heavy clanking sound of a Servitor workerbot hex-wobbling across the chamber deck grew louder, then began to fade again as it rounded a corner past the next row of vats.
"Bram!" she hissed. "It's gone. We have five minutes and twenty seconds. Hoist me up."
Her enormous twin said nothing, as usual, just unfolded his huge bulk from the floor where he had crouched to hide. He was dripping with sweat even more than she was. His small translucent wings drooped in the heat.
She scrambled up his back, careful not to tug the wings too hard – they were surprisingly sturdy for all they looked like gossamer – and balanced her tiny body on his shoulders, as he lumbered up to stand tall. From here she could see over the edge of the nutrient vat. It was bubbling and purple, fragrant with the scent of protein. "Perfect," she whispered downwards. "We picked the right one, it's the purple goop."
"Yum," Bram said, and handed up the first of the buckets. Shae bent over the edge of the rim carefully, laying her belly on the heat-proof cloth they had brought. It was a stretch to reach the surface of the goop. And if she fell in, why, then someone else would get to eat her later.
She scooped out the warm liquid with a ladle, filled buckets and twisted the lids tight so none of the precious food would spill, then passed them back to Bram. As she did so Shae ran down the list in her head. Three scoops for the little ones that lived in the air vent, the ones whose mother was blinded by that laser matrix last year. They were always underfoot, and after she got stepped on by one of the granary Servitors, the mother was literally underfoot too. Oh, that was terrible, shame on her for thinking that up.
She giggled to herself, then flapped her wings a bit to keep her balance as she kept scooping and keeping count. Seven for the elders who huddled by the grates where the gases vented. Bucket full, hand it down. Five for the clannish folk over near the gearshafts. One for the brownie-fella in his hidey-hole, even though he was such an asshole. And two for her and Bram to share, though he'd slurp most of it and she'd only need half a scoop because she was only half-size…
A massive grinding sound began just as she dipped the ladle for the last time.
"Shae!" Bram rumbled from below her, reaching up with his huge arms. Too late though — all around them the vats were corkscrewing down into the ship's bowels, giant lids sealing them off to keep the goop enclosed on its journey to… somewhere else in the ship. Shae clung to the rim of the vat and was swept away from Bram's shoulders.
She was still leaning half-in to reach the liquid's surface, folded over the rim. She flapped her wings frantically – by Goedwig, if they only actually worked – and watched the rapid approach of the crushing metal. Nothing to push against, and one hand was full of the ladle anyway. She tried pushing up with the other against the interior of the vat but all she managed to do was slide it down the hot metal and burn her hand. Too slick. She popped her fingers into her mouth, licked the goop off, and tried not to get too dizzy as the world whirled around her.
The lid was a handspan from her face. She stared the edge of the metal down. It didn't retreat. She was going to get sliced in half, and one half of her would go to the stars in purple soup and the other half would fall to the floor and get cleaned up by a robot janitor later.
Then she felt a strong grip around her ankle, and Bram tugged her from the vat. She flew backwards, crashing into his face and chest. She tried to hold the ladle tight, but couldn't keep hold of it.
They went down together on the floor, and purple goop went all over Bram's face.
"Yum," he gasped.
She started to laugh, but the new vats were descending already, blurring down from the ceiling. They rolled out of the way just in time to avoid being decapitated by the fresh vat, and came to a stop against the buckets.
Shae lay there, staring at the ceiling, panting. Above her, the incomprehensible pipes and gears of the Servitor ship made a vast ceiling.
Bram groaned and clutched his head.
"What's wrong, are you okay?" She quickly checked him over. He wouldn't take his hand from his head. She peeled his fingers back gently; he let her.
One of his antlers had gotten caught under the descending vat. Some had snapped off. It was gone into the vast machinery. He'd have a fierce headache, for a while, and it probably twisted his neck, but the vast force had made it happen quickly, with a clean break. Luckily, he was not in velvet.
