• CLERE'S STORY, PART 1

    CLERE'S STORY, PART 1

    PART ONE

    Now:

    Clere floats. Her suit keeps her warm; one scant breath away lies the vacuum of space, safely on the other side of her clear visor. 

    Above her is the infinite sky, cloudless and airless, of a barren ice moon by night. It holds countless stars, a spread of jewels across a profound black that is deeper than any ocean. From where she is on Saturn's moon Enceladus, she can barely see the tip of the rings poking above the horizon, reflecting the sun she cannot see. It's a desolate place, a surface of cratered ice, pocked and cracked from millennia of impacts.

    Under other circumstances, she might stop to stare into endless space; but she's on a mission, one that entire nations are waiting on, back on Earth. She briefly puts one hand over her chest, over the pocket on her jumpsuit that holds Sofia's picture; then she activates her suit jets and gingerly moves away from her lander and towards her destination: the mysterious alien structure that holds all of humanity's greatest hopes and fears.

     

    Then:

    "You're it, Clere," the voice said on the other side of the line. "It's not official yet, but it will be by this afternoon. You probably have a couple of hours to get back here and shower before the press shows up."

    "Holy shit," was all she could muster.

    She'd paused her jog above the reflecting pool in front of the Lincoln Memorial to take the call; her breath condensed in the cold winter air in front of her. Snow bones and puddles had made for a tricky hour of exercise as she dodged halfhearted tourists on what was left of the Mall. The city was on one of its periodic power outages, and of course most of the Mall had been underwater for quite some time; as sea levels had risen, so had the Potomac. The reflecting pool had been given raised embankments so that people could still walk along it, see the Lincoln Memorial just offshore, and see the dirty water lapping at the steps, on its decades-long climb to Lincoln's feet.

    Clere began walking slowly back across the embankment bridge in the direction of Washington Monument Island. From there she'd be able to go over the pedestrian bridge to her office at the Smithsonian.

    "You heading back now?" Ismail asked. "We need to think about how to tell the story to the press." He was the director of public relations for The Project, and what the press thought was always his top concern.

    "Yes, of course," Clere said. "You're sure about this? They really picked me?"

    "Yes," Ismail said. "You're it," and hung up.

    Clere broke into a jog again, then an outright run. She was going to space. She was going to Saturn's moons. And after that, she might be going to the stars.

     

    Now:

    "It's a door. A human-sized door. It looks like wood paneling. With a fairly ordinary handle. Which seems odd on the face of it: why would an alien species capable of interstellar travel make a door that looks so much like one from Earth? There's even what looks suspiciously like a welcome mat."

    Clere narrates awkwardly for the record, her suit keeping a log and taking video of this extraordinary sight. A regular front door to a house, with a regular door handle. There's even a keyhole. The mat is fibrous and clean, bolted to the icy rock. Reflexively, she wipes her feet on it, and has to grab the door handle to keep herself from floating away in Enceladus' low gravity.

    It doesn't open, of course. "There must be an airlock on the other side, which means there's probably a doorbell of some sort to request access," she muses aloud. 

    The surface of the door is unbroken, but to one side she finds a small square touch panel with an old-fashioned doorbell, complete with brass mount. As she moves her hand closer, the touch panel glows a soft yellow. As she touches it, she hears a solid clank from within, and the door lock releases. The panel turns black. She tugs at the handle, and this time, it opens.

    Inside looks much like a waiting room, softly illuminated by diffuse overhead lights. There are chairs, clearly meant for humans. They even have cushions. Behind her the door closes and for a moment she panics, alarms on her suit jumping as her heart rate climbs.

    "I am inside. The door closed behind me. I… hope I'm not trapped." Almost ninety minutes from now, Mission Control will catch its breath in fear, when the radio transmission from Enceladus gets there. "Sorry, don't mean to scare you," she says self-consciously. "It looks like there is another touchpad on this side." She taps it experimentally, and the door once again makes its solid chunk sound. This time the panel turns black. She pushes on the door, and it starts to swing. She pulls it shut again, and it turns yellow once more. "It's got a lock, I can open it whenever I want and leave. Like an airlock but with a touch panel."

