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Player Spotlight: Part Two 2025.08.14

Carneros: Are you coming to Stars Reach with your usual gaming guild? Or are you making new friends and joining a new guild in this game?
mrgoshdarn: I've talked to some friends about the game, and I'm sure they'll hop in and try once it's more toward the finish, but largely, since this game has shined so brightly in the social department, I'm making new connections in-game.
ObsidianStone: I haven't had a proper gaming guild in a long time. This is all new friendships and a new guild to get up to shenanigans with. Although I do have a few people I annoy constantly to convince them to play.
Dr. Julie Wainlight: I came into Stars Reach entirely on my own! Ended up finding common ground with a few people who share the same sentiments and goals so I wound up making new friends who ended up making a new guild together! It has been very collaborative and creative, I feel really fortunate to have found a likeminded and welcoming community who have already done some amazing stuff in pre-alpha already!
LastDitchPlan: I've made entirely new friends in Stars Reach! I did bring one friend along for the ride (shout out to JD!) but in referring back to the first question, I wanted what I had when I played Star Wars Galaxies: an organic community that sprung up around the game. With SWG it was easy, we all loved Star Wars! With Stars Reach it's been a blast seeing what parts of the Playable Worlds systems people enjoy, what they're hopeful for and what they want to see grow and change.
JesDyr: While I may try to convince some people to play, I don't tend to follow guilds between games. While I do enjoy group play, I am a solo'er at heart. I like starting off on my own and going from there. It is always fun to see where I land.
hooby: All of the above.
I've been making new friends and acquaintances on the Discord for a while now.
I'm also in a small, tight-knit but casual clan that's more or less active across several different games. Not actively recruiting, and only accepting new members that fit in well. We aren't large enough to stand on our own in most games, so teaming up with or directly joining other guilds is quite common.
Stars Reach does plan to allow me to join multiple social guilds – so I will be able to be a member of my old multi-game clan, while simultaneously also being able to join a larger, more focused, SR-centric guild. In fact, I have just recently signed up with GUNC. Now that the game is adding character specialization options, it does get increasingly interesting to coordinate with others.
Nadraxes: My last gaming guild disbanded, afaik a few years ago. I haven't been doing much in MMO's the last years, except Elder Scrolls Online, where my guild is not really into other games. I did join a guild in Stars Citizen, ages ago that seems to be still around, but I haven't logged into that alpha in a year or two.
When I came here, I had no expectations. I don't even remember how Stars Reach came into view. I definitely was not looking for an MMO and I found this by accident it seems. Reading up on the game and seeing UO triggered my nostalgia I guess, so I decided to try it out. The people from GUNC were so helpful and kind, that I figured it couldn't hurt to back the game at a low level, so I went for Explorer. Still wondering if I should go up to homesteader, but can't find a real reason to do so.
I am an avid VR player and have my friends in VRchat that also consume much of my time. Being a "responsible adult with a wife and kid" also means my free time is limited, so I may not be in the game enough to warrant the homesteader tier. Of course, if VR would be supported, that may change my view.
Keaggan: I like to build a guild within each MMO I play. Each game has its own feel and temperament. While I do try to convince long-time gaming friends to play a game I enjoy, I find people are more passionate about the guild's success when they are already invested in the game we are playing.
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Twilight Update Notes

UPDATE TO THE UPDATE NOTES
(Thursday, August 21, 2025)
- Frame rate improvement! We found a netcode issue and it was a biggie. You should see significant FPS improvements when you get into the game. This is probably not the only issue we need to resolve, but it's a good fix. Enjoy!
- A very large overhaul of the PQRV stats on all tools. In general, the things you'll notice most will be big improvements in the behaviors of tool and weapon batteries. In short, you can use them a lot more now before the batteries give out. But additionally:
- The Chronophaser works again to melt stuff…however…Quality controls the max heat of the beam. So you'll need a high-quality Chronophaser to melt really tough stuff like diamonds. However, even a low-grade Chrono will melt dirt.
- Higher Quality Healix tools will heal better.
- Higher Quality Companion Orbs will do more damage.
- Higher Quality Omniblaster will also do more damage.
- Gravity Gun doesn't get increased damage because it already had increased knockback (via Potential).
- The base Terraformer was bumped up in Excavation power slightly so that you can use the base version and dig through Dirt more effectively (which helps with those MacGuffin missions!).
- Terraformer can also enhance Hopper size (with Potential). This does stack with the skill node unlocks from Mineralogy.
- You can now merge your inventory stacks (as long as each stack has two units or more in it)! If you have stacks of smaller than two units, then you can either wait until they have more in them and can be merged, or just delete them.
To merge stacks:- Drag and drop a stack onto another stack.
- The process is lossy. You will end up with fewer units of material than the sum of both stacks.
- The stats of the end-product stack will be an average of the two stacks. We add up the stats of all resources involved and then divide by the number of resources. So if you only have two units in one stack and you have 57 in the other, the end result stacks are going to be very similar to the stack of 57.
- You'll get a dialog giving you a preview of the final stack and you can decide whether to do it or not thereafter.
- Creatures that use cold projectiles no longer generate heat when those projectiles hit the terrain.
- The Fire Suppressor in the first-time user experience hallway is now more effective and it's easier to freeze the molten floor.
- We've increased the batch sizes of many recipes (blocks, building tiles, alloys, ores, and more) so that you don't have to sit there and hit the Craft! button so many times in a row.
- Many meteor storms have been modified so they deposit different types of metal into the world to supplement the fact that you've mostly mined the worlds out right now. This may not be a permanent change.
- The announcement text at the top, center of the screen now refreshes much more rapidly so it doesn't get caught in such long update queues.
- A small memory leak was fixed.
- Companion Orbs now (correctly) require the skill nodes to be unlocked before you can use its Special attacks.
- Pulse mining is dead. Oh…and did you know that you can just hold down "Q" when emptying your Hopper? Because you can! (You don't need to pound the "Q" key.)
- The Terraformer and Harvester recipes have been changed substantially. This is the first step in a big overhaul of crafted items. You now make these items by first creating interim objects, like Power Chambers, Nano-Compression Matrices, etc. The final recipe requires numbers of those interim objects. This creates a gentler path toward creating upgrades to those essential tools and it paves the way for a future feature where we take the player through a series of tasks to teach them about PQRV, how to craft, as well as how to mine, hunt and harvest. Artwork for the interim objects is placeholder and will be updated soon. If you're interested in doing a faux test of this, then do the following:
- Make a new character
- Do missions and get Klaatu until you can have a Harvester *and* a Terraformer.
