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Starside – July 30, 2026
Hello, Wayfarers!
We’ve got big news for you this week. START THE COUNTDOWN!
EARLY ACCESS LAUNCH IS COMING!
Today we announced that Stars Reach will enter Early Access on August 18, 2026!
We’ll be launching with three options to take your first steps among the stars. If you’re just interested in the base game, we’ve got you covered with a $29.99 option. However, if you want to support us (and get yourself some cool cosmetics and early unlocks for two upgraded tools), we’ll have additional tiers for purchase! You’ll be able to purchase the Firstlight Pack ($29.99), the Voyager Pack ($49.99), and the Cosmonaut Pack ($79.99), each offering increasing rewards and cosmetics.
As part of this announcement, we’ve published a demo walkthrough video narrated by Raph Koster. This footage was captured from the build we used in June when meeting with press and creators in Los Angeles. Now you can see exactly what’s made members of the media so excited about Stars Reach.
Take Your First Steps in this Week’s Community Event!
On Sunday, August 2, 2026 at 10 AM PT / 1 PM ET, we’re hosting a community event in our Discord server!
We’ll be looking at great ways to get started exploring and having fun in the many exciting worlds of Stars Reach. If you wish to join us in the game, we will meet at the Starbase, in Deep Space! Of course, you can always tune in to us on Twitch as well! We look forward to seeing you!
Get Ready for a Server Slam!
Next week, we’ll start the process of gearing up for Early Access launch. As part of this work, we need your help putting our servers through their paces. Load testing is an important part of our final work on the lead up to August 18. We’ll have more details for you soon! Stay tuned in the Stars Reach Discord server for the latest!
The Big News Roundup!
Now that our demo video is live and our Early Access release date is announced (August 18 is right around the corner), we wanted to give you a huge roundup of all the coverage so far, starting with the new articles and videos since last week!
As you’ll see, there’s a lot of excitement for Stars Reach! We can’t wait to welcome in the general public!
New Coverage!
Playable Worlds launches Stars Reach on Steam early access in August | hands-on preview and interview (GamesBeat)
Coverage you may have missed!
- Stars Reach could be the second coming of the sandbox MMO, with player-built cities and 40+ Star Wars Galaxies-style professions to give me hope | PCGamer
- Hands-On Preview: Stars Reach Represents The Dream MMOs Have Promised For Decades, And I Can’t Contain My Excitement | MMORPG.com
- Stars Reach’s Raph Koster wants the MMO to be as “wiki-resistant” as possible to keep “the magic more alive” – PCGamesN
- Ultima Online and Star Wars Galaxies vet tells me the theme park ‘assembly line’ MMO just isn’t viable anymore, especially as dev costs spike: ‘We hit the wall” – PC Gamer (Yes! They wrote about us twice!)
- ‘Stars Reach’ Shoots For The Stars With Exploration And Player Expression – ButWhyTho
- CGMagazine’s Best of Summer Game Fest 2026 – CGMagazine
- One Of The Architects Of Star Wars Galaxies And UO Is Creating Something Even More Ambitious Than No Man’s Sky – ScreenRant
- The 8 Indie Games From SGF 2026 That You Can’t Sleep On – ComicBook.com
- Stars Reach Wants to Bring MMORPGs Back to Their Sandbox Roots, and It’s Got All the Right Ideas – Console Creatures
- I have no idea if Stars Reach will be a good MMORPG, but one thing already makes it better than all the others – MeinMMO (English)
- Raph Koster’s Stars Reach is a wild bet on the future of online worlds, 30 years in the making – Polygon
- “You can literally reroute a river into a desert and cause it to bloom”: Star Wars Galaxies lead says of his new sandbox MMO, Stars Reach – RockPaperShotgun
- Stars Reach: Why This Ambitious Sandbox MMORPG Could Reshape the Genre – The Financial
- Interview: MMO Pioneer Raph Koster on Stars Reach and the Future of Sandbox Game Design | 80Level
- Raph Koster — The Puddle, the Splat, and the Droplets | Re:Play (on Spotify)
- Pour lutter contre l’ennui, le MMORPG Stars Reach mise sur la créativité des joueurs – JeuxOnLine (French)
- Keine Ahnung, ob Stars Reach ein gutes MMORPG wird, aber eine Sache macht es schon jetzt besser als alle anderen – MeinMMO (German)
Thank you for your dedication, time, and care during our playtesting. We would not be where we are without the thoughtful feedback from our community! We’ll be actively continuing the feedback process during Early Access. Your input will continue to shape tomorrow!
