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A Recruit No More - The Crucible Update

[p]Welcome, Reachers, to a new interplanetary update![/p][p][/p][p]In our previous update, we shared a new game pathway to help new players explore the aspects of the game (such as mining, combat, crafting, …), but it was not completely done yet, as one last space-jump was missing: Crucible.[/p][p][/p][p]The onboarding experience has now been updated as follows:[/p][p]Preamble => Hallway => Haven => Crucible => TPL Starbase and Beyond[/p][p][/p][p]You must create a new character to experience this part of the new player experience. Existing characters cannot go back to Haven and Crucible, yet.[/p][p][/p][p]Note: We hear the feedback that the current iteration of Haven quests is a little too theme park. We agree, but have been working on overhauling the missions framework and systems to give ourselves the tools to create more varied and custom missions. Now that most of that tooling is in place, we’ll start refining and improving the mission flow to give you a little more freedom and agency.[/p][p][/p][h2]So, What is Crucible?[/h2][p]Crucible is the planet that Haven is orbiting, and it has a very hostile environment that is not suitable for colonization, but is rich in resources. If you want to experience a nice hot tub, this could be the right place for some of you.
Anyway, the Transplanetary League (TPL) has erected a satellite training base that you will visit on your initial journey.[/p][p]Completing your initial training on Haven and earning your PIP's (Points in Progress), you will be granted access to Crucible.[/p][p]Once you arrive on Crucible, you will be greeted by members of the TPL who assist you in surviving on the planet. You’ll receive Klaatu and XP awards along the way, as well as earn your Space Suit, needed to travel to the TPL Starbase in space.[/p][p]Everything else should be self-explanatory, and if it’s not, that’s exactly why we’re running these playtests; please let us know if anything is confusing or tedious! We’d even enjoy hearing if you think it’s fun! (Or if Crucible is too hot)[/p][h3]Systems Pioneered for Crucible[/h3]
  • [p]Enhanced our mission system to support training on the Crucible planet.[/p]
  • [p]Introduced a group travel system for moving all players to and from a planet when needed.[/p]
[p][/p]
Gameplay Updates
[h2]Movement[/h2][p]As some of you have noted, our traversal speeds were way too fast and made moment-to-moment gameplay too slippery, and the worlds feel smaller.
Movement speeds across the board have had a balance pass to be closer to our vision, including characters, creatures, and projectiles.
[/p][p]With this change, you’ll be able to see more and react to the surroundings, such as creature attacks. Slowing things down a bit opens up opportunities for us to add more ways to increase your speed in the future. We will continue to balance the movement changes as the gameplay progresses, keeping a close eye on community feedback - aka - your feedback!
[/p][h2]GravMesh[/h2][p]The GravMesh has been updated to use Battery instead of Stamina, with a lower max Battery and a faster regen rate than what you’re used to, so you’ll have shorter but more frequent usage.

[/p][h2]Grenade Launchers[/h2][p]A new weapon type has been added with a focus on arc projectiles and AoE attacks. You can acquire these via new crafting recipes that are unlocked through the crafting skill.[/p][p][/p][p]The Skills menu has a few new abilities to unlock for Grenade Launchers as well as nodes to upgrade them.[/p][p][/p][p]Fire a Singularity grenade to pull multiple enemies in and then use Uplift to fire an antigrav grenade to lift them into the air, where you can DPS them with ease![/p][p][/p][p]Note that the Grenade Launcher tree is still getting worked on and will have more to unlock soon.[/p][p][/p][h2]Goodbye, Old Weapons![/h2][p]With this update, we’ve started to move away from the original placeholder weapons like the Omniblaster and Companion Orbs, and are heading towards the intended design of fuller weapon trees.[/p][p]The legacy placeholder weapons will no longer be acquirable, but you can keep them if you have them until the next wipe.
[/p][h2]Ability Loadouts[/h2][p]This update contains the first iteration of Customizable Abilities (a.k.a. specials or active skills) loadouts.[/p][p][/p][p]You will now find Loadout Kiosks available in Camps (of all tiers) and certain pre-determined locations, like in the TPL Starbase. Accessing a Loadout Kiosk will allow you to swap out the Abilities attached to the E and Q keys on your currently equipped tool.[/p][p]
For most existing tools, you won’t be able to do much yet, but Pistols and Grenade Launchers have a couple of Abilities you can experiment with. Our focus for this release was the base system itself, and we’re working on adding content to it next.