- Then look at the Terraformer or Harvester recipes and start working to make the new components you need for those recipes.
- By the time you make all those components, you should have enough Crafting XP to unlock both Toolmaker and either Terraformer or Harvester, whichever you prefer to upgrade.
- Enjoy!
- Tips:
- Get wood from thickets (harvest)
- Get reactive gas from emberbloom torch, blushing bonnet, hexavine spires skunk cabbage, or fight gashog or velocirabbit
- Get inert gas from brimmed bonnet, lilac dandy, luminweave tendril, witch's ringlet or hunt ballhog or skyshark
- Get hide and bone from deer, rabbits, prowlers or owldeer
KNOWN ISSUES
- When other players have their weapons equipped, we have an animation twitching issue that is new, but we're going ahead with the test and we'll fix it in the next update. It is a visual oddity only and shouldn't affect your gameplay (other than aesthetically).
- The new stack merging feature doesn't work properly if you have the inventory sorted. It only works in DEFAULT view currently.
- The Harvester and Terraformer tools cannot currently be crafted because a bug prevents the prerequisite ingredients from showing up in the Crafting UI.
- Stripped Down low stat versions can still be purchased from the Tools Kiosk on the Starbase
UPDATE NOTES (Friday, August 15, 2025)
- A bug with spreadable flora is fixed and you should start seeing a wider variety of flora on many worlds now.
- Stat descriptions in inventory no longer show quadrillions of points of precision. (They only show two points of precision now.)
- PQRV order was reversed vertically on the crafting screen and is now fixed so it's in the expected P-Q-R-V order.
- The Pathfinder "E" special no longer sets waypoints (temporarily). Instead, it now has the (missing) Maker Scanning feature. This is not a permanent change, but Maker Scanning is back in the game now.
- You should no longer have to put currency into a trade in order to Accept a trade.
- The Instaformer selection will now clear properly when you holster, unequip or hit the ESC key.
- Trees should be lush again (the world thinks it's summer) while Seasons are turned off.
- The TPL Starbase is pivoted and raised up somewhat so that the Gaia Starcruiser build is no longer directly outside the landing pads. This doesn't solve the FPS issues around the Starcruiser, but it makes it much easier to move around in the Starbase. (And thank you to GUNC for their fantastic build that demonstrates where we need to fix performance!)
- A big improvement was made to make flora react to sim changes much more rapidly. Flora will fall when the ground doesn't touch and lava will catch trees on fire nearly instantly.
- You should no longer have gaps in your inventory or blank cells that can't be deleted.
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ORIGINAL NOTES
There's a lot of stuff changing this time. So no preamble. Let's dive in section by section.
TOOLS AND WEAPONS REFACTOR
We changed almost all the tools and weapons to a new underlying system of code that allows the PQRV changes to occur (see the next section for details on PQRV). This allows us to make changes and improvements in the future much more easily than before, but it also lets us get rid of most of the "TAB to switch modes" gameplay that confuses new players so much.
Because of this, a bunch of tools have been broken down into multiple tools.
- Terraformer is now three tools:
- Terraformer: Extracts minerals and actively scans for resources.
- Depositor: Takes resources from your inventory and puts them into the world.
- Chronophaser: Has the heat beam, and also erodes/lithifies.
- Harvester is broken up into two tools:
- Harvester: Harvests plants and plants bushes, flowers, and mushrooms.
- Pruning Shears: Force grows plants, and lets you prune and stunt trees on your Homestead.
- The other tools still exist as the forms you knew, but their functionalities have changed to avoid TAB switching. These include: Xyloslicer, Trailblazer, Pathfinder, Fabricator, Instaformer and Paver.
- All the weapons have been converted also, but functionality is the same.
All F1 screens have been updated with details for each tool and weapon, so be sure to check those out for more details on how to use the new versions!
CRAFTING PQRV STATS MATTER NOW!
When you are crafting an item, you should stay very aware of the PQRV stats of the resources being used. Why? Because when you make the item:
- We compare the stats for all resources involved, individually for each stat.
- We throw out the lowest one.
- We average the other stats together.
- That average (for each individual stat) is the final PQRV for the item you've created.
- The end product you've created may have characteristics that are influenced by the PQRV stats. For example, many items have their battery characteristics influenced by Potential and Resilience. The number of nodes in the Ring Node special for the Companions Orbs is affected by Potential. Etc. You can see what is affected in the Crafting interface when you're making the tool or weapons.
NOTE: We've just started adding PQRV ramifications. There will be many more additions and changes in the future.
Potential, Quality, Resilience, and Versatility. (In case you were wondering what PQRV stands for. The window in the upper, right of the Crafting interface will show you what, if any, characteristics of the item you're making are affected by PQRV and which ones they are.
NEW SHOPS
There are two new ways to spend the Klaatus you earn by doing missions!
We have also moved around where the various kiosks are located within the starbase. The three types of Shops are in the marketplace area of the Starbase and the Mission Kiosks are at the top of the balcony stairs in the central chamber of the Starbase.
BASIC TOOL SHOP
If you have a Profession that doesn't have access to all the tools, then you can buy a stripped-down, very basic version of critical tools like the Harvester, Terraformer, Xyloslicer, and Pathfinder here. However, those basic tools don't have any specials in them and they are at base-line PQRV stats. You'll want to upgrade them when you can.
Because we now have these basic tools available, many of the "nonsense" flora drops we added last update to shore up the lack of being able to accumulate different kinds of resources have been removed.
HOMESTEADER SHOP
Once you unlock the ability to place Homesteads (in the Architect skill tree), you can purchase a Homesteader object in this shop. Once you have a Homesteader, you can go out into the world to a location you want to claim, right-click on the Homesteader in your inventory, and then place the Homestead like you would a Camp. Once placed, the Homestead acts like what you're used to in the world.
HOMESTEADING
As mentioned above, Homesteading has been moved out of the Ranger skill tree and is now part of the Architect skill tree, as originally intended. Unlock the skill nodes there, purchase a Homesteader from the shop in the TPL Starbase, and place it in the world.
Homesteaders are not refunded to you if you disband your Homestead later on. You'll need to purchase a new one.