She hugged her twin brother fiercely. "You'll be fine," she said, putting on a brave face. "It's mysterious and handsome."
Bram just groaned, sat up, and grabbed the heavy buckets.
Together, they walked. Or rather, Bram walked, eyes tight with pain, and Shae limped after him, wings drooping. They walked through mechanical tunnels, past grates and the sound of hex-wobble feet, under angular arches and through vents with hinges grown loose with frequent passage. Through the vascular system and the bronchial tree of giant mechanical life.
Beyond it all, there was probably a starry endless sky, but she wouldn't know. She was a ship Fae after all. They lived like fleas on the back of the Servitor ships that tended the countless planets of the Old Ones. And sometimes they got crushed into red goop to go with the purple. She wiped her face angrily. The slime on her sleeve would be her only dinner.
A few days later, there was a Rendezvous. A Servitor meeting a Servitor, each of them full of other Servitors. And of Fae, their fleas.
The vast Servitor tenders moved between planets, replenishing genetic material and pruning away mutations that did not fit the Old Ones' template. From time to time they exterminated worlds that were infected with their Adversary, scooping up vast screaming blobby masses of tentacles and flowers that insisted they did not want to die, then scouring the planet to the bedrock.
Shae suspected that the purple goop might be stewed Adversary, but she kept that to herself. It tasted too good.
Rendezvous was a time for Fae to pair off into couples, swapping ships. For families to migrate, to get on different stellar circuits and visit different worlds. When the Servitors reached a world that needed harvesting to keep the ecological balance, massive oblong threshers would descend. Fae would ride them down, gather fresh food, scavenge what they could, and try to make it back to the threshers before they took off.
Sometimes, they didn't make back in time. The threshers didn't care. All Fae knew the Servitors were perfectly aware they harbored these parasitical populations. They just largely ignored the Fae, unless they got in the way. And if they did, a different robot would be along later to clean up the mess.
Over the generations, Fae had mapped out the routes and the timings. They knew how to hop from ship to ship to reach specific destinations. And some Fae had decided they preferred to live hidden on solid ground rather than enclosed in flying metal boxes.
Now Bram had decided that too.
"I can't anymore, Shae." He shook his head. She had tied a scrap of cloth around his broken antler, as a joke, and it flapped around rakishly. "I miss the sky."
"The sky? The sky, Bram? The sky that our mother was looking at when the thresher mowed her down? When our da tried to save her?" She was furious, furious that her twin was abandoning her.
"She loved the sky, and the birds, and the wind."
"Staring at birds is what got her killed, Bram! She got caught up daydreaming again, got distracted, and…" Shae blinked away tears. "Staring at the sky is dangerous, Bram. You have to stay grounded, be practical."
Around them there was the bustle of upcoming Rendezvous. The elders had decided to split up, and some would ferry the orphaned children to the other ship, where there were young parents who could take them in. Molecular compressor crates were being packed far fuller than seemed physically possible, and there was the excited buzz and chatter of folk ready to see relatives and friends.
He took her trembling fingers and pulled them into the grasp of his huge hands. "I'll come back."
She looked him in his big sad eyes. "You had better, Bram."
"Queen Mab will keep me safe," he said, quite seriously.
Shae rolled her eyes. "And she'll open a door in an oak or a hawthorn and bring us all home to the world under the hill and past the veil."
He looked hurt. Bram took that stuff far more seriously than Shae ever could. She punched him in the arm. "You're a dreamer too, Bram. That's what this is about, isn't it. You're on the quest for Tír na nÓg."
He cracked a grin, shook his heavy head.
"Just need the fresh air."
And with that, he stood, hefted a pack across his shoulder, tousled her hair, and left down the tunnel, striding after the chattering elders who were shepherding the kids. From there he would await yet another Rendezvous, then would ride a thresher down to an inhabited planet, where one of the many human cousins lived. He would live among them hidden. A ground Fae.
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COLORING STARS REACH

