No Man's SkyPS4 

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Its live on PS4 now, 11gb.

patchlog:
VIRTUAL REALITY
• No Man’s Sky is now fully playable in virtual reality.
• Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.
• Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.
GRAPHICS AND PERFORMANCE
• OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.
• Significant optimisations to asteroid generation.
• Significant optimisations to planet generation.
• Improved loading times.
• Significant optimisations to 2D rendering.
• Reduced memory usage across the game generally.
• Significant optimisations to cloud and terrain shaders.
• Significant optimisations to the animation LODing system.
• Added level-of-detail mesh optimisations to the majority of in-game assets.
• Significant optimisations for large bases.
• Revised HDR support, updated output curve in line with advances in HDR calibration.
• Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.
• Players with more than one GPU can now select which is used from Video Options.
• Many graphics settings no longer require a restart to apply.
• The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.
CONTROLS AND OPTIONS
• Added support for full rebinding of PC controls via Steam and OpenVR.
• Reworked all settings and options pages, making graphics settings more clear for PC players.
• Added options to disable vignette and scanline effects.
• Added the option to remove button holds and make all non-destructive clicks instant.
THE SPACE ANOMALY
• Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
• Significantly expanded and reworked the interior of the Space Anomaly.
• The Space Anomaly now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
• Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
• The network player cap has been raised to between 8 and 32 depending on platform and current location.
• Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of any other player currently on the Anomaly with them, as well as highlighting featured bases from the community.
• Moved multiplayer mission selection to the Nexus, a new hub area in the Space Anomaly.
• Added an interface for quickly finding other players to join on multiplayer missions.
• Added many new types of multiplayer mission.
• Automatic chat messages are broadcast when performing game actions, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
• Multiplayer missions now warp players directly to the mission location as they leave the Space Anomaly.
• Added the ability to display a custom player banner, adjustable at the Appearance Modifier.
• Player graves in multiplayer games will get reset to the current player’s system when returning to single player.
• A new save icon is used in multiplayer to highlight that while progress is saved, the player’s current position is not.
• Reworked the story missions to integrate Nada and Polo’s journey better with the story of Artemis.
• Added new story content for Nada and Polo.
• Reworked the tutorial and much of the early game mission flow.
• Added new and unique visuals for new NPCs aboard the Space Anomaly.
• Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
• Added an NPC to the Space Anomaly who will exchange milestone progress for nanites.
• Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.
USER INTERFACE
• Added a tech-tree style display for all the technologies, products and other recipes available in the game.
• Added technology and base part research stations to the Space Anomaly, allowing players to browse the full tech tree, plan their upgrades, and purchase new technologies with nanites.
• Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
• Some HUD icons now shrink to reduce visual noise.
• Adjusted the behaviour of compass markers while in the ship to better reflect the reality of navigating 3D space.
• Improved the UI for comparing and purchasing ships, Multi-Tools and freighters.
• Added a warning when trying to swap starships if you still have cargo aboard your old ship.
• Improved the inventory page, including making inventory sub-categories more clear.
• Changed text scrolling to a full wraparound rather than a bounce.
• Reduced the amount of bloom in cases that caused photosensitivity issues.
• Refiner output readings now correctly update when more resources are added to an input slot.
• Improved the visual style and clarity of the Buy/Sell filters on trade screens.
• Improved the icons used to display the class of ships, Multi-Tools, and other purchasable items.
• Updated the ‘Summon Vehicles’ icon on Quick Menu.
• The icons for summoning other ships in your collection now accurately reflect the appearance of those ships.
• Updated the visuals for the in-cockpit ship screens.
• Significant improvements to the chat box, including the ability to choose whether messages are sent to your group or the entire system.
• Moved substances, products and technologies to their own ‘Catalogue’, separate from the Guide.
• Added Guide entries for several new features.
• Increased the size of icons in the Catalogue.
• Improved the appearance of the dialog / NPC speech UI.
• Mission notifications / objectives are no longer hidden by the build menu, inventory or refiner screens.
• Added a new style of mission notification that gives more context to complex mission steps.
• The Galaxy Map has been totally overhauled for clarity and visual style.
NPCs AND INTERACTIONS
• NPCs can now walk around their environments and interact with environmental elements.
• Player locomotion is more responsive when running.
• Players can now sit on chairs.
• Improved the camera handling when sitting in a confined area.
• NPCs will respond to gestures performed by the player.
• NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
• Added all new NPC interactions at planetary salvage sites.
• Added all new NPC interactions at crashed ships.