[/p][h2]Map overhaul[/h2][p]Previously, we allowed you to create a simple ASCII-based map (2D map) to assist you in the survey game with the Pathfinder. We have moved this to a dynamic terrain map (M key) that you can unveil by surveying with the Pathfinder. Eventually, we intend to make map data tradeable, allowing you to add custom waypoints.
[/p][h2]Healix[/h2][p]We updated the model used for the Healix and slightly increased its targeting radius. It should now be more effective.
What are you waiting for? Go grab one, you squad needs healing![/p][p][/p][h2]User Interface (UI) Updates[/h2][p]We have been continuing to move away from how our UI worked under the hood. You will notice new graphics and an overall enhancement. Affected UI elements:[/p]
  • [p]Public Events - Those appearing on the left side of the screen, displaying data about special events like meteorites and boss invasions.[/p]
  • [p]Navigation points - The waypoints you see for missions and other locations in the world.[/p]
  • [p]World UI - Emotes over creatures, and nameplates over characters.[/p]
  • [p]Worldspace UI Updated - Nameplates and other UI you see that are not in general ui windows. This should make them more accurate, have less jitter, and the colors have been adjusted.[/p]
  • [p]Crafting UI - The crafting screen is still in progress, so the version you will see in-game is going to have a little less functionality than the previous version. Applying this temporal change helps us solve several problems that were under the hood.[/p]
  • [p]Chat Style - We added some simple customization options that allow you to change the color and appearance of some of the chat messages. These options can be found on the ESC menu under ‘Gameplay’.[/p]
  • [p]Key Rebinding - Yes, we heard you! Several keys can now be customized through the Controls section on the ESC menus to allow key binding.[/p]
  • [p]Consumable Assignment - Now added to the inventory screen. On the right side, you can select consumables and then drag and drop your consumables into the radial menus for quick access with the F key.[/p]
  • [p]Fixed a bug that would center your mouse cursor on screen when selecting tabs in the inventory UI.[/p]
  • [p]Fixed an issue where placing Fabricator tiles would be blocked by a few areas of the UI.[/p]
  • [p]Updated our mission tracking to include a counter in case the mission requests more than a single item.[/p]
[p][/p][h2]What else is in the Update?[/h2]
  • [p]Added some new movement animations for when you are going up or down a slope.[/p]
  • [p]Improved dodge roll animations and made changes to animation time and dodge durations. Previously, it was a 0.25s animation with the same time in dodge duration. Now it’s 0.5s of animation with 0.75s of dodge duration, giving players a little more defensive leeway.[/p]
  • [p]Shields have been simplified to no longer have a passthrough damage threshold. Previously, they would only block up to a certain amount of damage from a projectile and destroy it if the projectile was weaker than that threshold. Now they’ll block projectiles regardless of damage unless they break the shield’s remaining capacity, in which case the projectile will keep only its excess damage.[/p]
  • [p]Made a significant improvement to the performance of trees. Dense forest planets should give a noticeably higher FPS, as distant trees now use our new custom billboard tech. This tech upgrade will soon be applied to building blocks.[/p]
  • [p]Fixed several issues with how we hold and animate tool swapping that could leave your arm in a very painful-looking position that the Healix power could not fix. In addition, we fixed a few issues with tools needing to be holstered/unholstered to get them to work properly.[/p]
  • [p]Fixed a bug with tools not functioning correctly when holstering them while climbing and vaulting.[/p]
  • [p]Fixed a bug making tools equipped on slots 2-4 not function properly after loading back into the game.[/p]
  • [p]Resolved some issues with the collections system, making it more accurate when updating.[/p]
  • [p]Building tiles should now have outlines around them when selected with the fabricator.[/p]
  • [p]New 2x2 floor tile variations and 1x1 rugs have been added.[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]When traveling through a portal, you may find yourself a short distance from it, as if you were still walking.[/p]