What goes into the art and style of Stars Reach?
And what can you expect in the future?
Join us as we interview Magnus Hollmo, the Art Director of Stars Reach, to uncover the creative vision behind the game!
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HYUGONS

The Hyugon species has been one of the trickiest for us. We knew we wanted to have one "alien" species derived from classic Greens and Grays in some way, or for them to at least echo the spirit of older sci-fi back when special effects for aliens basically consisted of simple prosthetics and funky colors of makeup.
But Greens and Grays don't have much to work with for character customization! And if we weren't careful, we'd end up crashing into Andorians from Star Trek or Mantis from the MCU.
The big black eyes of course made us think of insects, so we market-tested down those lines. Turns out, people don't like the idea of playing as a bug, if it gets too insectile. And it got insectile pretty quick.

On the other hand, there was something very much in keeping with our sci-fi inspirations in the Hyugons. The "vibe" of retro sci-fi that we wanted was there, when we played around with them. We did several takes on them that were basically very human, except for skin color and antennae.
Interestingly, they were great inspirations for clothing and fashion. In fact, eagle-eyed testers may have spotted a Hyugon long ago on our website, hiding in plain sight – one of the ones below! She's gone now, but still there in our hearts.

Playing with marrying the green, the big eyes, and the notion of insectile antenna ended up promising. There's a lot of variation you can do that can convey different silhouettes at a distance. And silhouettes is one of the most important qualities in creating a cool avatar. Especially in a game where you can dress any way you like, it matters that the body shape and unique characteristics convey something readable at a decent distance.

On the other hand, we have another couple of species that make use of head attachments – not antennae, but the Gertans for example have horns. So making sure that all three sets of head attachments were visually distinctive was a key thing.
For a while we explored making them "chibi," but it didn't feel right. Greens and Greys are elongated, not short. Players do tend to want at least one choice that is very short, so we'd have to find a different way to fulfill that desire.

Green also led us to explore plant-like qualities in them. This opened up new and (we think) fresh ways to offer distinctive touches. Little leaves, thorns, and different shapes for the antennae give a very different quality than insectile does.

Candidly, we don't think we are done with the Hyugons! It feels like there is still more to explore visually, and we want your feedback. I'll tell you though, the exploration yielded one of my favorite bits of concept work we've ever done. We did it fairly early on, when we had not yet really explored all the variations, and the Hyugons still looked more human than anything else. Even so, it landed so much of the vibe that I still love it.
Plus, it shows off some of the customization choices that our regions system allows in the clothing!
I won't at all be surprised if the final version is a cross between the bigger eyes, the plant-like bits from the image above, and this.
HOMEWORLD: POE GUIN
CULTURE
Hyugons are all about Science! and love to experiment and innovate, whether they're designing the newest capacitor or throwing unusual ingredients together for a new recipe. That freedom to create without limitations is a trait they've passed on to other humans, and other humans have learned to love to make whatever their minds can come up with.
Trivia: Hyugons composed some of the earliest forms of math rock known to humanity!
Alas, experiments in the name of "Science!" led to extreme circumstances, like the Hyugon-made black hole that ate half a continent before it was contained. A chain reaction of nuclear reactors led to everyone fleeing to nearby moons before the Servitors opened up the Garden.
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HANSIANS: BEHIND THE SCENES

We just unlocked the Hansian species as one of our stretch goals for our Kickstarter. We have been working on developing the other species we want in the game for a long time now, and have always hoped to have eight in place. Eagle-eyed players spotted the appearance of a Hansian in our recently posted lore story "Interdicted."
When we started out, we set in place some guidelines for player species:

We had to stick to relatively humanoid shapes, so that we can share all the clothing and other assets across all of them. For a small studio, having eight times the load on every player animation, piece of clothing, or hairstyle would be prohibitive. We knew that players would probably be a bit unhappy about this, because everyone loves variety, but it's just a reality of development.

We also wanted each species to represent a bit of a personality archetype we could play with – something easy for players to identify with, but also something they could contradict and play against. For the Hansians, this is very much about being a free-spirited, go-with-the-flow people.Many of the concepts we worked on didn't have that vibe: they instead came across as stern, or old, or threatening, none of which were the personality type we wanted.
Lastly, we also want all our player species to be cosplayable on a budget. There are designs that are just outright very hard to make work as costumes, and we want to think for the long term and plan for success.

