• Starside Weekly – 08.29.2025

    Starside Weekly – 08.29.2025

    Your weekly update on Stars Reach

     

    Playtesting

    • There is currently a 96-hour playtest running – our longest yet. These longer tests are a kind of stress test that teaches us valuable information in advance of moving into 24/7 continuous operation.
    • The current test ends Tuesday, September 2, at 8:00 AM Pacific/11:00 AM Eastern.
    • The next test starts Thursday, September 4, at 9:00 AM Pacific/Noon Eastern.
    • Saturday, September 6, Dave Georgeson and Rick Reynolds will host Fireside Chat #47 to introduce the next update. We have moved the Fireside Chat from the Discord auditorium to the Twitch.TV channel. Please join us at 9:00AM Pacific/Noon Eastern at Twitch.TV/PlayStarsReach.
    • Rod Haza joined us on livestream to talk about bugs and bug reporting this week. You can see the video recording here: https://www.twitch.tv/videos/2552621772.
    • Do you remember National Geographic Magazine? Fans have made an homage in the form of Galactic Geographic and it's excellent. Enjoy the first issue here: https://galacticgeographic.org/2025/08/25/the-first-journey.html
    • Controlled Chaos interviewed Stars Reach Moderator Leric Dax about his gaming and Stars Reach journey:
    • The Transplanetary League (TPL) logo merchandise has been a big hit. Check out our licensed merch in our Web 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:
      • ObsidianStone chooses land for their mushroom farm:
      • The bar inside Shae's Light – save Carneros a spot!:
  • Starside Weekly – 08.22.2025

    Starside Weekly – 08.22.2025

    Your weekly update on Stars Reach

    • More changes to the Twilight Update! – We found a netcode issue and it was a biggie. Fixing it allowed us to improve your framerate. You should see some significant improvements to your frames-per-second.

      Tools and Weapons Refactor
      We overhauled the PQRV (potential, quality, resilience, and versatility) 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).


    Inventory Changes

    • 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.

      Tuning Changes
    • 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.
    • 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.)


    Known Issues

    • When other players have their weapons equipped, you will see an animation twitching/vibrating 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).
    • We temporarily removed the low-health (red screen edge) overlay while we convert it to a new system. It shall return! (But is not here now.)
    • The Control key image is currently missing from the F1 Help Screen. Here's the image for reference while we get this fixed in an upcoming update.
    • Saturday, August 16, Dave Georgeson and Rick Reynolds hosted Fireside Chat #46 to introduce the new update. You can join catch the video here:
    • Hooby posted a new blog entry about the Twilight Update: https://hooby.blog/posts/PAT20-twilight
    • Controlled Chaos interviewed Stars Reach Moderator Signus about his gaming and Stars Reach journey:
    • The 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:
      • PoisonGirl's favorite tamed creature so far:

      • Dr. Vellaut's Farmer-Gone-Wild ammonia farm:
  • Player Spotlight: Part Three 2025.08.21

    Player Spotlight: Part Three 2025.08.21

    Carneros: What is something you can imagine your character doing in game one or two years from now? What is one thing you are hoping we will have in this game?

    mrgoshdarn: Beautifying any planet I land on and helping others do the same. If a planet becomes a mess, I'd like to make it excellent again for any playstyle to have a great time on, whether it's controlled by a government or a bit on the wild side.

    The planetologist profession. But with how much I've been mentioning it, I completely understand if you just make it a title at this point.

    ObsidianStone: Cruising the space lanes in my medium to large repurposed freighter. exploring. Making medicines and concoctions to help people. Hopefully searching for clues to Tír na nÓg and other fun mysteries. And so many other possibilities.

    One?! Oof. Oodles and oodles of outfit options and customisations in general, for ships, buildings, vehicles. Like an absurd amount. Constantly being added too. But it's painful to just pick one thing.

    Dr. Julie Wainlight: I could potentially see myself running a clinic on a GUNC outpost as a medic to triage patients or consult with other guilds for best practices for wildlife management on their governed planets, as well as genetic engineering pets/mounts from custom requests.

    Servitors exist, we have seen them now too! So I hope to see that we're able to droidmake or create robots or cybernetics! It'd be a strong contender to replace my initial idea of being a genetic engineer!