  • [p]Newer creature drops sometimes show up as purple boxes while in the world.[/p]
  • [p]Moving midair after jumping is currently still a little faster than the new walk/run speeds. This will be fixed, so enjoy your bunny hopping while you can…[/p]
  • [p]You might occasionally see 2 public event alerts on the left side of your screen for a single event. This is visual only and goes away if you open a full-screen menu like the Inventory.[/p]
  • [p]The new slope animations might not end (or ‘exit’) as early as they should in some cases.[/p]
[p][/p][p]We thank you once again for all the feedback and bug reports you’ve shared with us so far. We hope you’ll have a great time playing this update - let us know what you think![/p]

ROLEPLAY GUIDE: GERTAN

[p]GERTAN PHYSICAL DESCRIPTION[/p][p]Gertans are the species everyone mistakes for “the spawns of hell” at first glance: red skin, curving/curling horns, and a generally sharp, rugged silhouette that reads dangerous even when they’re being perfectly polite. They also tend to run bigger and sturdier than most species (the Skwatchi are the main ones who out-bulk them). The vibe to aim for is: built for heat, stone, and impact—like someone who grew up where “falling rocks” is an everyday hazard, not a dramatic plot twist.[/p][p] [/p][p]HOME PLANET, HISTORY, AND CULTURE[/p][p]Gertans come from Kuru, a world of active volcanoes, lava flows, caves, and constant earthquakes—a planet that basically insists you learn resilience or die. Their culture is shaped around perseverance and “make do” problem-solving: you don’t whine, you shore it up; you don’t panic, you brace it; you don’t romanticize hardship, you get competent at it. Historically they had a strong central authority legacy called the Over Sight, and even when individual Gertans are rebellious, they often still have that deep instinct that rules, process, and duty matter when things are falling apart. They’re also known for practical homegrown tech born from survival needs—especially protective force-field systems and shock-repellent technology that later spread into ship design.[/p][p] [/p][p]LANGUAGE: KURUVEK, AND HOW TO “SOUND GERTAN”[/p][p]The Gertan language is Kuruvek. The simplest way to fake it in RP is: keep sentences short and blunt, favor hard consonants, and drop in the classic interjections when you feel anything strongly. Kuruvek has two “moods” you can roleplay without learning grammar: Stone Speech (formal/official—more careful, more “regulations and liability”) and Ash Speech (casual—shorter, punchier, more grunts and expletives). For sound, lean into ch (like loch), sch (like sh), and consonant clusters that feel a bit like you’re chewing gravel in a friendly way. Bonus points if you treat paperwork words like sacred objects and emotions like physical forces (“that plan cracked,” “brace it,” “impact incoming”).[/p][p] [/p][p]NAMING YOUR GERTAN[/p][p]When you’re making a Gertan name, aim for something that feels like it could sit next to Kuruvek “everyday words” like Zobek, Dorken, Skove, Krath, Vail, Solkhold, Keldor, or Vekraft—short, heavy, and a bit clangy, with lots of k/v/r/d/sk/kr sounds and not much “soft” vowel music. A good rule is 2 punchy chunks (sometimes 3 for a fancy/old-family vibe), optionally jammed together or lightly hyphenated like Bond-Merrek does in the in-game accent pack; avoid anything that looks like a real Earth word, and don’t overcomplicate it—Gertans don’t sound flowery. If you need templates: (Chunk)(Chunk) for most people (Kranvail, Vekdor, Skovkrath), (Chunk)(Chunk)(Chunk) for somebody important (Solk-Vek-Rask), and if you want to really sell “Kuruvek mouthfeel,” end on a hard stop like -ek / -en / -or / -hold / -lor.[/p][p] [/p][p]ROLEPLAY TIPS FOR PLAYING A GERTAN[/p]
  • [p]Default to competence. If something breaks, your first instinct is to fix it, not debate it.[/p]
  • [p]Treat danger as normal. You don’t get dramatic; you get procedural.[/p]
  • [p]Respect endurance. You might tease, but you quietly admire anyone who keeps going.[/p]
  • [p]Be blunt, not cruel. Gertans can be direct without being mean—unless they choose to be.[/p]
  • [p]Use “duty language” when it counts. Liability, regulations, approvals, permits—these are emotional support concepts.[/p]