For all of our species, we have been quietly running focus tests with small groups for years now. A lot of the images you see in this article are from those tests. We would provide a few alternates to the panels, we'd ask them to rank them against each other and also against other species, and so on. The written feedback would inform the directions we took.
Our earliest versions were very very fishlike, but feedback showed that relatively few people actually want to play as something quite that alien. The farther you go from human, the more important it is that the result be compellingly cute or appealing in some way.

The breakthrough came with the image above, what we ended up calling the "princess" take on the species. We had always wanted to reflect the colorful variety of tropical fish. In fact, we used cosplay reference where the cosplayer used glitter makeup applied through netting to create the illusion of scales. That ended up reflected in the speckled pattern on the forehead.
That first take was visually appealing and hit the marks we were aiming for, but it wasn't really set up to work with character customization, which adds an additional layer of constraints. This is where you move from pure concept work unbound by restrictions and more in the direction of pre-production, where you have to make some compromises in order to achieve the feature set you want. So the next stage was all about iterating in ways that got us the features and still captured the spirit we wanted.
In the end, we are pretty happy with where we landed – including the ways in which we can push color, support diverse hairstyles, and support varied body shapes.

HOMEWORLD: BONSURF
CULTURE
Hansians learned to "go with the flow" from their nomadic ancestors. Once one large tribe, Ancient Hansians learned to live with the whim of their planet, whose weather patterns and currents left Hansians sailing in search of dry ground. The nature of change and "going where the water [i.e., life] takes you" is something Hansians appreciate, and everyone from philosophers to artists to scientists to pop singers have waxed poetic about it.
Hansians are also big on sharing, something else they learned from their ancestors. Because Ancient Hansians were often low on resources, if they did not make sure everybody had enough to eat or proper clothing, friends and family wouldn't survive. While sharing is an important part of Hansian culture, there is a phenomenon dubbed "Hansian caring," which is the equivalent to the Terran "Minnesota nice." Sometimes, one just wants to be selfish, even though it's taboo. Hansians are great at hiding their selfishness and willingness to not want to share.
Homeworld Bonsurf limited Hansians to mostly seafood, fruits, and vegetables. Going off-world exposed them to the wonders of other cuisines and ingredients, and many Hansians consider themselves foodies. Hansians have their own takes on the cuisines they've been introduced to. They find noodle and pasta dishes especially versatile and an excellent showcase for traditional Hansian ingredients. Hansian ramens are popular dishes across the Garden.

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APPEARANCE CUSTOMIZATION FOR CRAFTING

You've only seen "basic crafting" so far, and it's not even complete yet. So let's start this article with a brief overview of the sections for crafting.
ACQUIRE THE RECIPE
Recipes are known by everyone (with rare exceptions). But having the skill to actually craft that recipe is something you have to unlock by climbing one or more of the Artisan skill tree branches. Once you know how to craft something, you go to the next step.
CHOOSE YOUR INGREDIENTS
Different resources have different characteristics. The recipe you're building will result in an item that is greatly influenced by the characteristics of the ingredients you choose to use. For example, using Aluminum in a tool might influence its weight, but using Titanium will make it stronger, and Cobalt might change the appearance of the weapon in interesting ways. Additionally, the Titanium (for example) that you find on "Rodin IV" might differ significantly in statistics from the Titanium you find on "Gaiamar".
Once you've decided which resources to use, you'll use the basic crafting system to make the item. After it's created, it is stamped with your Maker's Mark and you're done with the basics.
At this point, you've already made some appearance choices, depending on the ingredients you chose and how they are applied to the item. (For example, that laser pistol barrel that you used Cobalt for might have a blue sheen to the metal, whereas if you made it from Iron instead, it might appear a gunmetal grey. Did you choose wood or metal to make the pistol grip? Etc.)
You then either collect the basic item you made…or you can try and make it into something truly special.