    Having reassured her listeners back home, Clere surveys the room. "It kind of looks like a dentist waiting room." A portion of the wall seems to be a screen; right now, it is showing video of a human figure in a spacesuit sitting on one of the chairs, over and over on a loop. "Looks like they want me to sit down." There's a door on the far end, with another touchpad. It's currently not illuminated at all; when she taps it experimentally, nothing happens.

    "I don't understand how there can be a human in this video," she says, watching the figure repeatedly sit down on the chair, then stand, then sit again. They look like a department store mannequin, but it's still clearly a human. "Whoever they are, they must have been watching us for a long time."

    In fact, she can't shake that feeling as she looks around the room: it seems very much designed to make her feel comfortable. The floor is metal, but it has been painted in a pattern much resembling a carpet. The walls are an off-gray, but a cheerful blue stripe runs along the baseboards. There are baseboards. "If they were trying to make me feel at home, it's not working. I actually feel a little creeped out."

    To sit or not to sit? she thinks to herself. Once again she places her hand over Sofia's picture. It's the whole reason she's here. Her daughter may be stuck in cryogenic sleep to save her life, but she's still the impetus behind all the training, the endless hours of study. Come alone, the message had said. Send one person, one of your best, and come alone. And now here she is, alone and a billion kilometers away from another human soul. And she's debating whether or not to sit down? Fuck that. Besides, there's nothing else to do.

    Clere carefully jets over to one of the seats, and ever so slowly lets the gravity of Enceladus take her down. The moment she settles into the soft cushion, the lights flicker, gravity seizes her, and the whole room shakes.

    [TO BE CONTINUED…]

  • PRELUDE TO AN MMO HYPE TRAIN

    PRELUDE TO AN MMO HYPE TRAIN

    You might not have seen an article that just came out by Justin Olivetti and the fine folks at MassivelyOP. We, too, are excited about this game we are building. 

    We don't want to overhype it. But some hype is super helpful. Thank you.

    We are making this game for you and we very much want you to get a chance to play it and enjoy it. 

    Much love to Justin. Check out the article here:

    https://massivelyop.com/2024/12/05/mmo-hype-train-my-growing-obsession-with-stars-reach

  • FROM MATH TO MUSHROOMS

    FROM MATH TO MUSHROOMS

    Procedural World Generation in Stars Reach

    By Meghann Bledsoe

    Stars Reach is a game where there's always something new to discover around the corner whether it be new ways to interact with other players or with the environment. So how do we make huge numbers of worlds for players to explore that ensure that they always have something new to find? Procedural generation is the answer, and will be pretty familiar to those that have played No Man's Sky, Terraria, Minecraft, and many other games.

    THE POWER OF THE THIRD DIMENSION

    Procedural generation, when used to create 3D terrain, tends to use mathematical algorithms with different seeds to generate 2D height fields like the one below.

    When these 2D images are translated into 3D, the black areas are the lowest points and the white areas are the tallest. By changing the seed that the algorithms use, we can create an infinite number of these height fields. This is so powerful, but the downside is that these are 2D images. That means no overhangs, no caves, etc. Everything has to be wide at the lowest point of the map and narrow at the top.

    What we're doing at Playable Worlds though is unique and allows us to create fully 3D worlds that use these algorithms to create chains of tunnels, unique terrain formations, arches, overhangs, and ledges! This opens up all kinds of possibilities for new and exciting environments.

    WAIT…THAT'S A REAL PLACE?

    A lot of the inspiration for our worlds comes from the most unique landforms that occur naturally on Earth. There are truly amazing and surprising things out there!

    For fun, let's grab that last image of the mushroom rock and see what we can do with our tools to make some mushroom rocks and get them into the game! The image below will be our initial shape. It's interesting for sure, but this is the limit of what most procedural generation tech would let us do.

    Now! With our tool, we can scoop out the underside and leave a cool stem shaped rock underneath. Then, all we have to do is throw it into the game.

    And here's another entirely different mushroom created by taking the algorithms that made the first mushroom and changing just the initial input value!

    Both of these are made entirely of mathematical algorithms with our awesome tool, and we can combine shapes like these with other types of terrains and features in infinite numbers of combinations to bring new adventures to all the eager explorers out there!