  • [p]Swear like a volcano. Your expletives are about ash, embers, scorching, crushing, impact.[/p]
  • [p]Show care through action. You help, you brace, you carry, you patch the hull. That’s affection.[/p]
  • [p]If you want a cultural prop: soups/stews cooked “like you mean it,” stone/metal gear, layered clothing, studs/buckles/spikes, and a fondness for big reverberating drums.[/p]
[p] [/p][p]PHRASEBOOK[/p]
  • [p]Zobek! — Hey / hello (attention-getter)[/p]
  • [p]Dorken. — Goodbye[/p]
  • [p]Eo. — Yes[/p]
  • [p]Nik. — No[/p]
  • [p]Bit. — Please[/p]
  • [p]Ki dank. — Thanks[/p]
  • [p]Ki ge falsch. — I was wrong[/p]
  • [p]Ki loke nik skarv. — I mean no harm[/p]
  • [p]Ki larke dulk. — I need help[/p]
  • [p]Drulk ki. — Follow me[/p]
  • [p]Tharn dekk. — Wait here[/p]
  • [p]Dekk esh krath. — It’s dangerous here[/p]
  • [p]Ki prave skenk. — I want to trade[/p]
  • [p]Stak! — Stop![/p]
  • [p]Rash! — Run![/p]
  • [p]Hakergast! — “That sucks!” (classic Gertan expletive)[/p]
  • [p]Lomeisen! — “Hell yes!” (ecstatic hype)[/p]
  • [p]Du hakerbek. — “You crispyface.” (insult; use sparingly unless you want problems)[/p]

Starside Weekly - FEB.13.2026

[p]From our current location on the moon called Haven, we can sometimes see the planet Crucible below. We’ve heard from the advance team that Crucible is an uncommon planet and we look forward to our first visit.[/p][p][/p][h3]WHAT’S NEW [/h3][p]Here are a list of things that have entered internal testing phase:[/p]
  • [p]Advanced training missions on the planet Crucible[/p]
  • [p]Names that include spaces[/p]
  • [p]Keymapping (a very common request)[/p]
  • [p]Revised movement speeds (walk, run, and sprint) for players and creatures and even projectiles. Trees have once again been left behind.[/p]
  • [p]Improved targeting by the Healix tool[/p]
  • [p]Chat customizations and colors[/p]
  • [p]New creatures[/p]
  • [p]Fixes to soft grouping[/p]
  • [p]A new weapon type: the Battle Rifle[/p]
  • [p]Survey maps[/p]
  • [p]New modularity for all weapons and tools, making them more interesting and flexible to craft[/p]
[p][/p][h3]CONTROLLED CHAOS INTERVIEWS WORLD DESIGNER MEGHANN[/h3][p]Controlled Chaos brought a list of questions for our world designer Meghann Bledsoe. [/p][p]He asked about the planet Jotania and its erosion issues and she explained how the biome system interacts with the materials system, etc.[/p][p]He asked about cave dynamics, erosion, rain cycles, the return of giant stone mushrooms from Pyromycis, and much more.[/p][p]He asked about Crucible and Meghann explained how she made a dangerous planet to match the name, and how the terrain can teach players about movement and how to handle lava. You should expect this planet to be volcanically active.[/p][p]You’ll want to hear the parts of the interview about exceptionally alien looking planets and possible timing for larger play areas.[/p][previewyoutube][/previewyoutube][p][/p][h3]PLAYTEST SCHEDULE[/h3][p]The playtests have resumed their usual Thursday-morning-through-Tuesday-morning cadence.[/p][p][/p][p][/p][h3]LOGO MERCH AVAILABLE[/h3][p]We currently have three sets of logo merchandise in stock:[/p]
  • [p]The Transplanetary League set[/p]
  • [p]The Stars Reach logo set[/p]
  • [p]The Infinite Worlds set[/p]
[p]You can visit the store here: https://starsreach.com/store[/p][p][/p][p][/p][h3]HOW ELSE YOU CAN HELP?[/h3][p]If there is one thing you can do to help us, you can wishlist us on Steam. This makes a difference for the algorithm and also helps on the day we eventually launch on Steam. Thank you for this support. [/p][p][dynamiclink][/dynamiclink]
[/p]

ROLEPLAY GUIDE: ELIONI

[p]ELIONI PHYSICAL DESCRIPTION[/p][p]Elioni are the “cat-people” of the Garden in the most readable, cosplay-friendly way: cat ears, whiskers, a furred face, and a visible tail, on an otherwise humanoid body. They tend to look built for alertness and agility rather than raw bulk, which is why they’re often described as making good scouts/explorers/hunters. For roleplay, lean into quick head turns, tail tells, and the idea that personal space and personal dignity are real things you notice.