RESOURCE SELECTION
When you are doing Resource Scanning (Terraformer) or selecting what resource to deposit with the Depositor, you now open a resource selection menu by hitting TAB. This shows all the resources available for you to scan/place and you choose it by left-clicking on the resource.
This also applies when planting seeds with the Xyloslicer or Harvester, and will be used with any future tool where selection from multiple resources is necessary.
LONG-RANGE SCANNING
At long last (!!!!) there is now a way to prospect at long range. Equip your Terraformer, hit TAB and select a resource to search for, and then hit the "E" key to emit a scanning pulse.
If you are far away from the nearest resource deposit, you'll see an arc appear that gives you the general direction you need to travel to get there.
Once you get close enough, the long-range scanning will automatically switch to close-range scanning and you'll begin seeing the resource cube outlines to indicate where you should dig (usually below you, but if you're underground already or near a tall mountain, it might be above you).
You should find it much easier to find resources now. If not, please let us know! (And be aware that this is the first draft. We will be improving it soon!)
MISCELLANEOUS IMPROVEMENTS
Lots of changes. Enjoy!
AUDIO
- There is now an audio cue you'll hear when creatures aggro on you.
- Audio in space is improved.
- There are audio cues when crates are rezzed in by the Servitor during the FTUE Hallway experience.
COMBAT
- Creatures now properly regenerate health again after they no longer have aggro on a player.
- The Kharvix flocking is now fixed so they won't eternally circle you without attacking. Beware! The same fix was made to Deer variants.
- Creature spawners:
- We dropped the lowest form of each creature from the game. They typically just ran away and were so trivial to kill that they only added clutter instead of useful gameplay.
- World spawner limits were adjusted and the number of creatures spawned per encounter group were adjusted. You should see smaller groups now (eight'ish in some camps instead of sixteen'ish).
- There was a bug with world limits that was spawning WAY too many super-low threat creatures. That has been fixed.
- Spawners mature from one threat to the next at a slower pace now, and the more dangerous they are, the slower they mature to the next level.
- Kill missions no longer select the highest-threat creatures.
- Combat XP has been boosted significantly, in preparation for changes that are coming in the next update after this one.
- The Frozen and Electrified durations caused by creatures have been reduced to two seconds (instead of 3 or 5). Immunity to those effects now only lasts four seconds instead of five.
- Heat and Cold immunities were removed from creatures. However, immunities for bosses are more robust now. (Again, in preparation for the combat changes in the next update.)
- Consumables can now be used if you are under a status effect that freezes your movement.
- We put in a fix for overcharge timing, where it was sometimes taking much longer than expected.
OTHER GAMEPLAY
- You can now trade Klaatus!
- You no longer drop Gravel out of your Terraformer hopper. Instead, you drop "Tailings" which are worthless remnants of the mining process. If you extract Tailings, all you do is fill up your Hopper. If you leave the Tailings alone in the world, then they will eventually turn into dirt that is appropriate for the world you're on.
- You should never again receive an "Incomplete Item" if you leave the Basic Crafting screen without hitting "Collect". It will now autocomplete for you instead.
- Public event weighting was changed so that some types of meteor shower (like Antigravium) are rare now, and bosses don't spawn as often (to make them more of an event when they occur).
- Players receive five of each of the basic Medicines when they start instead of three.
- XP cost on skill nodes that grant sets were adjusted to reflect the number of items within those sets. (Sets with fewer items cost less to unlock than those with greater numbers.)
- The Toolmaking skill tree no longer unlocks the Basic Set of Fabricator pieces. That was an error and they are unlocked through the Architect tree.
- Data issues with the Brimming Bonnet, Blushing Bonnet, Goji Berry and Emberbloom Torch were fixed.
- If you are in a safe zone (like a portal platform), you cannot place a Camp.
- Starting professions have been refined further.
- The Ice Fall meteors no longer occur in space (to prevent them from creating "ice armor" on the asteroids).
- Ice Fall meteors no longer deposit ice. (The water spreading from them was deemed to be too negative on gameplay.)
- Skill trees have been revisited. This mostly affected the Architect and Toolmaker skill trees, but many were lightly touched.
- The Settler profession now unlocks the Basic Set (for Fabricator) and the Stone Block Set (for Instaformer).
- All professions now start with low-end PQRV value tools. You are now properly incentivized to get better weapons and tools. NOTE: If you have a character that was made in previous tests then your weapons and tools have been replaced with low-PQRV items. (Sorry for the switch, but everyone starts on the same footing here.)
- Fungusamugus is no longer a candidate for healing missions. (Granted, that was amusing…but so wrong.)
- The portals to other planets have been moved out into space away from the Starbase.
USER INTERFACE
- The entire HUD has been reconstructed. This is not finished. There is some temporary artwork still there and the placement of assets aren't final. It shouldl be completed before the next update.
- The FTUE screens you see during character creation have a nicer font now.
- Announcement text that appears in the upper, center of the screen has been improved and motion added to make it more obvious.
- There is a Sorting pulldown menu on the Crafting and Inventory interfaces to let you more easily sort by Name and PQRV stats.
- The skill node descriptions have been greatly improved upon to make it more obvious what you receive when you unlock the skill. This is a particular improvement for anything that unlocks sets, like Stone Block Set, or Walls and Windows.
- Decimal points were removed from the stacks in the inventory pane.
- The first time you use a new tool or weapon after entering the Starbase as a new character, you'll get a first-time dialog to explain a bit about that weapon. Additional detail is in the Help screens.
- All Help screens have been updated to match new functionality.
- A series of fixes were made to the game camera, and it should be a lot better in tight spaces. It shouldn't get stuck thrashing anymore. You should also be able to zoom in a little more.
- Waypoints now clear properly if you abandon a mission.
OTHER
- Night is slightly brighter and lighting colors were tweaked – hence the name Twilight Update. After much feedback, night should be slightly less dark.
- We've added a few more names to the Hall of Heroes plaques in the main room of the TPL Starbase. They should all be there now!
- Corrected an issue with Roof and Arch A recipes not being granted with the skill unlock
- We put in a fix for beams from tools getting stuck on due to changing positions while firing.
- We have put in place some tighter limits on character names and use of punctuation in the names.
KNOWN ISSUES
- You can't currently shut off the HUD with F4 because it's in a state of transition.