We’ll see you in the Stars!
Screenshot of the Week: Bridge Construction by LDP and Dr. Drake
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The Starside – JUL.24.2026
Hello, Wayfarers!
Now that you’ve had time to stretch your legs after The Great Wipe, we’re excited to gather your feedback about all the new updates! Keep those bug reports coming in! Each one helps us build a better experience for our Early Access launch!
Members of our community have already been hard at work honing their building skills. In fact, one of the community builds is the home of this week’s Community Event: Trivia “Night”!
On Sunday, July 26, 2026 at 10 AM PT / 1 PM ET, come on down to Chef Jerek’s House of Kebabs on Velogas IV and test your Stars Reach knowledge! We’re told there are going to be prizes!
You can join us to participate in game, but we’ll also be hanging out in the Discord [Auditorium], and on [Twitch] as well!
Just portal over to Velogas IV! You can’t miss the place!
More Coverage Means More Fun!
We’re delighted to share that press coverage is still popping up (with more to come)!
- Interview: MMO Pioneer Raph Koster on Stars Reach and the Future of Sandbox Game Design | 80Level
- Raph Koster — The Puddle, the Splat, and the Droplets | Re:Play (on Spotify)
And, as we mentioned last week, NoClip’s second video featuring Raph Koster, called The History & Evolution of Massively Multiplayer Games is now live for the general public. You can watch that here!
Missed our Most Recent Fireside Chat? We’ve Got You Covered!
Last week, we hosted a Fireside Chat to highlight some of the updates to the user interface, crafting, weapons, and more. And, as is tradition, we also teased some things coming in the near future!
If you weren’t able to join us, you can watch the entire conversation on the Stars Reach YouTube channel here
A Couple of Additional Community Builds
We continue to be awed by the creativity, detail, and speed of our community. Here are just a couple of additional builds from your fellow Wayfarers!
Hooby has been hard at work building the villa of their dreams!
In addition to his growing Kebab empire, Jerek is ready for the galaxy’s most important feature… Merchandising, Merchandising, Merchandising!
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The Starside – July 17, 2026
Hello, Wayfarers!
Welcome to your new galaxy! As promised, we have completed The Great Wipe, and your first steps from here on out come with new systems, visuals, and more!
There’s a lot to take in, so we’re hosting a Fireside Chat on Saturday, July 18, 2026, at 10 AM Pacific. Come join us as Raph walks through the biggest changes, highlights some things you’ll want to know, and teases future updates on our road to Early Access launch.
Missed our Most Recent Community Event? We’ve Got You Covered!
Last week, we hosted an event with our community to tour the planets and some of the greatest builds from before The Great Wipe. We know that some of you wanted to be there but couldn’t join us.
Our team recorded the event so you can get your last look at the galaxy as it was.
The Coverage Keeps on Rolling In!
We’ve also got some new press coverage to share with you!
Articles
- I have no idea if Stars Reach will be a good MMORPG, but one thing already makes it better than all the others – MeinMMO (English)
- Raph Koster’s Stars Reach is a wild bet on the future of online worlds, 30 years in the making – Polygon
- “You can literally reroute a river into a desert and cause it to bloom”: Star Wars Galaxies lead says of his new sandbox MMO, Stars Reach – RockPaperShotgun
- Stars Reach: Why This Ambitious Sandbox MMORPG Could Reshape the Genre – The Financial
For those of you outside English-speaking regions, we have some coverage in both French and German!
- Pour lutter contre l’ennui, le MMORPG Stars Reach mise sur la créativité des joueurs – JeuxOnLine (French)
- Keine Ahnung, ob Stars Reach ein gutes MMORPG wird, aber eine Sache macht es schon jetzt besser als alle anderen – MeinMMO (German)
Additionally, NoClip has published a video featuring Raph Koster discussing Star Wars Galaxies and design challenges. There will be a second NoClip feature releasing soon, featuring Raph discussing the history and evolution of massively multiplayer games.
We thank you, everybody, for all the feedback, coverage, and support!
See you in game! -
“More games need a time gun”
Raph Koster’s career spans the evolution of the modern MMO. Creative lead on MUDs, Ultima Online, Star Wars Galaxies, and EverQuest 2, the systems and mechanics his teams developed live on in every active MMO today and many games besides. “People made fun of me for having dancing in Galaxies,” Koster tells me. “Fortnite ought to give me royalties.”