    KEEP IN TOUCH WITH OUR EXPLORERS

    Join our official game Discord for an afternoon and read their stories, see their screenshots in the #your-wow-moments channel. Keep up with the amazing things folks are finding and doing in our first few planets and the space between.

    https://discord.gg/starsreach 

  • BEHIND THE SCENES WITH AVI & LIGHT

    BEHIND THE SCENES WITH AVI & LIGHT

    We all enjoyed your video interview months ago at the announcement of Stars Reach. That was recorded in May and debuted in June. (Editor's note: it's here if you missed it.) 

    What's been the most rewarding or unexpected development in your work since the June 2024 announcement?

    Avi: The fact that we've been running playtests almost weekly (and sometimes even more frequently!) means players get to see our work almost immediately. Even debugging mundane bugs and crashes has become a lot more fun because I know there are folks who are really looking forward to those fixes and will notice right away. This obviously applies even more to the highly visible gameplay features, and the constant positive feedback loop we have with the tester community is so invigorating.

    Light: Hands down the most rewarding thing has been getting the game into the hands of players. We've always wanted to work closely with the community while making Stars Reach, and well before we revealed the game there was an unofficial Discord with a bunch of great people who were following our progress on our unannounced game. Finally getting to the point where a bunch of those people (and many others who've joined the adventure) are actually in the game and giving us feedback has been unbelievably rewarding. Whether it's reporting issues in current playtests or sharing hopes of what future playtests may hold, it's been great hearing from everyone and I love that we're at a place where we can move forward together.

    How have players in the playtest community surprised you over the past few months?

    Avi: I expected to be surprised and impressed by our community from the beginning so in a way, I'm not at all surprised that I'm surprised and impressed at their creativity! Some of you have figured out neat tricks with the simulation like lithifying certain types of soil into stone and then melting it to create quartz, which is a useful gemstone for a bunch of crafting recipes. I didn't even know you could do that! I just used it recently in an internal test to craft some new tools myself and others on the dev team were like, wait, how did you do that?! I can't wait to see what other crazy things we learn from you all.

    Light: The best thing about this kind of game is you can pretty much always count on players being able to surprise you. As long as you give players interesting options and a good simulation to play with, they will find ways to make it do things you didn't intend. But actually the most surprising thing to me from our community hasn't been an in-game mechanical interaction, but rather the social interactions that we're already getting. We know the big-picture vision of our game has tons of support for social interactions, but the current in-game versions are pretty limited. And yet we have people in playtests who are not just excited to play, but who are already grouping up and coordinating team efforts to try to see just how far their creativity can go. We've had people work together to try to sculpt statues or write words on the sides of mountains. We've had people group up to try to make a mountain fall by collectively carving away its base. We've just recently had a group of people start making plans before the playtest even started to try to figure out what they were going to build together. That blew me away. We knew we were building a game that would encourage those kinds of social interactions, but given how few of our planned social systems are in right now (and how fleeting some of these early playtests are) I wasn't sure how much social play we'd be seeing this early. Needless to say it's been an absolute delight to watch.

    What are you most excited to show the players in the next 6 months?

    Avi: Combat is very near and dear to my heart and while what we have in game today is perfectly serviceable and already pretty fun, we have some big upgrades planned that will make it feel much more polished and responsive. We've been hard at work on some of the non-combat trees and performance and stability, but combat will have its day soon and I'm super hyped for it!

    Light: Building off of my last answer, I'm excited to get more of the social systems in. We have so many tools and ideas to help players actually play together instead of just 'playing separately in the same space'. In the immediate future we're adding Gifting (which is the beginnings of an actual player economy!) and the rough beginnings of Homestead Permissions, but we've got plenty more to add and we'd like to start doing so soon! This is where I have to make my obligatory disclaimer that I'm not making feature or timeline promises… But some of the features we have planned that I suspect will make appearances soon include a Leadership Profession which will start out helping groups in combat, more ways to trade with other players including trading information not just items, and possibly even the start of Player Contracts.

    For someone just joining the playtest, what's your top tip for getting the most out of their first session?