[/p][p] [/p][p]HOME PLANET, HISTORY, AND CULTURE[/p][p]Elioni come from Rowwsia, where the biggest landmass is overwhelmingly desert and most people historically lived along the coasts. That geography breeds a specific kind of mindset: you don’t get a lot for free, you learn to make your own luck, and you don’t wait around for permission to be yourself. Their culture’s “center of gravity” is independent thought and expression, plus a strong meritocracy streak—people want accomplishment to matter, even if the reality can drift into prestige, gatekeeping, and “prove it” attitudes. They’re also a species that leaned hard into industrial robotics and AI (partly because so much of their world is brutal to work by hand). Even when an Elioni is friendly, there’s often a vibe of: I respect you most when you show me who you are and what you can do.[/p][p] [/p][p]LANGUAGE, AND HOW TO “SOUND LIKE ONE”[/p][p]Elioni speech is designed to feel like a drawled, meow/yowl/trill cadence in text: you’ll see lots of stretched sounds written with doubled letters (rr, ww, oww, urr, arr), and it comes off playful, dramatic, or intensely sincere depending on context. The easy RP trick is: avoid contractions (say “do not,” “cannot” instead of “don’t,” “can’t”), keep sentences clean and declarative, and drop in a few signature particles/words when you want to flavor it: ne for “not,” ma for “do it!” commands, and ke to turn something into a question. Also: in Elioni culture, the tail = the self, so tail-related insults land as personal insults—use that for comedy or for serious escalation.[/p][p] [/p][p]NAMING YOUR AVATAR[/p][p]To make an Elioni name feel right, make it look like it’s meant to be spoken with a purr: pick something 2–4 syllables, then add the Elioni “drawl” by using rr/ww and the signature endings like -urr / -arr / -oww / -roww (and doubling letters when you want it extra Elioni). Canon-shaped examples look like Dreer Mowurr, Sturrnmarr Krowwm, Phrawer Renurr, Murrr Vower, Timurr Drawermol—notice how they’re readable, but they linger in the mouth. If your name starts looking like a real Earth word, twist a vowel, add an rr, or swap a syllable so it stays alien.[/p][p] [/p][p]ROLEPLAY TIPS FOR PLAYING AN ELIONI[/p]
  • [p]Lead with self-direction. You state what you’re doing; you don’t ask unless you must.[/p]
  • [p]Respect is earned through action. Competence, craft, creativity, follow-through—this is how you impress Elioni.[/p]
  • [p]Make “be yourself” a principle, not a vibe. Elioni will defend weirdness (including your own) as long as it’s honest.[/p]
  • [p]Be allergic to “because tradition.” If there’s a rule, you want to know what problem it solves.[/p]
  • [p]Use tail/body language in emotes. Tail twitch = irritation, tail high = confidence, tail tucked = genuine unease, etc.[/p]
  • [p]When conflict happens, get direct. Not loud. Direct. An Elioni can be blunt without being crude.[/p]
  • [p]If you want everyday flavor: coastal comfort foods (often chilled seafood), lots of practical tech/automation talk, pets like ferrets/desert rats/fish, and a taste for showing off achievement.[/p]
[p] [/p][p]ELIONI PHRASEBOOK[/p]
  • [p]Hello / Hey: Purr veyy ti.[/p]
  • [p]Goodbye: Purrdat yarrweer troww. (“go your own way”)[/p]
  • [p]Yes: Nurra.[/p]
  • [p]No: Nerr.[/p]
  • [p]“Please” (polite request / permission): Mi pravva liva. (“I request permission”)[/p]
  • [p]“Thanks” vibe (closest common approval): Ri purr-nurra. (“that’s good / agreed / acceptable”)[/p]
  • [p]I don’t know: Mi ne mewrr.[/p]
  • [p]I understand: Mi vann.[/p]
  • [p]I mean no harm: Mi ne ravaw hurra.[/p]
  • [p]I need help: Mi pravva purrm.[/p]
  • [p]Follow me: Ma trenn mi.[/p]
  • [p]It’s dangerous here: Korru inn harru.[/p]
  • [p]Wait here: Ma kessh inn harru.[/p]
  • [p]Stop!: Ma stemm![/p]
  • [p]Run!: Ma runn![/p]
  • [p]I want to trade: Mi ravaw barru.[/p]
  • [p]Curse: Mreow ckhak! (“Damn it!”)[/p]
  • [p]Put-down: Growwrurr arrsus troww! (“your tail’s knotted!” / “you messed up!”)[/p]
  • [p]Quick apology (pardon me): Hiss browroww arr.[/p]

Starside Weekly - FEB.06.2026 

[p]We're hard at work on enhancements to some systems, and a number of fixes to get them ready for you to put through their paces.[/p][p]We're working on an improved shader system, an overhauled interface system, and wrangling Jotania's wobbly terra so it will finally be firma.[/p][p]We're also tuning up the text chat system, addressing an issue with spaces in names, and adding your friends list, survey maps, water erosion, and keymapping options.[/p][p]As for those wonderful toys you get to play with, we'll be adding some new weapon specials for your pistol weapons. And, when you're waiting to zone, we'll share new bits of lore on loading screens, as well as a brand new planet for advanced training![/p][p][/p][h3]THAT’S NO MOON v7.1.2 MINOR PATCH[/h3][p]We released a small update with a few improvements too good to wait for our next content update.[/p][p]Here’s a list of improvements:[/p]