ARTISAN CRAFTING
When you decide to push your design forward with more effort, you enter into the Artisan Crafting section. There's a lot to this section, but suffice it to say that what you're doing here is tinkering with the design and trying to find ways to make the device more efficient, the widget stronger or lighter weight, or the clothing more durable (as examples).
The process isn't foolproof and you might even end up destroying the item you're working on, but the goal is to make something that's a standout achievement, a truly Artisan-level item.
Once you're successful at that, then you finally get the option to fine-tune the appearance of that Artisan item.
ARTISAN ITEM APPEARANCE CUSTOMIZATION (THE STRETCH GOAL!)
Your device is already stamped with your Maker's Mark, but there's a lot more you can do to customize the appearance of your items.
Every crafted item has regions on it that can be visually customized with appearance paints, dyes, and you can even select from textures. It doesn't matter if you're making a power station, a shirt, a quantum rifle, or a starship engine, you can craft the appearance to be the way you want it at this point.

From clothing to weapons to tools, you can colorize and texture your items extensively.
There may also be some modular aesthetic choices you can make as well (like swapping out a barrel or power supply style, or having a high collar on a coat instead of a low one).

Everything can be aesthetically customized…even building tiles.
When you're done with all of your aesthetic choices, you can then name your item, and write a description for it, all of which will be available for your customers to see if you sell it to them (or just to make you grin when keeping it for yourself).
Since players are always interested in both stats AND appearance, and because you, the crafter, get experience based on how often a player uses the items you create, it is absolutely in your best interest to create things that are strongly appealing to other players.
These aesthetic and lore elements you add to your items will definitely assist you in the goal of becoming a world-reknown crafter.

We did a deep dive into extreme modular functionality, but the crafting process
was inordinately complicated and the art burden was just too great. Maybe next game. 😉 -
AFTER THE KICKSTARTER

Sterne Reichweite will be a free to play game at launch, with a Property Pass that you buy monthly. The Property Pass gives you the ability to own land within the game.
As with other F2P games, there will be an MTX Store. We are opposed to pay-to-win and are avoiding it in our business model.
The gameplay features that you get to on your owned land will also be available via public facilities for all players.
You can earn a loyalty currency through game play which can be used to obtain Property Passes (and other shop items), so you won't necessarily have to use real money to get them. You can also share homesteads with other players, or trade or gift Property Passes.
Join Us!
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STARS REACH AUDIO INSIGHTS: PART TWO

By Kurt Larson
In the first post I outlined our overall approach to audio and why we do it that way. With all that in mind, here we can take a deeper dive.
DETAILS
Within the over-arching role audio plays in a game, different layers of audio have different jobs, goals, and effects. I'll talk about some of them here:
SFX
TOOLS AND WEAPONS
Audio for tools and weapons reinforces and rewards player agency. I believe that when the player is doing something with their (character's) hands, the feedback should be rich and rewarding. For this reason I am putting special attention and much resources into this component. For featured, often-used sounds such as this, it is very important to provide a great deal of variation to avoid the sound becoming tiresome. This is mainly achieved through randomization, and layering, and just having many different versions of a sound available.
For something like the Excavator beam sound, I have several different layers set up. Each time you turn the beam on, all seven layers play. But each layer has twenty-or-so different variations. Each of these is chosen at random by the sound engine each time you turn the beam on. Even with just two layers, that would be 400 slightly-different-sounding variation. With seven layers, it's 1.28 billion variations. They all sound recognizably similar, but never exactly the same, so your brain doesn't stick on the exact sameness and make you feel distracted.