    LastDitchPlan: I came in fully wanting to do cooking! I'm not much of a cook in real life so I felt it would be a lot of fun to be a master chef in a virtual world. That said, the more of Stars Reach I play, the more I have to keep my committment to any one profession in check, simply because I'm loving a lot more professions than I thought I would! Architecture being a great example, I never would have thought I'd enjoy building buildings as much as I do, but it just works great and "clicks" for me (being inspired and learning from other's amazing works has helped a lot too!)

    Got a little long winded, next two answers incoming shortly!

    I really want to see an entire "entertainer" profession, or more precisely: a profession that encompasses dancing, music, and generally leans more towards a roleplay focus. Any game that has a facet of its gameplay loop that is just for fun really speaks to me. I grew up on Nintendo games and really appreciate fun for fun's sake. Plus the idea of jamming with some friends at a player built bar/hang-out is just what I need after a long work day!

    JesDyr: Does annoying the devs count? Really, it is hard to say. Different games can bring out a different player in me at different stages of gameplay. I imagine it will be either player housing or Taming/breeding animals. I have spent an unreasonable amount of hours doing both in other games.

    Success? No, I think that is too cheesy of an answer. I think I had about 50 things in the old "One wish" channel on Discord. I already got Space Otters in some form, so I guess the one thing would have to be complexity. I can enjoy simple games, but I don't stick with them for years. I don't mean every system needs to have a steep learning curve. Complexity can come in the form of many simple systems interacting with each other. I think the game needs to be approachable, but I also think there needs to be enough depth for those who want to go down the rabbit hole to be able to do so. We are already seeing that in the PreAlpha so maybe the real hope is that it continues..

    hooby: I have not decided yet what I'm going to do with my character. There are so many interesting options to choose from, and I'll be taking full advantage of the opportunity to try out all of it during testing. I'm pretty sure by the time the game does release, I'll know what I want to be doing.

    But regardless of what specialization I'll end up with – I sure hope that I'll also be able to sometimes just have my character lean back in a comfy chair of some player-run establishment, and watch the hustle and bustle of others rushing by. The game just added a player hub area – the TPL Starbase – and it feels great to have a place where there's always player traffic. People being busy visiting the mission terminals, and going to and returning from the planet portals.

    Dr. Julie Wainlight: I could potentially see myself running a clinic on a GUNC outpost as a medic to triage patients or consult with other guilds for best practices for wildlife management on their governed planets, as well as genetic engineering pets/mounts from custom requests.

    Nadraxes: Hopefully I will be investigating rumours of artefacts. Being an Indiana Jones style explorer and RP'ing my heart out. I already wrote Nadraxes "Lonestar" Jones's Background up and look forward to how the character will take shape. And yes, I stole "Lonestar" from Spaceballs and of course, Jones is a reference to Indiana..

    There are actually a few things and I have a hard time putting priorities on them. I'dd love to have Archaeology (sp?) in the game. A way to investigate the past of the planets we discover and the civilisations that came before us. I'm a lore mongerer, so the more I can find out, the more I'll love it.

    Closely tied to that is the opportunity to have player made libraries and writing books in the game. Bonus if we can add graphs and illustrations (maybe through webhooks?) to them. I ran a playermade library in UO at some point and had people donate books to me with their own written stories into it. It became quite a popular hangout spot for the people that loved readin stories or rp. Hiding books with "quests" in the library also became a thing for player-run events. Good memories.

    Last is a given, but any space game needs spaceships and some space combat attached to that. But this is definitely lower priority for me than the two above.

    Keaggan: Overseeing several planets, collaborating to build memorable cities, running large-scale seasonal events, leading a team known for quest making (missions), participating in PvP sieges, & regularly hunting down random events.

    CAPITAL SHIPS! Create an instance of the interior for all players to walk around in that does NOT move with the ship. If they connect to a terminal (pilot, weapons, view port, sensors, etc), the camera moves to the ship in space, but only from the perspective of the terminal. No added models.

    Carneros: Who is a streamer or content creator you wish would come play this game?

    mrgoshdarn: I think any type of streamer or content creator that likes MMOs or sandboxes should give it a shot, but I wouldn't want to play favorites.