Read more at RockPaperShotgun…
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Exterior Decorating – Update 8.1.5
Salutations, Wayfarers!
Buckle up! The next update is a BIG one. We’ve been building to this moment for quite some time, and we’re going to need your help to kick the thrusters to make sure she’s spaceworthy! We’re publishing this update next week!
We have a large number of updates to share with you, covering the brand new character customization system, a major evolution of our user interface, new fauna types, changes to our creature spawners (you can see them now!), a number of control and movement improvements, and a ton more!
With next week’s update, we’re also hitting the reset button. That’s right, the Great Wipe is happening. This is your final warning to grab screenshots and video of your best creations. After the update, we’re all starting from zero, beginning with giving your toon a brand new look.
To set expectations, this is an intermediate step toward our vision for a number of these new features, even if this is an enormous update. You’ll be helping us test the foundations of these systems as we continue to refine and improve them.
As always, we are beyond grateful for your support and your assistance. We couldn’t do it without you!
Now… onto the good stuff!
Stability and Performance
We put in place some crash fixes for the servers. We know there are more issues to address still, however.
Character Customization
With this update you will see a new character customization system in place when you create new characters. This steps away from the template characters you have seen in the past and instead allows you to customize your character with several features such as Species, Body Type, Facial Features, Body Attachments, and General Appearance.
We made the decision to release the new avatar system in an early state so that we could start testing, because it is a BIG system. It is light on clothing content, attachable options, and it has a lot of graphical glitches still. Our target was “one of each thing,” in order to make sure the pipelines are working. But we figured, it is better to get it into testing than to hold it back and not get adequate testing on it. Rest assured, it is not planned to stay this way, and things like color options, full texturing, and more variety are all on the way.
Customization features
This system is designed to support a wide variety of looks from grounded & realistic to expressive & stylized. With this system every player can stand out in a shared world.
- Body Shape: Adjust your physique with sliders for musculature, weight and height
- Facial Features: Fine tune the appearance of every aspect of your face and head, including;
- Head size and proportions
- Eyes (shape, spacing, tilt and depth)
- Nose (bridge, tip, nostrils, and more)
- Mouth and Lips ( size, shape, and position)
- Additional customization for Jawline, chin, ears, eyebrows, cheekbones, and forehead
- Attachments for several of the species
- Hairstyles, Tails, and Horns.
- Appearance & Materials
- Skin Tone and Patterns (Only initial variants in current build)
- Color for Eyes, Hair and Clothing (Only initial variants in current build)
- Clothing Variations (Only initial variants in current build)
Known issues with the new avatars
- Spacesuits will not be working just yet. Your character won’t visually change while in space until we get these in.
- We do not yet have color and materials set up on all the clothing and body parts.
- Not all options are available yet for customization, such as height
- The organization of the groups of settings you can modify is not final yet, it’s just in an internal order
- There will be issues with interpenetration of the meshes, where odd patches may appear. We’re working on these!
- Character Name Selection will only accept Letters at this time.
- First person may show your equipped tool or weapon as wiggling around wildly rather than held steady.
User Interface Updates
The HUD is getting a significant overhaul.
- First, a new visual style. The toolbelt is now located in the bottom right instead of along the right edge.
- No, we do not support dragging things around to wherever you like at the moment.
- The buttons for the toolbelt and the consumable slot are now clickable with the mouse cursor, so you can click to select tools, holster/unholster them, or to use your last consumable (same as pressing F).
- Cooldown timers will appear on the icons for the special abilities.
- Battery is now indicated in the background of the selected tool.
- There will now be a “frame” on the HUD. You can toggle it on and off in options, but it serves to indicate the width that the HUD will use for displaying UI.
- You can set the frame to be smaller than your monitor width in the options, so that UI elements don’t end up far away on ultrawide monitors.
- The hud will have a slider for opacity in the options as well.
- There will also be two sliders for scale. One will adjust the scale of the health bars, the other the scale of the rest of the HUD, so that you can adjust the HUD size to taste for readability.
- There is also an option to toggle the names of what’s on the slots on and off, if you prefer a more streamlined look.
Reticle Update
- As part of the general overhaul to UI, we are redesigning the way the reticle works.
- The reticle will now show the battery on one side.