All Excavator layers separately
All Excavator layers together
Sounds which are non-continuous, such as gunshots, are easier, because you just fire the group of sounds and you're done. Most of the fine-tuning work comes with continuous, looping sounds, like our beam tools. (Excavator, Harvester, heat and freeze rays, etc.) This is where repetition becomes a problem to be solved. Even though variations are chosen at random, if we just looped those variations, after a while you'd start to notice a recurring, repetitive pattern. So for most of the layers, I took a long evolving varying sound and cut it into many sections of between 3 and 8 seconds each. Then one of those is randomly chosen, played, and cross-faded into the next randomly chosen one, and so on. You may, if you listen carefully, recognize little details which you've heard before, but it will likely never play in exactly the same pattern twice. It's not impossible, but by the time it does, you would likely not remember having heard that exact pattern before. Repetition in audio is only a problem when it grabs your attention.
CREATURES
Audio for creatures, especially creatures which interact with the player, is a huge and important undertaking. As our creature design is still evolving, and since we have been focusing on weapons and interactive objects, enemies in Stars Reach do not currently have any audio. But we are thinking about it.
Most creature vocalization audio in most games and movies is built up using recordings of real-life animals. No matter how alien or supernatural or bizarre the creature is, people respond best when they have at least some sort of recognizable sound as a starting point. (Think Chewbacca) I'd like to go beyond that a bit, but not so far that the voices of the creatures no longer speak to the player. One thing I intend to try is blending real-world animal sounds with completely other types of sounds, using a convolution reverb. (https://www.bhphotovideo.com/find/newsLetter/Convolution-Reverb.jsp)
I also want to try to give each of our creatures its own emotional profile. Like a personality, but more primal. The key here again will be variations. With footsteps you can get away with eight or even five. (I usually use twenty) With vocalizations it's better to have at least 30. The general rule I have observed is: the more personality a sound has, and the more it speaks to the player, the more variations you need.
UI
User Interface sounds are the ones you will hear the most. Counter-intuitively they require the least variation. Why?
My sense of it is that UI sounds are pure abstractions. They represent abstract concepts and actions which are, crucially, not representing something "physically" happening in the game world. It also helps that they are usually very short. As such, hearing the identical same sound every time you open a particular window may not be the best possible sound design, but it is often good enough. Even if you go for a very organic sound set, like, small wooden doors, drawers, and latches being opened and closed, for example, you still can tolerate a fairly high degree of repetition. In fact, the need for close similarity between the variations is quite high for UI audio. Each sound is a symbol for an abstract concept, like opening an inventory window or hitting an 'OK' button, and as such it needs to reliably signal the intended concept. Our UI sounds try to use the same sound for similar things, such that opening a window will always sound similar, but quite different from, say, hitting a 'Confirm' button.

BGA – BACKGROUND AMBIENCE
Background Ambience is all the layers of sound which represent the physical environment in which the character is located. Stars Reach provides a tremendous opportunity to create intricate, intimate background ambience which can continuously change, smoothly and meaningfully. Whereas a more classic game might only have a stereo background track which changes to a different one when you cross the border between the Ice Zone and the Lava Zone, the worlds of Stars Reach are continuously changing and evolving. Since they can be driven by naturally-patterned weather, environmental, and planetary data, and since we can tie all those data into the audio system, we can and will do things like:
- Around sunset, we can gradually cross-fade a strong afternoon wind with a gentle evening breeze
- As the player moves from a dry, desert environment to a higher-elevation forested biome, we can cross-fade different wind, start up some birds singing, turn on some light reverb-echo from the sound bouncing around in the trees, and you will likely hear some water flowing in some areas near streams.
- When rain happens, you'll hear it. Not just the rain sound starting up, but birds will mostly stop singing, wind will change, footsteps will take on a bit of a squelchy tone, etc.
- As one moves through different biomes; to a more humid or more dry area, subtle filtering changes can occur which can make all the audio sound slightly muffled or slightly crisper.
- Since our worlds will have seasons, our audio will respond according to the weather, temperature, humidity, and other data as the seasons change.
The possibilities are endless, but you get the idea. The important thing is that all this audio behavior can occur naturally, automatically, along with the evolving behaviors of our living worlds, rather than being pre-planned, scripted transitions.
In the third and final post, I'll talk about voice-over and music.
With all this attention to detail in our sound design, we are building an immersive and evolving audio experience that brings Stars Reach to life in a way that feels natural, dynamic, and deeply engaging. Every footstep, every tool activation, and every distant creature call is crafted to enhance the player's connection to the world.
But none of this happens without support. If you are as excited as we are about the depth we are bringing to Stars Reach, we need your help. Our Kickstarter is live, and backing us now means you will be a direct part of making this experience a reality.
By pledging, you are not just funding development. You are shaping a living and breathing universe where sound reacts, adapts, and evolves alongside you. Join us on this journey and help us push Stars Reach to the next level.
[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!
Sterne Reichweitestarsreachteam2024-05-30T13:05:17-07:00