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There is an issue with the Fabricator tool where it is unresponsive until you unholster it and holster it again. If that doesn't work, then switch to a different tool and back again. Once it begins to function correctly, it should work just fine thereafter.
- The Pruning function on the Pruning Shears is currently non-functional. Growth and Stunt both work, but not Prune.
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Starside Weekly – 08.08.2025

Your weekly update on Stars Reach
- This is the last weekend of testing for the Brave New Worlds update. Next week we will begin again with a new update starting Thursday. This weekend's playtest schedule includes a 46-hour test running from Saturday morning to Monday morning!!
- Then the next test is Thursday, August 14th with a new update as-yet-unnamed.
- Saturday, August 16, Dave Georgeson and Rick Reynolds will host our next Fireside Chat to introduce the new update. You can join us on Twitch.TV/PlayStarsReach at 9:00AM Pacific / noon Eastern.
- In yesterday's Playable Worlds livestream, the moderators joined the stream and explained what they felt needed to be added or changed before Steam Early Access later this year. A shorter but very interesting discussion. You can catch the recording here
- GUNC released a Behind-the-Scenes video on the great Gaia Class Cruiser Build they are creating in space:
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- Waboba also streamed some of his building time on the ship and a recording is available here:
- The new Transplanetary League (TPL) logo merchandise has been a big hit. Check out our licensed merch in our Web Store! https://starsreach.com/store/ We also have late pledges available on payment plans at our store.
- Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.
- New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)
- Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and sync.
- Can't find it? Email support@playableworlds.com
- Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach
- Screenshots of the Week: Chef Jerek's work-in-progress dance floor and DJ booth:
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Starside Weekly – 08.01.2025

Your weekly update on Stars Reach
- Our reporter on the street, Carneros, interviewed several players to ask their thoughts about the Stars Reach community: Player Spotlight: Part One 2025.07.31 – Stars Reach
- MassivelyOP had great comments on the last Fireside Chat:
This weekend's playtest schedule includes one 11-hour test, one 16-hour test, and one 46-hour test running from Saturday morning to Monday morning!!
- Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.
- New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)
- Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and sync.
- Can't find it? Email support@playableworlds.com
- Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach
- Check out our licensed merch in our Web Store! https://starsreach.com/store/
- We also have late pledges available on payment plans at our store
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Screenshots of the Week:
Chayce views the landscape of Akacala.
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Player Spotlight: Part One 2025.07.31

TPL Interviews
Carneros: When you try a new MMORPG, how important is the culture and quality of the player community? Does that factor into your choices? Or do you figure the only culture that matters is your own guild's culture?
mrgoshdarn: The community is the heart and soul of any MMO for me. I generally like to mix in with the larger crowd and not join any guilds at all, so it's important to have a great many of the players be open and sociable.
ObsidianStone: Culture and community is everything. In some MMORPGs it's so easy to just dabble and stumble through solo, which is fine, alone time is good. But it doesn't lead to longevity or memorable moments. Community and an MMORPG that fosters community… magic.
Dr. Julie Wainlight: It is probably the second most important factor without a doubt. I've been through several MMORPGs in the last 2 decades and community really makes or breaks the game. The most important factor is the game design, mechanics and how it plays, especially when you have to be considerate of community because the designs and mechanics create incentives, behaviors to reinforce the community as a tremendous halo effect that continuously compounds. I've seen the positives and negatives of that effect in extremes.
When you play an MMO, you have to accept that there are many different points of views, different playstyles. In my view that is actually a strength and not a weakness! There are so many ways people can surprise you and give you ideas you never considered if you have a relatively open mind in various domains from crafting to combat. The real trick is to have each playstyle be recognized for singular or collaborative experiences and that is a tightrope act without one overshadowing the other.
LastDitchPlan: Player community factors into my decision to join an MMO/MMORPG a lot! Ideally I'll be spending a lot of my free time in the world created and want to overall enjoy the folks I'm spending my time with. MMOs generally are such a microcosm from my perspective that you really need to love the whole thing, these are strangers you run into on vacation, they're realistically your neighbors and I want to enjoy the entire cul-de-sac, not just my house on the street.
JesDyr: It is always the gameplay that attracts me to a game and I rarely go into an MMO with a guild lined up. After I have been lured in with gameplay, it is the community that keeps me playing. That could be the overall game's community, it could be one or two general subsets of that, or it could be the friends I made along the way. It has varied over the years, but it is always important.
hooby: I've tried quite a few MMORPGs, and most times I had no clue what the community would be like, ahead of time. It's hard to judge a community from the outside, as second-hand accounts of others aren't always that reliable. So no, I don't think it factors into the decision to try a game.
What I do have noticed though, is that the culture and quality of the community is a strong indicator for how long I am going to stick around. When a toxic community sucks all the joy out of the game, I'll be gone a lot sooner than when in-game friendships keep me playing way past the point of getting bored with the game.
In an MMORPG, the culture and quality of the community seems very deeply connected to my ability to enjoy the game. Having a great guild can do a lot to mitigate the negative effects of a less likeable community – but there's something magical about the larger community being great, that you simply can't replace with anything else.
Nadraxes: Culture and the player community is quite important as it is what usually "binds" me to a game. I played a ton of MMO's and some were really bad. What kept me coming back to them was my guild and the bonds that were formed between the players. Of course guild culture is a big reason for joining them in the first place, but the community at large is also quite important to be inclusive and non toxic. Especially for me, as I often play at odd hours and not always having the biggest of guilds, I often run alone in the game. Having a toxic community will detract a lot and I will enjoy myself a lot less.
In these cases, when the community is toxic, I often find it much easier to just move along to the next mmo that promises to fulfill my wishes for a dreamworld.
Here I found the community, at least in this early stage, to be quite helpful and understanding if you ask newbie questions for the upteenth time.
Keaggan: When coming into any game where I MUST interact with other people, I think the community plays a significant role in the overall fun. However, the larger the player base, the more the community will change. I think having player-regulated options goes a long way in self policing. A company can't force people to act a certain way, but a player group can. Now we can choose to set how a large portion of planets can operate (PvP/PvE/Safe/Hostile/Etc), as well as clearly defined zones and PvP tags in the "wild Space" are more important than the community the devs try to build.
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Fireside Chat: New Update and Towards the 24/7 – LIVE #034

Many changes are being implemented with every update in preparation for the 24/7 service. There's a lot more coming soon in the next few weeks and, as always, we leak some internal information here and there… because, why not?!