- The other side will show a general-purpose meter, used for charge shots, arc distance, or hoppers, depending on the tool.
- In the center, a ring will indicate target validity.
- And two dots will serve as a visual indicator of the cooldown status for your two ability slots (Q and E).
- In addition, the circle will rotate when you are over a grapple target.
- This will all work regardless of whether you are in fixed or free reticle.
- It’ll also be smart enough to switch to a cursor when relevant, such as when you are over UI or temporarily releasing the cursor.
- We will have options, too!
- an option for “show bars only when tool is out” (defaulted to on)
- a separate option for “show circle only when tool is out” (defaulted off) — so the effect will be that you have only crosshairs when tools are holstered, and the bars and circle appear when you unholster.
- a slider for reticle size in general
- an option to hide reticle altogether except when using the mouse cursor for UI, and now the existing hotkey is mapped to this option
We have replaced the old modal context menu with a right-click popup menu
- When you hover over an interactable object, the hint text will now also say “RMB More…” if the object has multiple verbs.
- You can right-click to open a context menu now to access the other verbs, instead of a modal pop-up. This will work in the inventory screen as well.
- If you have your tool holstered, left-click will do the same thing as the G to interact key!
- You can close the menu by just clicking in the world.
- Loadout using right click
- Right now, you have to go to a Loadout Kiosk in order to change the abilities on your tools. This was an okay interim solution, but not the best UX.
- Now, with the new right-click context menu, you will instead just right-click on a tool in your inventory and you will get the menu for swapping out abilities.
- If you are not in a safe area the option will not appear.
- The kiosks still work.
Misc fixes
- We’ve consolidated all the various player menu shortcut keys and made sure that they apply on all the various player menus and when in the HUD.
- We changed the hotkey used to confirm/close a hint UI elements from ESC to G
- We used to have confirm on UI as the ESC key, which led to a lot of confusion, accidentally closed windows, etc.
- This change makes G be the key pressed to confirm or advance a conversation. It can also be mapped separately as it sends the Confirm command, so you could put it on a different key if you wanted.
- We also did some cleanup on order of windows closing when you are hitting ESC, so that hints always close before terminal windows do.
- Everywhere in the HUD and Galactopedia, we now show the current keymapping you have chosen, rather than a hardcoded keyhint.
- We’re slowly replacing the old fonts everywhere with the new default font, so don’t be surprised if some screens look a bit different.
- Alerts should be both less spammy, and also not flicker in and out crazy fast.
Stat Allocation: Basic Mode
- We noticed that new players were often a bit thrown off by the complexity of the stats allocation screen, when they don’t yet know how the game works. So we’ve added a Basic Mode, which lets you drag around only the top three buckets, and offers just a few presets.
- Don’t worry, if you are someone who knows the game well, there’s an Advanced button to get back to the screen you already know.
Hint Popup Updates
These are the first-time hints that appear on the left side of the screen as you first encounter elements of the game.
- First Death & ReLife
- There’s a lot to teach about death in Stars Reach: safe areas, ReLife checkpointing, gravemarkers, world stations and player reviving. So we’re adding a special, more in-depth screen when you die for the first time, that is more in-context with the game lore.
- Rough Terrain Hint
- We noticed that some players were caught unawares by the fact that movement speeds in Stars Reach vary based on terrain, so:
- There will now be a hint the first time you find your movement slowed by rough terrain, explaining that
- slopes affect it
- you can slide down off slopes
- some terrains are slippery
- tall grass slows you down
- different terrains like mud will also affect your movement speed
- There will also be a new Galactopedia entry that covers similar (ahem) terrain.
- And more!
- The first time you fill your hopper, you will get a hint about how it works.
- The first time you open the skills window you will get a hint to teach you about skill kiosks.
- Engram pickup also has a first time hint.
- The first time you entering camps and homesteads and how safe areas work
- The first time you get an item damaged
- And the first time one breaks
- The first time you use a local bank
- The first time you suffer fall damage
- When you first open inventory, you will be taught how to use inventory items
- The first time you add something to a collection
- Your first non-indigenous discovery attempt will also get a hint
- And hints on construction-permission denials
- These will also all come with Galactopedia entries
Controls and Movement
- You may have noticed that often tools and the beams don’t seem to quite all line up when you aim them. We have a fix for that which greatly improves the aim controller and should both improve performance and the visuals.
- We’ve added some new projectile VFX.