    Avi: This one's easy! Now that our video NDA has been lifted, the pre-alpha tester community has already been creating guides for each other. Check out Rommi Noodles' Pre-Alpha Beginner Guide on YouTube for a taste of what's in the tests so far and some of the strategies and approaches they've already discovered: https://www.youtube.com/watch?v=hsP7Ob4qtm0 

    Light: I think Avi already hit the nail on the head: The best way to start learning how to play an MMO has always been (and always will be) the friends you make along the way. So join the Discord, during playtests join the voice chat, and don't be shy if you have questions! That said, I definitely understand that it might be a little overwhelming to be just dropped into one of our playtests. There's a lot of tools, professions, and even movement options to learn, and we're adding more all the time! So my advice would be to narrow your focus instead of trying to learn everything at once. Pick which sounds the most interesting to you between "Fighting", "Exploring", or "Gathering Resources," and start learning just the things you need to do that thing. Each of those will eventually lead to learning the other two, and the three of them collectively will lead towards Crafting, Home Building, and more. One of the advantages of Stars Reach is there's no single 'right way' to play, there's lots of playstyles so if you know what your personal playstyle is just focus on the things you know you usually enjoy. We're planning to add more in-game onboarding for First Time Players very soon, so that should help as well, but one more time for emphasis: the best resource for any MMO is its community.

     

    Thank you to Avi and Light for taking the time to ask questions. 

    If you wish to join us in the playtests, please sign up here.

    If you are signed up to playtest but haven't taken the Solsten survey, that is here

    If you wish to help us built momentum and keep our investors happy, please wishlist us on Steam here.

  • A PREVIEW OF HOMESTEADING

    A PREVIEW OF HOMESTEADING

    OUR NEXT MAJOR UPDATE

    By Dave Georgeson

    So there are all these worlds out there for you to explore. A natural question for you to ask is "Can some of it be mine?"

    The answer is "yes, absolutely". 

    In our current pre-Alpha state, players can use the Trailblazer tool to set up temporary camps. Soon, they'll be able to turn those temporary camps into long-term Homesteads instead.

    WHAT IS A HOMESTEAD?

    A Homestead is a patch of a world that you claim as your own. You set up a camp, register that camp with the Transplanetary League, and voila!, it is yours.

    Now you can build on that plot of land. You can create a home, a shop, a manufacturing facility, a farm, a giant robot…whatever you desire. If you claim a homestead in space, you can build a starport, or hollow out the interior of an asteroid as a smuggler's base, and more.

    To do so, you use Civil Engineering tools, like the Instaformer, Fabricator, and Paver to build structures and roads. You can use Forestry tools like the Xyloslicer and Growth Pod to add/grow trees and plants. And you can use Mineralogy skills to transform the terrain around you with the Terraformer.

    Later, you'll also be able to add active defense systems (like turrets and force fields) to keep the aggressive wildlife at bay or simply build passive defenses (like walls and ditches) to discourage them from wandering into your property.

    In other words, it's your home and your imagination is the only limiter on what you can do.

    EXPANDING YOUR DOMAIN

    There's a lot of planets out there. And we don't want you limited to living only on a single world.

    So, you can unlock new homesteads as you adventure, usually by acquiring new nodes on a skill tree, but there are other ways as well that we'll unveil as we develop.

    Those additional homesteads can be used to either establish another home on a different world, or they can be placed next to your existing homestead to enlarge your original claim.

    CAN I MOVE A HOMESTEAD?

    The answer is "sort of". If your homestead is empty (you haven't built or changed anything there), then sure, you can release it and go place it somewhere else.

    But if you've built a lot of stuff, then it's a different story. Eventually, we'll be creating a system that packs up your stuff into a crate so you can move that somewhere and reassemble your structures at the new location. That takes some effort, but it does make it possible to relocate your homestead.

    NOTE: The first iteration of this feature will not be nearly so refined. In the first iteration, if you release a homestead, you'll lose everything on that homestead. So choose wisely until we get the rest of the systems built!

    CAN MY FRIENDS HELP ME BUILD?

    Absolutely. Even in this first release, you'll be able to give a friend permissions to build and change things on your homestead (and you can revoke those permissions also). We're also adding a Gifting feature so you can (for example) mine a bunch of resources and bring them back to a friend that is crafting building tiles and creating structures.

    This, coupled with the fact that you can see the controls and tiles that people use as they build, allows you to cooperatively and easily build with others on any homestead. It's a fun way to build, so enjoy!

    WILL THERE BE OTHER FEATURES IN THIS UPDATE?

