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Stars Reach News

Starside Weekly – 09.12.2025

[p]FROM THE STARS REACH LABORATORY[/p][p]We have uncovered an experimental concept that may or may not have involvement or funding from the Transplanetary League. The technician we questioned called them “turrets” or “turret concept”. [/p][p]We are excited to bring you this video:
[/p][p] [/p][p]NEW LOGO FOR STARS REACH[/p][p]Old Logo:[/p][p][/p][p]New Logo:[/p][p][/p][p]This also included an update to the Stars Reach icon as well. The hands-reaching-for-the-stars icon evolved in this transition.[/p][p] [/p][p]NEW WEBSITE FOR STARS REACH[/p][p]That’s right. We updated https://starsreach.com to a new, stronger look. The new design is more modern, dramatic, and performs better.[/p][p]We are going through updating our social media presences, press kit, Steam store page, and other key elements to match our new style guide.[/p][p] [/p][p]BEHIND-THE-SCENES WITH MARKETING[/p][p]Yesterday the marketing folks got coffee and joined a livestream together to talk about a week in our lives, what kinds of things we do, the new logo, the new website, and even new logo merchandise. You can catch our VOD for a limited time here: https://www.twitch.tv/videos/2563815849[/p][p][/p][p] [/p][p]PLAYTEST SCHEDULE[/p][p][/p]
  • [p]Playtests are currently starting at 10:00 AM on Thursdays and running until 8:00 AM on Tuesdays. To look at it differently, the playtest is running everyday except Tuesdays and Wednesdays.[/p]
[p]
PLAY-WITH-THE-DEVS LIVESTREAM[/p]
  • [p]Next Thursday, September 18th, at 9:00 AM Pacific/noon Eastern we will get together in-game in Stars Reach and on [dynamiclink][/dynamiclink] to livestream some group play.

    We will team up to help each other clear missions, acquire raw materials, and make some progress together.

    Audience members are encouraged to join us in the game. We will tell you where we are on which planet, and you can join us and participate. Come play with the devs and moderators![/p]
[p][/p][p]NEW AND OLD MERCH[/p]
  • [p]A new game logo also means that new game logo merchandise arrived in the store this week![/p]
[p][/p]
  • [p]Not only that, but a couple of pieces with the old logo were discounted and put on “last chance” sale. The old logo items will be gone soon. Check out our licensed merch in our Web Store! https://starsreach.com/store[/p]
[p][/p]
  • [p]We also have late pledges available on payment plans at our store[/p]
  • [p]Backer Invites + Discord Backer Badge.  Almost all of the backers have submitted their survey, but if you haven’t then search your email box.[/p]
    • [p]New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don’t see it!)[/p]
    • [p]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.[/p]
    • [p]Can’t find it? Click here: https://playableworldshelp.zendesk.com/hc/en-us[/p]
  • [p]Kickstarter late pledges are scheduled to end soon. We are getting close to your last chance to get one of these historic offers. https://www.kickstarter.com/projects/starsreach/stars-reach[/p]
  • [p]Screenshots of the Week: [/p]
[p]MrGoshDarn goes on a nature walk on Akafin:[/p][p][/p]