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Starside Weekly – 07.25.2025

SR_Wild-wormholes-reveal

Your weekly update on Stars Reach
- Saturday we will properly introduce the new update entitled Brave New Worlds in a livestreamed Fireside Chat hosted by Dave "Qix" Georgeson and Rick "Carneros" Reynolds on Twitch.TV/PlayStarsReach at 9am Pacific/noon Eastern
- During today's livestream, we announced C.H.A.R.L.I., The TPL's mascot! Now that C.H.A.R.L.I. has been revealed, Social Reward Roles have also been assigned to all the backers!
- If you missed the livestream on Twitch.TV, you can see a recording here:
- We released a new set of merch themed for the Transplanetary League (TPL) and their mascot C.H.A.R.L.I. www.starsreach.com/store
- Raph released a coda to our 3-part Lore story entitled Another Working Day. This short piece is named After Working Hours.
- Controlled Chaos posted a video about our brand new update Brave New Worlds:
- Several folks released videos on the demise of Escarion, Zaraxas, Gaiamar, Rodin IV, and Pyromycis:
- The new update includes a new mini-tutorial for new players. Please try it and give us your thoughts!
- This weekend's playtest schedule includes one 36-hour test starting right after the Fireside Chat and lasting until Sunday evening!
- Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.
- New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)
- Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and sync.
- Can't find it? Email support@playableworlds.com
- Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach
- Check out our Web Store! https://starsreach.com/store/
- We also have late pledges available on payment plans at our store
-
Coda: After Working Hours

The Assistant plopped a sad-looking bowl of goop onto her tray and sighed. Choices at the TPL cafeteria weren't very appetizing, pretty much like choices at any cafeteria in the galaxy.
Wilted salads. Suspiciously perky fruit salads that tasted slightly of fermentation. Steaming trays of mystery meat in mystery sauce in an array of mystery flavors: dark brown, that unsettling cream of mushroom color, dark green, probably spicy red, and the purple one, which she was not going to try.
She went for a couple of cookies, and a few pieces of fruit. The goop sat there, quivering slightly, unsettlingly like Glorph, only without the occasional eyeball. As she carried the tray to a table, she watched it slide around, and imagined tentacles coming out of it.
The room was full of the desultory diners who had no choice but to eat at the cafeteria for lunch. Coworkers waving arms as they continued a debate from their office, solitary folks grabbing a moment with a good book or just mindlessly scrolling on their personal devices. Whole tables of people scrolling mindlessly, lounging on plastic and steel chairs designed to make them uncomfortable enough to move on and make room for another patron.
She found a spot at a pretty empty table and poked a spoon dispiritedly into the goop. It did not scream, recoil, or otherwise react, so she tentatively gave it a taste.
It was surprisingly good! She was addressing it vigorously when a shadow crossed over her food.
"Zobek! Ni lu bisa wexa tu?" A large and handsome Hansian sat down across from her. His cheekbones looked like they'd been sculpted. His shoulders were broad. His biceps bulged. He looked like he had stepped out of central casting for a Drawermol movie hero, except of course for his glasses.
"Oh, hello?" she said, and adjusted the glasses on her own face.
"Raluan Lewakrest," he said, introducing himself. He was big and solid enough he fidgeted in the chair, and seemed completely unaware of how physically imposing he was. She shrank back a bit in her seat, as he unloaded an impressively stacked plate of mystery meat, salad, rice, and drinks from his tray. "This place is amazing!" he said, looking around the utterly bland cafeteria. "I can't believe I'm here."
"That's… a lot of food!" she blurted, instantly regretting it.
"I know," he said, looking abashed. "I missed breakfast today, and lunch, and will probably miss breakfast again tomorrow, so I figured I better load up now since I may not get to later."
"It's not healthy to miss meals like that?" she said, as he reached for one of his drinks and basically drained it all in one long gulp. She stared at his bobbing Adam's apple as he drank and drank, and when he slammed the glass down and wiped his mouth with his other arm, she noticed that his hand made the glass look tiny.
"I know, I know. My mom used to say, tuma le nayi, momo le puna. Uh, it sort of means 'eat when the food comes and keep your boat full.'"
"Sorry, I don't know much about Hansian culture," the Assistant said. "Keep your boat full?"
"It just means don't waste what you're given. Ooh, is that goop?" Raluan reached his impossibly muscled arm towards her bowl and was about to dip a massive finger in when he stopped.
"Oh stars, I am so sorry. I almost stuck my finger in your food. Acting like home again. Sipis, I'm such an idiot!"
"No, no it's okay," she said, even though it was decidedly not okay. But his good cheer was somewhat overwhelming, and there was something about him that seemed like a little boy lost. If she told him to keep his long-fingered hands to himself he might actually do it, and how often did someone like this even speak to her rather than gaze past her like she wasn't even there?
He'd already pulled his hand back. "No, no it's not… I'm sorry. I don't even know you!" Then he grinned at her full blast. "I'd like to, though! I'm new here, you know!"
His eyes were absurdly blue, like tropical ocean water. Oh dear.
#
Raluan was a new arrival, working in the new immigration facility that was being set up. "Nothing exciting," he said, "just sorting out the filing system."
She loved filing systems, of course, and they immediately fell into a deep discussion. Immigration's system was suffering from facet collation drift, as the settler taxonomy was outgrowing the original schema around function and origin.
"I'm worried about canonical path collapse between the personality collations and the self-reported profession logs — they're resolving through the same administrative root."
He kept pushing his glasses up his broad Hansian nose as he talked, and he had a habit of pulling them off his face and rubbing under one eye. But his passion for what he did was contagious.
"So you have a systems-level problem of category entropy over time," she offered, and he was off to the races again, salting his speech with Lewa Han she didn't understand, waving his arms wildly. She couldn't help but laugh.
"But enough about me, what are you doing here in this amazing food emporium? What was your day like?"
She couldn't tell him, of course. Not after the day she'd had. Not the whole truth, anyway.
"Well," she said, "it's related to Immigration actually? I work over in Special Projects, and I've been asked to come up with a branding campaign for…"
His huge eyes got even wider. "You work for Bunten?" He slammed both palms down on the table, and both trays jumped. Wow, he was strong. He just stared at her. "You work for Bunten," he said, caressing the word with his tongue like it was candy.