    Well honestly, that's already quite a bit. But we're planning more on top of it. How much of the list below will make the cutoff for this particular update? We're not sure yet. But we're currently working on:

    • Prospecting: The ability to find stone, metal and gemstone deposits on or below the surface of your worlds.
    • Seasons: The world transforms around you as the seasons pass.
    • Onboarding: The game now has a LOT of features (even though we're not even close to feature complete), and despite the fact that we're going to need to redo the onboarding many times in the future as things continue to change, it's asking too much from our testers to join the game and learn it all from scratch without some assistance. Those F1 help screens just aren't enough. So we're going to try some stuff out to help with that.
    • We're working on cliff traversal and falling damage with the objective to make cross-country travel more challenging, but also more of a puzzle and fun.
    • We have some ideas on how to make creatures smarter/more interesting, so we'll be tinkering with that.
    • Bug fixes. The tests we've run are continuously feeding us issues to examine and we keep knocking things off the list as we do these updates. 
    • And more. Yes. Definitely more. But that's the list of major stuff.

    WHEN WILL THIS UPDATE OCCUR?

    After the Thanksgiving holidays, so early December sometime. I hope you're looking forward to it! We'd really like to start running longer duration tests. We'll see how things go with the bug fixes and then decide on that.

  • The NDA has been updated

    The NDA has been updated

    By Rick Reynolds

    The game is still in pre-Alpha phase. But we are updating our Non-Disclosure Agreement (NDA) terms to loosen them further.

    Why? Because we have some confidence in what we are building, because we wish to embrace transparency,  and because we want to hear your feedback. And sometimes folks are more comfortable providing unfiltered feedback if we aren't in the voice channel or Discord with them. 

    "Your testers agreed to an NDA?" Yes, they did. And initially it covered everything. The only thing you could say is that you are testing this game.

    Then as things began to look more like a game and less like a random piece of technology, we loosened the NDA to allow posting screenshots and telling people anything you saw or felt or thought about the game in words. Many screenshots appeared — including folks who screenshot each piece of the F1 help menus. 

    Last weekend we loosened the NDA again. Recorded video is now approved (if it was recorded after November 1, 2024.) We hope you will edit out any bugs or bad parts or boring parts before posting, but we can't ask that. 

    What's left in the NDA then? Livestreaming. We are still pre-Alpha and we aren't ready to compete with all the finished games and late Beta games on the streaming sites. No streaming yet.

    So hopefully you will see some Stars Reach content coming to YouTube.com and TikTok.com and other video sites soon.

    Thank you for your support. It makes a huge difference.

  • BRINGING STARS REACH TO LIFE IN TRAILER II

    BRINGING STARS REACH TO LIFE IN TRAILER II

    By Sean Weeden

    Die Sterne Reichweite Trailer II project was all about creating the trailer we've envisioned – a true showcase of the strides we're making in bringing Sterne Reichweite to life. Trailer II highlights the leaps we've made, enhanced graphics, a dynamic world simulation, player-built structures and fast-paced, arcade-style combat, giving players a glimpse of how Sterne Reichweite is coming together and what's next on the horizon.

    All footage in the trailer is real gameplay—no staged scenes, no CG. We wanted this trailer to give a genuine look at the new features and systems we're building. Although we're still in the early stages, our goal is to make Sterne Reichweite dynamic, immersive, and truly player-driven.

    A FRESH VISUAL DIRECTION: SHAPED BY COMMUNITY FEEDBACK

    During this Pre-Alpha phase, player feedback has been crucial. We heard you loud and clear on  graphics improvements, so we prioritized updating the art direction to create an atmosphere that feels rich, textured, and alive. Trailer II gives an authentic snapshot of Sterne Reichweite's visual direction, showing how we're reimagining the universe to align with what players have envisioned. This is just the beginning—more visual improvements are planned as we continue through Pre-Alpha, and even bigger updates are coming.

    COLLABORATIVE TRAILER CREATION: A TEAM EFFORT

    Capturing footage for Trailer II was a lively and sometimes hilarious adventure, with our team in constant coordination to showcase Sterne Reichweite's best moments. Each new system—from our dynamic world simulation to environmental lighting upgrades—had its moment to shine, but not without a few memorable hurdles. Turns out, getting everyone to fly in the same direction in zero-gravity is easier said than done! And don't even get us started on the swarms of skysharks—our poor avatars barely stood a chance and often had to respawn mid-shoot! Each clip you see is the result of a mix of luck, last-minute improvisations, and those rare, perfectly-timed moments. This trailer truly marks an exciting milestone in our journey Our goal was to go beyond updated graphics and reveal brand-new gameplay mechanics and immersive moments that we're excited to share for the first time.