Starside Weekly – 09.05.2025

[p]This week was all about Performance Improvements[/p]
  • [p]Flora improvements (both visual and performance)[/p]
  • [p]Item limits and lighting limits on homesteads[/p]
  • [p]Wipes of existing worlds and reseeding them better[/p]
[p]But there were other Game Improvements as well![/p]
  • [p]Testing a new version of “tailings” ejected from your mining excavator tool. These new tailings are initially ejected as a slurry which moves like a liquid to fill in crevices and holes, avoiding piling up into an unsightly pile. Then they quickly solidify and begin to age into dirt with any nearby grass spreading on top of them. This should improve the landscape a great deal.[/p]
  • [p]Meteor swarms were completely renovated to avoid leaving a mess across the landscape. You’ll need to try the new ones and tell us what you think.[/p]
  • [p]The new player initial tutorial has been updated. Please create a new character and try it.[/p]
[p]What's dynamic about Dynamic Update?[/p]
  • [p]Wild wormholes are now a dynamic event instead of a static portal to a new world each day.[/p]
  • [p]The wormhole will stay open a random amount of time each time it opens and even the Servitors don’t know how long that will be. But the Servitors have tech to monitor the basic stability of the gateway and can give us some indication of its health on our HUD:[/p]
    • [p]Green = stable[/p]
    • [p]Yellow, blinking slowly = starting to destabilize[/p]
    • [p]Yellow, blinking moderately = becoming more unstable[/p]
    • [p]Yellow, blinking rapidly = wrap it up! Time to head home![/p]
    • [p]Red, blinking furiously = the wormhole is about to collapse![/p]
    • [p]Steady red = it’s too late now. Prepare to go back the hard way.[/p]
  • [p]If you don’t make it back to known space before the wormhole closes, you are forced to reconstitute your life form to your last saved ReLife pattern back in Servitor space. You will find that you no longer have anything you collected on the other side.[/p]
[p]There’s a lot more to try out in the Dynamic Update debuting at the playtest on Saturday, September 6, right after the Fireside Chat.[/p][p]Playtesting[/p][p][/p]
  • [p]This is a 70-hour playtest, a short break on Tuesday & Wednesday, followed by a 118-hour playtest, our longest yet.[/p]
[p]Fireside Chat[/p]
  • [p]Saturday, September 6, Dave Georgeson and Rick Reynolds will host Fireside Chat #47 to introduce the Dynamic 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 [dynamiclink][/dynamiclink][/p]
[p]A Grand Tour[/p]
  • [p]Rod Haza jumped into Discord and took us on a grand tour of various build sites and constructions created by players for one last look before the wipe.[/p]
[p][/p][p][/p]
  • [p]Thomas/Frommy took over yesterday’s Thursday livestream for a look back at the evolution of art in Stars Reach. We started in 2019 and worked our way forward through Raph’s art archive, looking at successive generations of videos, concept art, and screenshots. We’ve come a long way, baby. Temporary VOD link here: https://www.twitch.tv/videos/2558629154[/p]
  • [p]The Stars Reach Infinite Worlds series merchandise has been a big hit. Check out our licensed merch in our Web Store! https://starsreach.com/store[/p]
[p][/p][p][/p]
  • [p]We also have late pledges available on payment plans at our store[/p]
  • [p]Backer Invites + Discord Backer Badge.  Almost all of the backers have submitted their survey, but if you haven’t then search your email box.[/p]
    • [p]New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don’t see it!)[/p]
    • [p]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.[/p]
    • [p]Can’t find it? Email [email protected][/p]
[p][/p][p]Club Jericho is likely to be rebuilt once more:[/p][p][/p]