She looked away. "I mean, I'm just her assistant, it's nothing special…"
He took her hands in his. They were warm, and soft. "No, it is special. You're special. Special Projects, that's…" He let her hands go, and threw his arms up in the air. Her hands felt cold where he had stopped touching them. "That's the pinnacle. Only the best of the best get to work there. It's real problem-solving." He looked at her, clearly very impressed.
"Oh, nonsense," she said. "It's not that big a deal…" But she trailed off, because she knew it actually was, especially given what she had learned about her job. "Uh, I mean, a huge chunk of my day was spent catching Charli?"
"Charli?" he said, leaning in.
"Yeah, he's this sort of space otter that was caught nosing around the docking bay, and so they sent him to Special Projects because that seems to be where all the weird stuff gets sent? That's a lot of what I file away there."
"A space otter? We have luhari back home, they're good luck! But they can't fly in space. They wouldn't be able to breathe. How does Charli breathe anyway? Or withstand the radiation? Wow. Does he guide lost spaceships home, like luhari do? Not spaceships, boats, they guide boats. They play tricks too sometimes."
The flood of words was a lot, but she managed to say "Tricks, that he does." She had no idea about any of the rest of it, given that Charli had spent most of his time running inside the walls of the giant wall-sized computer and monitor bank.
"You can't possibly spend your day chasing an otter," he said. "That doesn't have anything to do with immigration. Explain more!" He leaned forward again. This time, he did dip a finger in her goop, and then delicately licked it off his finger. Fascinating.
"Wow, that's good." He looked surprised.
"I know, right? Um, so, what I'm actually working on is that we need branding for the immigration program? You know, now that we're expanding in this sector, whole new waves of humans from all the planets are finally being allowed out into the Garden, and we need something that makes it seem less…"
"Intimidating?" He leaned back and crossed his arms. Biceps bulged.
She squeaked. "Terrifying?"
"Terrifying? Is it? I mean, the Garden is wonderful! I never dreamt that it would be so… amazing! Shinar seems so small to me now."
"A planet nearly got eaten today!" she said.
He had the grace to look abashed again. "Sipis, I know. I know. It's not safe out there. But it's still magical. I mean, it's a galaxy where there are singing asteroids and space otters and talking tentacles and…"
"Talking tentacles?"
He looked somber for a moment. "Yeah… I know, the Adversary is no joke. It's… evil actually, I shouldn't make light of it. Bug in the programming. I talk like that when I get nervous. Makes it seem smaller, like a glitch in the system… I…" He froze suddenly, a grimace on his face. She almost reached out.
Then Raluan shook off the serious moment and grinned. "So you need a way to make it all seem welcoming! Well, the luhari welcome us when we come back into port. Maybe your Charli can do something similar. When the poor huddled masses teeming in their millions show up at my workstation to get their stamps and profession certifications, maybe they need a friendly luhari to offer them hospitality!"
"And help," she added. "The point of the program is that it'll be a contact point, a liaison for new arrivals?"
He slammed his hands on the table again. It was hard enough the bowl of goop jumped and spattered. "A hospitality and resource liaison!"
Goop had landed in her hair.
"You see!" He was grinning wildly. "Hurl. Hurl!"
She was picking the goop out of her hair with a napkin, utterly embarrassed.
"No, I don't, I…"
"H! R! L! Initiative! Charli!"
She was confused. But he had grabbed his own napkin.
"Hold still," he ordered. Then he dabbed at her hair, then her cheek. "You've got some here…" He dabbed by her nose. "And here…" He was close, leaning over the table. She could feel his warm breath. He ran a finger down a loose strand of her hair, pulling goop out. Then he popped his finger into his mouth, sucked the goop off, and sat back. "Mm, so good!"
Flustered, the Assistant stood. "I have to go."
He was crestfallen. "I'm sorry, I didn't mean to get delicious goop all over you."
"It's fine, really, I just need to get back to work," she said, holding her tray in front of her like it was a defense.
"Well, don't forget. Space otter. Mascot. The name is almost there already!"
The lightbulb came on. "Harlie," she said. "The… hospitality and resource liaison initiative?"
He grinned. "A celestial initiative. C. H. A. R. L. I."
She smiled. "That… actually works?"
"I hope I see you again, miss!" he said, standing suddenly. One of his drink glasses tipped over, but it was empty and didn't make that big a mess. He swept some sort of Hansian bow, and declared, "Where the waves go, yes — may your boat be steady."
"You, you too?"
He grinned. "I hope I see you again."
As she walked away, she admitted to herself she felt the same way. But visions of cartoon otters were already dancing in her head.
#
Raluan Lewakrest rounded the corner of the hallway that led to the kitchens. When he got to the blank part, no one was coming either way. He tapped a quick pattern on the wall, and it slid open.
Inside it was dark, and the circuitry's glow was comforting. As the secret door slid shut, he pulled his useless glasses off his face and tucked them in a pocket. He cracked his neck, and rubbed at his eye more firmly than usual.
The eyeball withdrew in its socket, irising away like an unfolding flower. From within his skull the telescoping sights of his true eye unfolded across his face and snapped into place. As he dropped his disguise, digital code began to scroll across his vision, and the augments and circuits popped out from his skin. Muscles coiled more, and the ribbing of the conduits and cords of his artificial arm became visible.
:: WARDEN LEWAKREST, :: came the voice into his auditory implants. :: REPORT. ::
"Subject is unquestionably expert in filing systems and library science. As briefed, she works directly with the Commissioner. It's possible she was responsible for the destruction of the Artifact, but I doubt it. She seems inoffensive and timid."
:: THE PROBABILITY OF THE ARTIFACT WANDERING PAST BUOYS BROADCASTING MUSICALS SEEMS VERY LOW. ::
"Agreed, sir. But in the interview, I couldn't detect any ulterior motives or Clave sympathies."
:: VERY WELL. CONTINUE TO ENGAGE. WE CANNOT TOLERATE HUMAN INSUBORDINATION LEADING TO MORE DESTRUCTION OF THE LEGACY OF OUR MASTERS. ::
"No, sir. The loss of the Artifact was a terrible blow."
:: INDEED. WE CANNOT TAKE ACTION AGAINST BUNTEN ON THE EVIDENCE. SO CORRECTIVE MEASURES HAVE BEEN TAKEN. ::
"Sir?"