    BEYOND VISUALS: A WORLD FULL OF DISCOVERY AND ADVENTURE

    Our goal was to balance these new visuals with a preview of engaging gameplay at the heart of Sterne Reichweite. We knew it wasn't enough to simply show improved graphics; we wanted to capture the depth and excitement of our world in motion, from combat sequences to world-building features. Throughout production, we carefully selected scenes to give viewers a true sense of the immersive, ever-evolving world, hoping to spark curiosity about the adventures that await them inside Sterne Reichweite. In the end, Trailer II became more than just a visual upgrade—it's an invitation for the community to join us as we continue to build, refine, and evolve the game together.

    JOIN THE PRE-ALPHA PLAYTESTS: HELP SHAPE THE JOURNEY

    If you'd like to be part of the journey and see your feedback come to life, register to join our Pre-Alpha playtests and connect with our Discord-Gemeinschaft to help shape the future of Sterne Reichweite. Your input is essential in building a living galaxy that reflects the creativity and passion of our players. Let's build this adventure together!

  • HOW THE CLOUD WORKS FOR STARS REACH

    HOW THE CLOUD WORKS FOR STARS REACH

    An interview with Raph Koster and Daniel Whitehead at Unite 2024 in Barcelona, Spain

    Many game developers carefully and painstakingly handcraft a beautiful setting for their game, designed to be experienced in the perfect way to achieve their artistic vision. Of course, once that's achieved, the world can never change, never evolve, and players cannot leave their mark.

    Can't we have both?

    Playable Worlds set out to do something different: carefully and painstakingly create the tools to allow the game itself to generate beautiful settings — so that players could experience them, then take control, and reshape them to achieve their own goals and dreams.

    Our setting is the output of a sophisticated set of world generation algorithms and a real time simulation calculated in the cloud that allows us to create emergent, reactive worlds.

    In this video, Daniel Whitehead, Principal Solutions Architect for AWS interviews Raph Koster, CEO of Playable Worlds and creator of Stars Reach about how Playable Worlds uses Unity and Amazon Web Services to make this game come to life.

    Watch this video for a behind the scenes look at how we create the worlds of Stars Reach, how we use the cloud to power our cellular automata simulation, what backend infrastructure helps connect our services together, and more on where we are going next with this innovative game and its ambitious platform.

    https://www.youtube.com/watch?v=hbfzT_mINQI 

    For more information, come to our Fireside Chat on the official Stars Reach Discord at 12:30 PM Pacific on Saturday, November 16, 2024. 

    The official Stars Reach Discord can be found here: https://discord.gg/starsreach

  • THE MULTIWORLD TESTS – A PREVIEW

    THE MULTIWORLD TESTS – A PREVIEW

    By Dave Georgeson

    The time has come for our pre-Alpha MMO to graduate from single zone tests to multizone ones instead. Not only that, but now we start to take the training wheels off – allowing players to explore and make their own paths, gain XP, gather resources, craft new equipment, explore a new planet and space zone, and fight to stay alive while they do it!

    This weekend is Part 1 of those tests.

    Stars Reach is still significantly pre-Alpha, but the game has grown by leaps and bounds beyond the basic combat and survey point test we ran only a couple weeks ago.

    The players start on Rodin IV, a temperate planet in unknown space. A small forward base has been established on-planet by Rangers that visited previously but they left little behind…just a few crafting stations and a ReLife node.

    The players have only their basic starting equipment, a desire to explore and the willpower to stay alive, and during the course of Parts 1 and 2 of this test, they'll go from harvesting mushrooms to potentially building colonies and starports of their own.

    All of this is designed so that we can gather feedback from the players and make adjustments to the game going forward, reinforcing what works well and replacing what doesn't as we keep forging our path toward Alpha.

    WHAT'S NEW IN PART 1?