  • [p]We have fixed one or more significant GPU memory leaks which should improve client stability[/p]
  • [p]We have improved our exception logging to capture more useful data to improve our forensics[/p]
  • [p]We have reduced the overall logging to slightly improve performance[/p]
  • [p]The wormgate to planet Jotania will be opened but we invite more testing – specifically moving around on the planet for extended periods of time, and terraforming sections of the planet.[/p]
  • [p]Planet Jotania continues to show stability problems. As we resolve issues with it, the portal may be inaccessible from time to time.[/p]
[p][/p][h3]THE STEALTH OPTION[/h3][p]Sometimes you'll want to step lightly to avoid notice from creatures and other players. Whether you want to avoid combat or ensure you aren't messing someone's beauty shot, stealth is now a viable option.[/p][p]We've implemented the basics, but more sneaking features are coming in the future. Tap the control key to toggle yourself into a crouch position. You'll move slower, and stealth will eventually break, but now you can move around that pack of Heetahs in your way.[/p][p][/p][p]Above your health bar, in the area where your status effects are displayed, there is a small icon to represent stealth. No, that is not a rain umbrella – it’s an aircraft with a stealth status effect or something (likely not final art.)[/p][p][/p][p]What does crouching do?[/p][p]Stealth reduces the aggro radius of nearby creatures with respect to you. If you are crouched and perfectly still when they move into perception range, they won’t notice you. You’re effectively invisible if you stay still. Don’t move until they have moved away.[/p][p]If you are crouched and moving, they will notice you when you're close and react to you unless you stop moving immediately and wait until their attention goes elsewhere.[/p][p][/p][p]What are best practices for using stealth?[/p][p]Move and stop, move and stop. Pause frequently to maximize the value of your stealth while still covering ground. Watch for any creatures that drift a bit too close to you.[/p][p]For now, ignore terrain and concentrate on pure distance. Hiding behind a boulder or tree does not currently help you in this first iteration of stealth. It’s purely about distance.[/p][p]When you see a creature or creatures about to pass, crouch and make a small arc around them, stopping as much as you are moving. You will develop a feel for how close and how fast to move as you practice. Good luck and good hunting.[/p][p]For now, ignore terrain and just go by pure distance to those you wish to hide from.
[/p][h3]WELCOME TO DORASTAG[/h3][p]From the Transplanetary League Space Station, take the red beacon gate to the newly discovered planet of Dorastag.[/p][p]As of press time, Dorastag was nearly uninhabited and there is no government as yet. No mayor, but you can request citizenship.. No signs of civilization at the portal area. [/p][p]Mists vary in color from golden…[/p][p][/p][p]…to pink tones.[/p][p][/p][p]The land is uneven, with striking vistas and interesting rock formations. The picturesque lakes are already drawing attention from visitors.[/p][p][/p][p]If you’re looking for a new home or just some scenic exploration, visit Dorastag this playtest.[/p][p][/p][p][/p][h3]PLAYTEST SCHEDULE[/h3][p]The playtests have resumed their usual Thursday-morning-through-Tuesday-morning cadence.[/p][p][/p][p][/p][h3]LOGO MERCH AVAILABLE[/h3][p]We currently have three sets of logo merchandise in stock:[/p]
  • [p]The Transplanetary League set[/p]
  • [p]The Stars Reach logo set[/p]
  • [p]The Infinite Worlds set[/p]
[p]You can visit the store here: https://starsreach.com/store [/p][h3]
HOW ELSE YOU CAN HELP?[/h3][h3]If there is one thing you can do to help us, you can wishlist us on Steam. This makes a difference for the algorithm and also helps on the day we eventually launch on Steam. Thank you for this support. [/h3][p][dynamiclink][/dynamiclink][/p]