The Dynamic Update

[h3]We are pursuing the “zombie” bug where a player gets into a non-responsive state after dying. (You might not think you’re dead because your health bar isn’t telling you the truth while in this state, but if the rest of the following conditions are true, then you are a “zombie”.)[/h3]
  • [p]You can’t /camp (it tells you that “you can’t camp if you’re dead” in chat)[/p]
  • [p]You can’t switch items on your toolbar[/p]
  • [p]You can’t interact with consoles or camps[/p]
  • [p]Creatures ignore you completely (won’t aggro on you)[/p]
[p]If these things are NOT true, then you are NOT a zombie. (No matter how cool that sounds like it might be, you ain’t it.)[/p][p]We have added a reporting mechanism if you end up in this situation. If you end up in the zombie state, then:[/p]
  • [p]Please type /reportbrokencharacter in your chat pane and add text after it to describe why you think you’re in the zombie state. (You must enter text or the report won’t be sent.)[/p]
  • [p]Then hit Enter. This will send a report to us so we can examine your character to determine similarities with other such reports.[/p]
[p]We’ve also added a ton of logging around the suspected areas where it might be happening. We’ve tested extensively internally after doing so, but of course, as Murphy requires, we can’t get it to dupe. So we’re updating the servers with that extra logging to see if it’s still happening “in the wild”.[/p][p]We’ve made a bunch of other fixes, so it’s possible that we fixed it without knowing we fixed it. That’s unlikely (because life isn’t usually that kind), but we won’t know for sure until after this update goes live.[/p][p]Other “under the hood” fixes included are:[/p]
  • [p]Code fixes to ensure that the servers stay in sync with each other during the Wild Wormhole events.[/p]
  • [p]A performance fix when crafting stacks of items or merging stacks of resources.[/p]
  • [p]A fix around Food items that prevented their duration being affected by PQRV stats.[/p]
  • [p]A performance fix that mostly affects forest fires and lava.[/p]
  • [p]A typo in a recipe that involved the Fluorine ingredient is now fixed.[/p]
  • [p]A building tile performance improvement.[/p]
  • [p]Some code cleanup around drones (aka Drone Lights) and DOTs (damage over time effects).[/p]
[h3]SKILLS KIOSK[/h3][p]Skills are now learned at a Skills Kiosk. You can still access your Skills display out in the field, but you’ll have to head back to the Starbase in order to upgrade your skills.[/p][p]Upgrading your skills costs XP, as usual, but now also requires a Klaatu expenditure, as well. (Earn Klaatu by completing missions from the Mission Kiosk.) The amount of Klaatu required to upgrade your skills is shown on your Skills page (“K” to open it) along with the XP cost.[/p][p]The Skills Kiosks are located in the main hub of the Starbase, near the entrance to the theater area.[/p][p]
[/p][h3]DYNAMIC WORMHOLES[/h3][p]Wild Wormholes are now a dynamic event![/p][p]On previous tests, wormholes were static and stayed for the entire length of the test. But now they are transient, as intended, and the wormholes themselves are inherently unstable.[/p][p]What this means is that wormholes will stay up for a random amount of time. During that time, you can travel through the wormhole, far beyond the reaches of Servitor-controlled space, and end up on a “wild” planet. There, you can explore and exploit that planet as desired.[/p][p]BUT…the wormhole is definitely going to collapse. If you’re still on the wild planet when it does, then you’ll have no choice but to release and be reformed according to your last-saved ReLife pattern back in Servitor space…without anything you acquired on the wild planet.[/p][p]So, it’s a race against time. Your friends at the TPL have provided a Wormhole Status Indicator on your HUD. It has different states to show you how close the wormhole is to collapse:[/p]
  • [p]Green = stable.[/p]
  • [p]Yellow, blinking slowly = starting to destabilize.[/p]
  • [p]Yellow, blinking moderately = becoming more unstable.[/p]
  • [p]Yellow, blinking rapidly = wrap it up…time to head home.[/p]
  • [p]Red, blinking furiously = you’re pushing it…the wormhole is about to collapse![/p]
  • [p]Steady red = your goose is cooked…prepare to head home the hard way without any new stuff you picked up on the wild planet.[/p]
[p]In the future, every time a dynamic wormhole opens up, it will connect to a new world, but for now, during this phase of testing, it’s likely to be the same planet every time, each calendar day. This will change in the future.[/p][p]
[/p][h3]Wild Wormhole Missions[/h3][p]Wild planet missions will be unavailable now unless a wormhole is actually open. Conversely, when a wormhole collapses, wormhole missions will become unavailable.[/p][p]But once a wormhole opens, there will be missions available for the planet on the far end. Be sure to grab some of those before you head through the wormhole![/p][p]If a wormhole collapses and you have incomplete missions for that world, they will time out after a bit (or you can Abandon them if you’d prefer). If you have completed the missions, then they don’t time out and you can cash them in at your convenience.[/p][p]Non-kill missions are now rewarded more highly if the mission is further away from the planet’s portal.[/p][p]Known Issue: When you portal or open a full-screen menu, the wormhole will falsely tell you it is stable green again. This will update at a maximum of two minutes after that and show you the correct status of the wormhole. This will be fixed soon.[/p][p] [/p][h3]ADDITIONAL UPDATES[/h3][p]“Slurry” Tailings[/p][p]Tailings have been improved so they flow quite rapidly when first placed and then quickly solidify into soils. Those soils will then start to grow grass if there is any grass nearby.[/p][p]Advantages to this include:[/p]