- We have matched up the jumping and running movement rates, so bunny hopping is no longer the optimal way to get around.
- We have a fix for slowdowns when climbing stairs and ramps.
Creature Ecology
Makers are our current system of creature spawning. They were left behind as genetic “seeds” by the Servitors and the Old Ones to keep planet creature populations healthy. We’ve done a pass on how they work, with more changes still forthcoming.
Maker Visibility
- Smaller, low difficulty Makers will appear not as Makers but as Creature Dens, and will only turn into Makers after growing to a certain point.
- There’s more visibility on Dens as they grow and spread. Those Dens will initially be visible, and will grow into the previous “Cloaked, findable via scan” versions.
- We’ve also slightly slowed the rate at which Makers grow and spread so that they don’t reach all of their caps within the first day of a new world being discovered.
Maker Distribution
- Makers are far less likely to clump up in tight groups, they’ll spread across the world better and combined with the increased visibility players will be able to see when they’re starting to encroach on player settlements. If you don’t push creatures back now and again, the world you’re trying to settle may start to get overrun!
- They can now appear underground, so watch out for creatures in caves!
New Creatures + Difficulty Ramp
New creatures in the game
- We have more than doubled the number of creatures in the game, so you’re going to start seeing a lot of new creatures on our worlds!
- We’re not going to list them all, to give you the chance to discover them.
- They will NOT yet all be in appropriate habitats.
- These creatures also have a lot more dynamic scaling in the way they grow alongside their Makers.
- Previously the difficulty scale jumped drastically from “Easy -> Fair Fight -> Get Stomped -> Get Stomped as a Group” and now that ramp is a lot smoother.
- We may not unleash the biggest and baddest of these creatures on your worlds just yet, we want to see how players fare against this first cut first.
- There’s more to do in how we message where on that new difficulty curve a creature is, but for now the bigger it is, the more you should be wary!
We’ve also changed a lot of how Creature Groupings and Creature Attacks are generated and presented.
- Creatures now come in more varied groups; you’re more likely to find a group of creatures that have both Dire/Elder and Weak/Juvenile members.
- But even those low-difficulty juvenile creatures have more variety in their attacks; almost every creature now has a ‘basic’ attack and an ‘advanced’ attack.
- And they will better telegraph when they’re about to swing big!
- There’s also a little more variety in creature attacks, like more multi-shots and more chained combos.
- There’s more reason to try to learn a creature’s attack patterns as you fight them.
- There’s also more consistency between how creatures of the same species on the same world choose their attacks. Akacala Ballhogs might be very different from Baracatis Ballhogs, but all Akacala Ballhogs will have some similarities to each other regardless of where they are on the difficulty curve.
Known Issues
In addition to the known issues around the new avatars, we also have these:
- Some temporary regressions to Creature Attacks and Behaviors
- Melee + AoE Creature Attacks aren’t firing correctly
- Creatures with short range attacks (like orbiting projectiles) may not close in as intended
- Creature Dens in space use assets clearly meant to be on planets
- All Creature Species use the same Den asset
- Jackalopes no longer have a chance to turn into Velocirabbits… don’t worry, for those who are fans of big teeth they still appear this way on their own. We’ll see about bringing back the conversion though.
- Most Tool audio is missing at the moment. We are transitioning to a pathway that’ll make it play more nicely with client prediction but that work is still in progress.
- Trading money is currently broken. We have a fix, but it did not make it through testing in time.
- If you press the X button on the loading screen it shows the Confirm Exit Game UI, the mouse cursor doesn’t show so it is very hard to press the Yes or No.
- Certain HUD elements (missions, hints, the stuff like kill streams and what you picked up, public events) may not scale properly with the rest of the HUD frame.
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ROLEPLAY GUIDE: SKWATCHI
SKWATCHI PHYSICAL DESCRIPTION
Skwatchi are the “big friend shaped like a bear-shaped boulder” species: big, hairy, and built like they could carry a crate of ore up a mountain without breaking stride. They’re generally the tallest and bulkiest of the garden species, with a vibe that reads slow-and-strong rather than quick-and-slick. In play, sell them as heavy-footed (in a good way), warm-blooded, and physically confident—someone who looks like winter is just a minor inconvenience.