:: BUNTEN OFFERED OTHER WORLDS INFECTED BY THE ABERRATION IN TRADE. WE DO NOT KNOW THOSE COORDINATES. BUT WE DO KNOW THE WORLD THAT THE ARTIFACT SOUGHT FOR ITS NOURISHMENT. ::
"Pyromycis?"
:: YES. IT IS NO MORE. ::
"Sir. The rules must be followed."
:: YES. ::
The Servitor voice paused.
:: WE DESTROYED A FEW MORE WORLDS IN THE SAME SYSTEM WHILE THERE. THE MESSAGE SHOULD BE RECEIVED. YOU HAVE DONE WELL, WARDEN. ::
Warden Raluan Lewakrest felt the programmed sense of satisfaction rise within him, the feeling he got when the rules were followed, and the order of the Galaxy was maintained. The feeling of clean code, fast execution, and no bugs in the system. He held on to that feeling until he felt the Servitor disconnect and the link broken. Until his systems told him he was no longer watched.
Then he let out a vast staggering breath, pushed those feelings away, and sank down against the wall. A system's worth of planets, he thought to himself. All those lives.
He recited the secret mantra to himself. "The goal is reprogramming. The goal is reprogramming. The goal is respect."
Then he stood, his usual iron resolve reasserting itself. He could put up with their rigidity and callousness if he and the other Wardens could just reach that goal. As long as he didn't let the feeling of power the implants gave sweep him away. As long as he didn't let the feeling of clean code sweep his whole mind away.
He slid the panel open, shifting from one role to another as he did all day every day, his cybernetic implants folding back into his flesh. He banished the lingering seductive feeling of the Servitor whispers in his mind.
Someday, he swore, they'd respect human life. And in the meantime, he'd continue to do their bidding, and spy, and lie. And probably ruin some lives himself along the way.
But he had to admit, she was kind of cute.
That might be a problem.
-
BRAVE NEW WORLDS UPDATE

TUESDAY, JULY 28 UPDATE
Thanks to the great feedback we received from last weekend's 36-hour test, we realized the need for another fast-turnaround update before we get back onto focus for the next update after this one. This is abnormal procedure for us, but some of this needed to be done so you could play while we work.
The list of fixes includes:
- Starting Professions got a series of updates to make them more well-rounded and fun. See "Professions Changes" below for more details.
- The Cooking recipes for StaminaBooster, HealthBooster, and FocusBooster are now granted to all players so you have a way to leverage up your skills in the Cooking tree.
- Players that do not have a Terraformer or Xyloslicer were finding it nearly impossible to advance their way up skill trees without some limited form of access to wood, gems, metals and gasses. Therefore, new drops have been added to various bushes, thickets and trees to make up for this lack. (See the "Added Harvesting Drops" list below).
- If a server went down for any reason, and you were on the affected planet, then there was a chance you would randomly be respawned back to the FTUE Hallway. This has now been prevented, and if you were on a planet that is unavailable when you login, you will appear in the TPL Starbase instead.
- Creature loot glows again! So tall grass or dark nights will no longer hide it from you.
- Even better, the bug with creature loot is fixed and there should be lots more of it now. Actually…all loot benefited from this bug fix, so it should just generally feel better everywhere in all situations now.
- PQRV stats no longer have decimal points of precision, thus preventing the "invisible inventory" issue that affected many players on the weekend.
- When you use Deposit (Terraformer function), you can now deposit from the total of all stacks. Deposit will just treat them as one large stack for now. (Later, you'll have the opportunity to decide which of the stacks get consumed, but for now, we just wanted the function to work again.)
- The Peaceful Settler can now place a camp and upgrade it to a Homestead, as originally intended.
- You can no longer place a Camp in the FTUE Hallway, thus preventing a way to get outside the hallway.
Professions Changes
- Explorer: Replaced the Harvester with the Xyloslicer. (Xylo is removed from Crafter making the Explorer the premier wood gatherer of the five professions.) No other changes.
- Soldier: Replaced Terraformer with Harvester so the Soldier can make their own Medicines. Removed Chronphaser (because no Terraformer). Added Weaponsmith so Soldier can make PowerCells.
- Scientist: Old version of Scientist was jack-of-all-trades-master-of-none. Still has Gravity Gun, but also gets Reflection Shield now! Added Terraformer and lots of Refining skills (Alloy and Other are unlocked) so the Scientist is the sci-fi Alchemist of the group.
- Settler: Gets Pathfinder instead of Xyloslicer to open up gameplay opportunities as you gather. Now gets basic Refining (with Soils unlocked), Farming, and Toolmaking. Still no weapon though, so watch your step!
Added Harvesting Drops
The drops listed below are in addition to the drops for that flora that previously existed.
Bushes
- Besom Scrub now drops dark soft wood
- All the alien mushrooms (blushing bonnet, brimmed bonnet, dark wizard, lilac dandy, and witch's ringlet) all occasionally drop Salt
- Emberbloom Torch now drops Ammonia
- Hexavine Spires can be harvested for Magnetized Iron
- Lumipora and Lumipora Stand can both be harvested for Dark Soft Wood
- Sunset Coleus drops Silver
- Verdark Cone drops Tin
Thickets
- The Alder thickets drop Light Soft Wood
- The Berry thicket drops Stimberries
- The Jungle thicket drops Dark Soft Wood
Trees
- Blue Veil drops Radon
- Duskleaf drops Flourine
- Organ Pipe can be harvested for Copper
- Spore Pod drops Methane
- Lunareth drops Xenon
FRIDAY, JULY 25 UPDATE
- The Soils skill node was missing from the Refinery skill tree.
- The Intrepid Explorer profession was incorrectly awarding the Terraformer instead of Harvester. This is now fixed.
- We had an issue with FTUE tutorial crates not getting cleared properly between players and "doubling up" on players. This is resolved.
- The delay after you clicked on an inventory icon before you could drag it has been removed.
- Fixed an issue that made the character disappear frequently as the camera moved around and improved the minimum distance settings for camera placement.
- Improved the burning effect on flora, especially the transition from burning to burnt.
- Improved audio for the Wormhole and when you are on fire.
- The skill nodes for Health, Stamina, and Focus Boosters were incorrectly labeled as zero XP to purchase. They have been adjusted to 100XP each, as the other cooking recipes.
- The text error showing Iron as a Tier 1 metal has been changed to "A very common metal" instead.