  • [p]Less “hills” created all over the place by dumping tailings[/p]
  • [p]Granting you the ability to fill holes more easily by filling the holes with tailings and smoothing out the divots.[/p]
[p]Improved Meteors[/p]
  • [p]Metal deposits were removed from all existing meteor showers to avoid “balls of metal” all over the world.[/p]
  • [p]Anti-gravium and Megarock events were removed entirely.[/p]
  • [p]Heavy Metal Noise! events (meteors) were added instead. They act like Megarock and make a big pool of lava where they impact and the metal they deposit sinks down into the world. When they cool, they leave a flat-ish surface behind and you’ll have to dig/prospect for the metal. There is one event for each metal category (Common, Rare, Exotic, etc.), but the event announcements are identical, so you have to prospect to find out what the meteor deposited.[/p]
[p]Improved Flora[/p]
  • [p]Many tree and bush asset upgrades to improve both visuals AND performance.[/p]
  • [p]Trees and bushes were shuffled to their proper biomes and there is now greater visual differentiation between biomes.[/p]
  • [p]There are now logs in many biomes again. Use your harvesters to get wood![/p]
[p]Kiosk Changes (Homestead, Mission and Tools)[/p]
  • [p]If you release a Homestead, it now refunds it into your inventory (instead of just losing it).[/p]
  • [p]When you access the mission kiosk, there are separate “pages” for each world so you can easily pick missions for that specific world.[/p]
  • [p]When viewing your current Missions, the rewards for those missions are now shown on the list.[/p]
  • [p]Missions that you can’t take are moved to the bottom of the list in the Missions Kiosk.[/p]
  • [p]Until we get a chance to make some improvements, Maguffins will be much closer to the surface so you won’t have to dig very far to get them. (To avoid the frustrating “infinite sand” issues.)[/p]
  • [p]There is now a Stripped Xyloslicer in the tools kiosk.[/p]
[p]User Interface[/p]
  • [p]Crafting recipes that create many items should no longer lag the player’s client.[/p]
  • [p]Improved first-time experience hallway with improved tutorial dialogs.[/p]
  • [p]You can now remove items from your toolbar. Navigate to your inventory, and click the “X” on the toolbar item to remove it from your toolbar and return it to inventory instead.[/p]
  • [p]You now get tooltips when you hover over items on your toolbar.[/p]
  • [p]Added a first-time Food tutorial so you can tell what food does and why you should use it.[/p]
  • [p]Keyboard sprites added to dialogs and first-time dialogs are greatly reduced in verbiage.[/p]
  • [p]There is now an option to skip the first-time experience Hallway when you make a new character, as long as you’ve gone through it once before.[/p]
  • [p]Gravemarkers are red now to match the waypoint color.[/p]
[p]Other[/p]
  • [p]Homesteads now have building tile limits. You can place up to 330 building tiles on a single Homestead, and 30 of those tiles can be lights. These limits are likely to increase as we optimize the building tiles and the lights (we are working on this now).[/p]
  • [p]Overcharge has improved VFX.[/p]
  • [p]Loading screen text improved for clarity[/p]
[h3]BUG FIXES[/h3]
  • [p]You should now get event notifications when you enter a zone, even if the event is already started.[/p]
  • [p]Fixed the “permanently frozen” issue some players were encountering.[/p]
  • [p]HUD display is now delayed until world is fully loaded (should prevent you from seeing the world without terrain)[/p]
  • [p]You can now properly do all drag-and-drop actions from a sorted inventory view.[/p]
  • [p]You should no longer see meaningless resource numbers when doing a Resource Scan with the Terraformer[/p]
  • [p]Debris Tool (for the first-time experience Hallway) has been increased in strength and radius to make it easy to clear the debris area so you can crouch walk through it without problem.[/p]
  • [p]The camera is tucked closer to your character’s body in tight situations to make the camera less jittery in tight quarters.[/p]
  • [p]The “low health warning” edge-of-screen effect on the HUD has been restored.[/p]
  • [p]Keyboard layout should be at the top of the list when F1 Help is accessed.[/p]
  • [p]Underwater plants should no longer appear above the water[/p]
  • [p]Seaweed and Kelp are no longer classified as trees. They are harvested by the Harvester, not the Xyloslicer.[/p]
  • [p]Paver tiles can be extracted again.[/p]
  • [p]First time player experience logic improved so if you die in the lava, you don’t get the electrified death dialog.[/p]