    • The Harvester and a basic Botany skill tree
    • The Terraformer and a more extended Mineralogy skill tree, including Chronophasing
    • Flares for the Trailblazer (Ranger skill tree). (A popular player request from previous tests!)
    • You don't start with the Grapple and Grav Mesh…you have to make them first, which makes travel and combat…interesting
    • Pathfinder (survey tool) no longer has TAB modes…it's all-in-one mode and easier to use
    • Stove and Toolmaker can be used to make recipes for things you unlock with XP. (The Lathe will become functional in Part 2.)
    • Added scores of recipes and around 50 new resources
    • More than one zone. Look for the portal! And expect the unexpected!
    • Lots of performance improvements and crash fixes
    SR_Star Port
    If you'd like to be part of the journey, register for the playtest und join our Discord to help shape the future of Stars Reach. We'd love to have you with us in the next round of testing!
  • DISCORD ENABLES 3 PLAYTESTS IN 3 DAYS

    DISCORD ENABLES 3 PLAYTESTS IN 3 DAYS

    By Carneros & Rod

    TEST ONE!

    A recently mapped survey point. Image provided by Soeed

    On Saturday October 19th, we ran a world exploration test in Stars Reach. In this pre-alpha version of the game we haven't tuned for difficulty, are using many placeholder artworks, and are aware that we still have bugs to deal with, but that is fine at this stage.

    We gave players several new tools to play with and very little information on how to use them. The players split up and started to test out the game in various ways. Some of them explored the new Ranger skills and exploration game play. 

    We got a lot of great feedback on the exploration part of the game. Several players managed to completely map the planet. Those players found a trophy labeled "a sense of pride and accomplishment" in their inventories. They then usually lost it when they next died, oops.

    Other players equipped a weapon and proceeded to hunt the creatures around the map. And a few players were content with setting the trees on fire and watching the world burn!

    Image provided by: chooseareality

    In the screenshot you see below, every tree is the equivalent of a mob in a traditional MMO. They can each run individual behavior scripts, they grow and die and burn and can be chopped. They even throw off seedlings so the forest can spread. 

    As you can see, it was a pretty dense forest! One of the topics of discussion on the Discord afterwards was that the forest fires don't spread enough, so we will work on tuning that up so that it spreads more and feels more dangerous. During every test, the dev team hangs out on a Discord voice channel with the testers, talking through what testers are experiencing. Feedback like the above is exactly why we run tests.

    Image provided by Julia

    TEST TWO!

    Not long into the test we ran into an issue where large groups of players near each other were being disconnected all at the same time. On top of that many of the players that were disconnected were then facing a crash bug on trying to log in. The development team jumped into action and began to dig through the server and crash logs as they came in to start to identify the problem.

    By Monday morning, we had identified some possible fixes and built them into a new hotfix client. The problem we faced is that the issue was hard to reproduce and required more players then we could muster in house. We turned to our faithful testing Discord for help. With a simple announcement in Discord we were able to get 30 people to log into the game with only short notice. This allowed us to validate our fixes and help us identify some of the remaining ones.

    The bug itself was elusive, only showing up during combat and often hiding from single-player sessions. But with enough players fighting monsters at once, it became far more frequent. We asked the community to dive in and engage in as much combat as possible. After 30 minutes of intense monster-slaying, we were thrilled to see the bug squashed-Discord saved the day!

    Of course, the players had one additional note for us: "The monsters need to be much deadlier."

    Companion orbs versus skysharks. Image provided by Tako

     

    This test showed that we were successful at fixing the crash that we had originally identified. Sadly, the test also resulted in reports of players crashing on login to the game. In fact, it was severe enough that it affected the dev team, who couldn't even log in to end the test! (We did eventually get in, and close the server down, to the dismay of those testers who had planned to just keep playing…)

    TEST THREE!

    Once again, the development team dove into  crash reports, player and server logs to research the issues. Everything pointed to an issue with our visual effects and how they  interacted with DirectX and Vulkan. We quickly came up with some potential solutions and turned to Discord for help – pulling off two tests in a single day!.

    The third test in three days brought more insights, and while we're still working through those fixes, it's clear how valuable these quick, spontaneous Discord tests have become. We'll keep leaning on our community for these unscheduled playtests, and though we can't promise instant fixes every time, the progress we're making feels great—and sometimes even faster than expected!

    Image provided by mrgoshdarn.
    If you'd like to be part of the journey, register for the playtest und join our Discord to help shape the future of Stars Reach. We'd love to have you with us in the next round of testing!