HOME PLANET, HISTORY, AND CULTURE
Skwatchi come from Chedderath, a mountainous, glaciated world with brutal weather and long distances between people. That environment hard-baked their whole social philosophy: small settlements survive only if everyone stays connected, so Skwatchi culture prizes “beneficial interactions”—checking on neighbors, doing favors, making sure nobody gets iced out socially or literally. A classic Skwatchi greeting tradition is “orchee martchar” (“making the rounds”), which comes from the real habit of walking miles after storms to see who needs food, help, or repairs. Offworld Skwatchi often leave because there’s “not a lot to do” back home beyond endurance living—so they lean hard into opportunity, adventure, and community-building, while still acting like cold, danger, and hardship are just… normal.
LANGUAGE: QHEZMAR, AND HOW TO “SOUND LIKE ONE”
Skwatchi speak Qhezmar. You don’t need grammar to RP it—just adopt the feel: talk slow, low, and sturdy, like you’re conserving heat and meaning. Qhezmar likes hard consonants and short, weighty chunks; it’s the kind of language where words feel like they were stacked like firewood. If you want the “accent filter” effect in plain English: drop “the” sometimes (“Got problem” instead of “I’ve got the problem”), and let “th” flatten toward “t” now and then (“dis”/“dat” vibes). Sprinkle in a couple Qhezmar anchors (“Zhar-esh…” as an opener, “Truk…” for leaving/going) and you’ll read as Skwatchi immediately.
NAMING YOUR AVATAR
Skwatchi names are meant to feel mountain-carved: short, tough, and a little crunchy. The easy template is Given + Clan, where the given name is usually 2–3 syllables and the clan name often ends in -ur meaning “people of” (think “people of the mountain,” “people of the pass,” etc.). So you get names that feel like Kragn Fjallur: a compact personal name followed by a clan tag that sounds like a place or lineage. If you’re converting an existing name to feel more Qhezmar-ish, keep it simple: bias toward a/o/u vowels, and steer toward k/g/kr/gr/tr/sh/gh type sounds so it doesn’t come out soft or sing-song.
ROLEPLAY TIPS FOR PLAYING A SKWATCHI
- Be the social glue. You notice who’s alone, who’s struggling, who hasn’t spoken, who needs a hand.
- “Making the rounds” is a whole personality. Drop in check-ins as greetings: you’re here to see how people are holding up.
- Practical kindness first. You don’t emote sympathy; you deliver supplies, fix things, guide people home.
- Slow to anger, scary when pushed. Default calm. If you snap, it’s memorable.
- Comfort culture. Tea, warm food, thick clothes, good boots, and “we’ll get through it” energy.
- Community rules matter. Fairness isn’t abstract—it’s survival math.
- Use distance/weather metaphors. Trails, snow, storms, thaw, shelter, the long walk.
SKWATCHI PHRASEBOOK
- Hello / Hey: Zhar-esh ik-an
- Goodbye: Truk-esh dor-an
- Yes: Ha
- No: Nakh
- “Please” (polite marker): dor-uk
- Thanks / appreciation (polite): Kalth-an du-uk
- I don’t know: Ik-an nirath-an-nakh
- I mean no harm: Ik-an drak-an-nakh moran-im
- I need help: Ik-an zhar-an aruk-uk
- Follow me: Truk-an ik-esh
- Wait here: Quah-an kel-ar
- It is dangerous here: Krag moran kel-ar
- Stop: Zim!
- Run: Truk-an aruk!
- I want to trade: Ik-an slam-an
- “Making the rounds” (signature Skwatchi greeting): Orchee martchar
- Disgust / annoyance (“cheese turds!”): Torgle borr!
- “Something is wrong” (good all-purpose alarm): Ksu-an shunar
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History Retold
Salutations, Wayfarers!
We have continued to battle with the space otters in the wiring with this update and solved many of our stability issues we have been seeing from the last updates. We are eager to see how the changes have improved the stability and look forward to your feedback.
Stability and performance
Fixed a bug causing movement prediction to fail for players with latency above ~100ms. This was the source of significant movement input lag, which was noticed by many players during this last period.
We also are testing several more fixes to server stability. We cannot know whether we have found all of the issues causing crashes, but we addressed several and have our fingers crossed that server stability improves visibly. This stability issue was also resulting occasionally in very long load times (because you were trying to travel to a server that had just gone down) so hopefully those are also better.
User Interface Updates
We have introduced an introduction to the game with an Animatic that gives a bit of background and lore about the game before you enter the character creation process.