Starside Weekly – 08.29.2025

[p]Playtesting[/p]
  • [p]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.[/p]
  • [p]The current test ends Tuesday, September 2, at 8:00 AM Pacific/11:00 AM Eastern.[/p]
  • [p]The next test starts Thursday, September 4, at 9:00 AM Pacific/Noon Eastern.[/p]
[p][/p]
  • [p]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 [dynamiclink][/dynamiclink][/p]
  • [p]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[/p]
  • [p]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[/p]
  • [p]Controlled Chaos interviewed Stars Reach Moderator Leric Dax about his gaming and Stars Reach journey:[/p]
[previewyoutube][/previewyoutube]
  • [p]The Transplanetary League (TPL) logo merchandise has been a big hit. Check out our licensed merch in our Web Store![/p]
[p][/p]
  • [p]We also have late pledges available on payment plans at our store[/p]
  • [p]Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.[/p]
    • [p]New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)[/p]
    • [p]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.[/p]
    • [p]Can't find it? Email [email protected][/p]
  • [p]Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach[/p]
  • [p]Screenshots of the Week:[/p]
    • [p]ObsidianStone chooses land for their mushroom farm:[/p]
[p][/p]
  • [p]The bar inside Shae's Light – save Carneros a spot!:[/p]
[p][/p]

Starside Weekly – 08.22.2025

[p]Your weekly update on Stars Reach[/p]
  • [p]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:[/p][p][/p]
    • [p]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.[/p]
    • [p]Higher Quality Healix tools will heal better.[/p]
    • [p]Higher Quality Companion Orbs will do more damage.[/p]
    • [p]Higher Quality Omniblaster will also do more damage.[/p]
    • [p]Gravity Gun doesn't get increased damage because it already had increased knockback (via Potential).[/p]
[p]
Inventory Changes[/p]
  • [p]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:[/p][p][/p]
    • [p]Drag and drop a stack onto another stack.[/p]
    • [p]The process is lossy. You will end up with fewer units of material than the sum of both stacks.[/p]
    • [p]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.[/p]
  • [p]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[/p]
  • [p]Creatures that use cold projectiles no longer generate heat when those projectiles hit the terrain.[/p]
  • [p]The Fire Suppressor in the first-time user experience hallway is now more effective and it's easier to freeze the molten floor.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.)[/p]
[p]
Known Issues
[/p]
  • [p]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).[/p]
  • [p]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.)[/p]
  • [p]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.[/p]
[p][/p]
  • [p]Saturday, August 16, Dave Georgeson and Rick Reynolds hosted Fireside Chat #46 to introduce the new update. You can join catch the video here:[/p]
[previewyoutube][/previewyoutube]
  • [p]Hooby posted a new blog entry about the Twilight Update: https://hooby.blog/posts/PAT20-twilight[/p]
  • [p]Controlled Chaos interviewed Stars Reach Moderator Signus about his gaming and Stars Reach journey:[/p]
[previewyoutube][/previewyoutube]
  • [p]The Transplanetary League (TPL) logo merchandise has been a big hit. Check out our licensed merch in our Web Store! https://starsreach.com/store[/p]
[p][/p]
  • [p]We also have late pledges available on payment plans at our store[/p]
  • [p]Backer Invites + Discord Backer Badge. Almost all of the backers have submitted their survey, but if you haven't then search your email box.[/p]
    • [p]New testers received an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don't see it!)[/p]
    • [p]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.[/p]
    • [p]Can't find it? Email [email protected][/p]
  • [p]Kickstarter late pledges are still available but this may wind down soon: https://www.kickstarter.com/projects/starsreach/stars-reach[/p]
  • [p]Screenshots of the Week:[/p]
    • [p]PoisonGirl's favorite tamed creature so far:[/p]
[p][/p]
  • [p]Dr. Vellaut's Farmer-Gone-Wild ammonia farm:[/p]
[p][/p]