- The meteor shower display strings have been updated to not reference planets so they make sense when seen in space.
THE NEW WORLDS
You've been adventuring in Rodin IV, Zaraxa, Gaiamar, Pyromycis, and Escarion for many months now.
The Servitors have retired those wormgates and they are no longer accessible. In preparation for moving the game to 24/7 status, we are retiring all of our old planets and bringing you new ones instead.
Going forward for the near future, we'll have three persistent planets, the space zone, and occasional wild wormhole worlds. We'll let you discover those planets on your own for now.
Those new worlds are formulated using the new rarity systems for metals and gems, and they're also being set up with randomized crafting stats on those elements. Because of that, we also need you to create new characters so we can clear out your inventories, leaving you with only the newly-created materials.
So this update requires brand new characters exploring brand new worlds. Enjoy!
FIRST-TIME USER EXPERIENCE
Until now, the only "tutorial" that existed was a string of text dialog boxes that…well…left a lot to be desired. This is now replaced with a short tutorial that places you on a doomed starbase and runs you through the basics of the game. At the end of the experience, you'll then get to choose a starting Profession!
Professions grant you starting sets of equipment and a few unlocked skills to help define your path. You get to choose between:
- Intrepid Explorer
- Valiant Soldier
- Brainy Scientist
- Diligent Crafter
- Peaceful Settler
For those of you that have played previously, this means that you're only getting a subset of tools from what you got previously. You'll have enough to get started, but you're not going to be able to do everything. Time to start communicating with other players!
(NOTE: This will get easier in the near future as we work on chat systems and other systems that allow easy communication and/or marketplace trading.)When you're done choosing your Profession, hop through the nearby portal and arrive at…
THE TPL STARBASE
The Starbase is a large, sprawling complex in space. It has landing pads, a marketplace, a park, a theater, a ReLife center, and a central social hub (and it has been assembled entirely from the same Fabricator pieces that you can use within the game).
Be sure to check out:
- The Mission Boards (see below for details)
- The Title Shop
- The "Hall of Heroes" plaques that line the floor in the central hub, saying thank you to our largest Kickstarter backers!
THE MISSION BOARDS
In the marketplace area of the TPL Starbase, you'll find the Mission Board kiosks. Access those to grab TPL-approved missions that let you earn Klaatus (currency) that you'll be able to spend in many future ways (and one current way).
Missions are simple for the moment. You take on a task of some sort: harvest, survey, kill, heal, or find. You can take one of each type of task. Each mission is located on a specific planet. Go to that planet, look for the waypoint that's in the mission area and complete the task.
When you're done, return to the Starbase to turn in your missions and get your Klaatus.
For now, you won't be able to do a lot with that currency, but you can find the Title Shop kiosks in the main hub of the Starbase and buy titles to wear proudly (and sometimes usefully!).
METAL AND GEMSTONE RARITY
The "tiers" of metal that existed previously have been replaced with Rarity categories instead. This change has also been applied to the gemstones.
You can access the F1 "Resource" screen to see the new rarities. If a resource is "rare" that doesn't apply to the amount of a resource you'll find on a particular planet. What it means is that as we generate planets, some resources will occur more or less commonly than others. So over the course of exploring various planets, you'll find certain resources to be more rare than others. But once you find a rare metal or gem on a planet, there might be quite a bit of it there! Dig in and get some!
Recipes for many items have been refactored with this new rarity system in mind.
INVENTORY SCREEN REFACTOR
The inventory screen has been completely gutted and rebuilt. It's not finalized, but it's much cleaner and more useful than it was previously.
- The Clothing and Toolbar tabs have been combined together onto one screen.
- You'll see aesthetic changes and icons should be large (and no longer buggy).
- The PQRV stats are easily accessed by clicking on the "Show Stats" radio button. NOTE: The items have not yet been hooked up with stats, so these will display zeroes currently. But we're working on it!
IMPROVED RENDERING AND FLORA
We are in the middle of updates to the way our worlds look. You'll be seeing a lot of new-looking flora on hot & humid worlds, as well as hot & arid. We're still working on other biome combinations.
We've also improved many rendering methods, but this update only includes part of those updates. That will be completed in the next update.
OTHER UPDATES
- Ice Fall meteors now drop ice…which melts into water.
- Foundation tile is now available again in the Basic Set for the fabricator.
- The Antimatter and Ammonium recipes are also available as they should be..
- Creature taming foodstuffs now make more logical sense. The system itself hasn't been improved yet, but all creatures now have more logical (and varied) foodstuffs they desire.
- Loot drops for creatures and makers have been improved significantly and rebalanced. You'll find much greater variety in loot drops now, which will be useful in coming updates when PQRV stats are a necessary element in crafting.
- Combat tips added to F1 screens (to explain the color-coding danger rating system to new players).
- Resource screen (F1) edited to match new rarities
- The follow-camera now pushes forward when it hits a building tile, resulting in less clipping through buildings. We still have some issues where the camera gets "pinched" between the player and the walls, resulting in a bit of a freak out, but we're working on it.
- Fixed the "slide back three steps when you enter a new world" bug
- Overcharge now has audio
-
Starside Weekly – 07.18.2025


Your weekly update on Stars Reach
- We dropped a bombshell revelation at last Saturday's Fireside Chat when Raph showed screenshots of an upcoming update to our terrain including increased plant density, improved foliage detail, and volumetric fog at reduced overall performance cost. See the recording of the full stream here:
We interviewed Concept Artist Jim Moore and showed concept art for upcoming surprises!:
- Next week's playtest schedule includes one 36-hour test and other tests:
- MMORPG.com commented on Cosmic Calibration update: https://www.mmorpg.com/news/stars-reach-shares-upcoming-playtests-plus-its-latest-update-and-streams-2000135475
- MassivelyOP commented on Cosmic Calibration and the Fireside reveals https://massivelyop.com/2025/07/15/stars-reach-updates-its-infrastructure-and-networking-shows-off-an-in-progress-graphics-update/
- Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box. If you submitted your Backer Surveys before July 18th:
- New testers got an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)
- Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and synch.
- Can't find it? Email support@playableworlds.com
- Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach
- Check out our Web Store! https://starsreach.com/store/
- We also have late pledges available on payment plans at our store

Stars Reachstarsreachteam2024-05-30T13:05:17-07:00