A pass of the fonts in the game has been in progress, and with this update you will see our float text used to show EXP and Discoveries improved. Text should overlap a bit less as well, plus it will now be visible when you are in first person.
The trade window has received a rework, bringing in much of the functionality of the inventory screen to make it more consistent and easier to use. You can drag items in and out or double-click them to move them back and forth. You can also select items on either side of the trade to see their stats. Tooltips have been added, and there’s now a type-in field for trading klaatus.
The Pathfinder compass now gives clearer scan guidance while you track a signal. If you’re moving, it will tell you to stand still to scan. Once you stop, it cycles between scanning feedback and signal-status messages such as signal weak, establishing signal direction, signal locking, and signal locked, giving you a better sense of whether you’re too far away, need to turn, or are closing in on the correct direction.
The character selection screen received a small facelift to include a bit of more information on your character when you are selecting them to let you know where they were last logged in at. Updated the Create Character button to be greyed out if you are max number of characters.
Update the key input while you are inside a menu so that you can switch between tabs in menus like your inventory using the hot key. For example, hitting L for missions now works while you are in the Inventory screen.
Waypoints displayed on the hud will now stay on the edge of your screen if you look away from them.
Tutorial Updates
With the change to Key input on menus, the initial mission with Mayor Bob should be a bit easier since the keys you are told to press work now.
Made a few changes to the Mining mission on Crucible to make it a bit easier to follow and get through this step of the tutorial.
Other Changes, Bug Fixes, and Updates
- The Title Select item is no longer needed since we added its functionality to the profile screen, so we removed it from being given to the player and you will no longer unlock the recipe. If you have an existing one it will continue to work, but is now an antique with purpose. Look at it from time to time with awe and remembrance.
- Added in some additional error messages for character creation if a name is rejected.
- Several optimizations have been done to how we display characters in game. Keep an eye out for issues with animation or visual effects acting differently than before.
- Updated some foley audio for footsteps and grappling.
- Resolved a bug with the outline highlighting after you had zoned.
Known Issues
- None at the moment
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ScreenRant – (One of the Architects of Star Wars Galaxies…)
Raph Koster is a legend in the gaming industry. As the lead designer of Ultima Online and the creative director on Star Wars Galaxies, they know a thing or two about online worlds. Ultima Online, in particular, was one of the formative MMOs of our time, allowing an unprecedented degree of freedom compared to most RPGs on the market.
That philosophy of player freedom led Koster to work on Stars Reach all these years later, which is one of the most ambitious titles I’ve played in a long while. Described as a “living galaxy,” this persistent world not only employs some seriously impressive tech, but it’s also backed by one of the greatest minds in the industry today.
We had the chance to talk with Koster to see what Stars Reach was all about at Summer Game Fest (SGF), and we got an MMO history lesson in the process..
Read more at Screenrant…
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MMORPG – (Stars Reach Represents the Dream MMOs Have Promised…)
It’s one thing to read a list of features and plans on a press release or a site like ours. It’s another thing entirely to experience it firsthand.
Yes, I know Stars Reach has technically been playable for backers for a while now, but I’ve deliberately stayed away, wanting my first experience of a Raph Koster-led MMO to be one that isn’t going to be mired in burning out before the game truly gets going. I tend to go hard in sandbox MMOs, and my fear was that by playing it in its early access form, I would burn myself out before it ever officially released.
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PC Gamer – (Second coming of the sandbox MMO)
It’s rare that I’ll open up a preview about a game by saying “hear me out”, but in the case of Stars Reach, it’s appropriate. I will readily admit, upon a cursory glance of Stars Reach’s Steam page, that my inner cynic (who I try not to pay too much attention to) had written it off as a bog-standard, boilerplate survival game with MMO elements.
I’m not here to tell you that Stars Reach will knock your socks off—it is a deeply ambitious thing that might burn up in atmosphere—but it’s certainly far more interesting than its trailers give it credit for. And that’s not even to knock the people who made them. It’s a difficult game to describe, one that’s trying to spin a lot of plates at once, and revive a genre of MMO that’s fallen by the wayside.
I recently had the pleasure of interviewing its creator, Raph Koster (who worked on Ultima Online and Star Wars Galaxies)—he described it to me as a blend of SWG, RuneScape, Eve, and Ultima Online. The makeup of Stars Reach is a web of procedurally-generated planets that players can lay claim to and establish rules over.
Stars Reachstarsreachteam2024-05-30T13:05:17-07:00