    LastDitchPlan: I'm not much of a Twitch viewer/content consumer, just not what I grew up with as far as social engagement for video games! That said I absolutely die laughing at Joel Haver's stuff. He has done a number of sponsored videos for video games (Elder Scrolls IV: Oblivion Remake to name one!) and has such a funny sense of humor around looking at games and "what ifs?"

    If you have not seen Lanky's reaction to the DK Rap: do it now!

    JesDyr: There are only a handful of content creators I will watch with any regularity and they tend to be more focused on Indy games. Neebs Gaming is the only one that comes to mind. I liked their Ark videos and subnautica series, but it has been a while since I watched them.

    Keaggan: I don't know any except the top people. Once we get PvP, there are a few I'd like to come in just to bring in eyeballs, but they would all; bring in bigger guilds, so it's tough to say lol

    A guildmate recommended About Oliver (https://www.youtube.com/@AboutOliver & https://www.twitch.tv/AboutOliver)

  • Starside Weekly – 08.15.2025

    Starside Weekly – 08.15.2025

    Your weekly update on Stars Reach

    • Welcome to the Twilight Update – so named because, among many other things, we have listed to player feedback that night was too dark and slightly reduced the darkness. Please tell us if we got it about right.

    Also in this update:

    • Tools and Weapons Refactor

    • We have changed almost all of the tools and weapons to a new underlying system of code that allows PQRV changes to occur (see next section).
    • We have also broken some tools (Terraformer, Harvester) into multiple tools (Terraformer, Depositor, Chronophaser, Harvester, Pruning Shears).
    • Crafting Stats Matter Now

    • Potential, quality, resilience, and versatility are now 4 factors to consider when selecting crafting inputs. PQRV, for short. You will hear this mentioned regularly in game.
    • New Shops to spend those Klaatus

    • The next time you visit the TPL Starbase, please visit the basic tool shop and the homesteader shop.
    • Homesteading Changes

    • Homesteading has been moved out of the Ranger skill tree and is now part of the Architect skill tree. Unlock the skills, purchase a single-use Homesteader from the TPL starbase shop, and place it in the world. Homesteaders are not refunded to you if you disband your Homestead later on. You will need to purchase a new one each time.
    • Resource Selection

    • When you are scanning for resources with your Terraformer or selecting which which resource to deposit with your Depositor, you now open a resource selection menu by tapping the Tab key. This also applies to planting sees with the Xyloslicer or Harvester.
    • Long-Range Scanning

    • At long last, there is a way to prospect for minerals or gems at long range.
    • And much more

    • You can now trade Klaatus (this is huge)
    • Your terraformer now ejects tailings from your hopper instead of gravel.
    • All professions now start with low-end tools to incentivize folks to craft better versions.

     

    Upcoming Playtest schedule

    • 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, we jumped into the brand new Twilight Update and gave a demonstration of the all new long-range mineral scanning. Click here to watch the video with Thomas, Leric Dax, Signus, and Carneros.
    • If you know what PQRV stands for and you're a crafter at heart, GUNC have designed a PQRV calculator to help you figure out what stats you are looking for. This is a work-in-progress: https://gunc.org/pqrvFullCalc.html
    • 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:

    Chayce discussing the finer points of design with Justa Mirage

  • Player Spotlight: Part Two 2025.08.14

    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.

  • Twilight Update Notes

    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.

    ==============================

    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.
    • 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.
  • Starside Weekly – 08.08.2025

    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:
      • 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:
  • Starside Weekly – 08.01.2025

    Starside Weekly – 08.01.2025

    Your weekly update on Stars Reach

    • Updates and fixes to Brave New Worlds were announced this week. The list is longer than expected here.
    • In Thursday's livestream, we showed some tips and tricks for capturing video in Stars Reach and some behind-the-scenes on the making of a new trailer. Watch the recording here.

    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
    • Screenshots of the Week:

      Chayce views the landscape of Akacala.

  • Player Spotlight: Part One 2025.07.31

    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.

  • Fireside Chat: New Update and Towards the 24/7 – LIVE #034

    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?!