• Significantly reworked all factory and monolith interactions.
• Changed the reward sequence for factory interactions to allow players to choose which product recipe they would like to learn.
• Reworked a large number of existing NPC interactions.
• Added a range of biome specific interactions for NPCs at planetary buildings.
• NPC pilots now leave their ships when landing at Space Stations and Trade Outposts.
• NPCs can now choose a chair to sit on, sit down for a while, then continue with their day.
• Geks occasionally swing their legs while sitting.
• Expanded the range of NPC moods and animations.
• Increased the richness of text interactions with additional audio, colours and NPC animations.
• Added different text printout speeds for each alien race, giving them their own style of ‘speech’.
• Added a chance for guest NPCs to visit Space Stations, eg the occasional Korvax may be found in the Space Station of a Vy’keen system.
• The Trade Outpost is treated as a building (for the purposes of providing hazard protection), but plays correct outdoor audio ambience.
• Added AutoTranslator technologies to the Exosuit that allow random words to be translated without being permanently unlocked.
• Fixed an issue where }} alien speech brackets would appear on a new line by themselves.
• Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
• Alien word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
• Players can practice using the words they know when speaking to alien lifeforms and observe the results.
BUILDING
• Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.
• Day/night cycles are now deterministic and synced between players.
• Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.
• Added a new photo-mode style building camera to allow easier placement of complex structures.
• Added the ability to scale some base parts.
• Added the ability to rotate some base parts around more than one axis.
• Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.
• Added wiring, allowing you to connect base parts that need power to your generators.
• Removed the manual fueling of many base technologies and replaced it with power grid requirements.
• Added power requirements to existing parts such as lights.
• Added a range of logic gates and switches, allowing for creative control of powered parts.
• Added new large-scale mineral and gas extractor base parts.
• Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.
• Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
• Overhauled the gravity simulation, improving the experience on dead planets.
• Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
• Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.
• Added the ability to jetpack while the Build Menu is open.
• Improved the visual effects of the Terrain Manipulator.
• Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.
• Added several new roof pieces, allowing players to build complete sloping roofs.
• Added new exocraft-sized doors that can be powered to open and close automatically as you approach.
• Added new interactable props, including customisable light boxes and audio frequency generators.
• Added a powered Sphere Generator that allows players to generate large movable spheres.
• Improved the visual effects when constructing base parts & technology.
BUG FIXES
• Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.
• Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.
• Fixed an issue where the third person player model would never look directly at the camera.
• Fixed an issue where ship rain audio was being played when it was not raining.
• Added creature sounds to the weird biome creatures.
• Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.
• Change Asian numerical separators to be correct format.
• Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.
• Fixed a number of item duplication exploits.
• Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.
• The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.
• Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.
• Miscellaneous text fixes.
DISCOVERY AND EXPLORATION
• Overhauled the Analysis Visor. Scanning of flora, fauna and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
• In VR, the Analysis Visor becomes Analysis Mode. Objects are scanned by aiming at them with the Multi-Tool.
• Custom Markers placed from the Analysis Visor now drop a physical object at the marker location.
• Significantly overhauled the Discovery Page to show a graphical representation of the system, as well as close up 3D representations of all discoveries and long text entries for fauna.
• Made butterflies and other flying creatures much easier to scan with the Analysis Visor.
• Added a new set of rare vibrant colour palettes for lush planets.
• Creature markers in the Analysis Visor now display how far away the creature is.
• Fixed an issue where creatures would never poop once they had been scared by a predator.
• Predator creatures no longer target and attack players when they are in an interaction.
• Creatures will no longer attack players who are in their ships.
• Improved the clarity and display of warning icons on predatory or angry creatures.
• Fix for biological horrors not playing their death effects for network players.
• Fix for incorrect fauna level being displayed in the Analysis Visor.
• Added creature marker to display their current mental state.
• Added new wild plants to all biomes.
• Added the ability to cook plant and animal products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
• Eating food provides a boost to your life support.
• Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to learn their bait preferences.
• Killing creatures also allows the harvesting of several new food products.
• Added an NPC to the Space Anomaly who will judge the player’s cooking ability.
• Renamed Coprite to Faecium.
• Added compass and HUD icons to Faecium deposits.
• Improved the visuals of Faceium deposits.
• Added a base part that will attract creatures to your base and automatically feed them.
• Added a base part that will automatically extract milk and other relevant resources from nearby creatures that are ready to be harvested.
• Throwing bait can attract a large number of creatures to one location.
• Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
• Creatures that have been tamed by supplying their desired bait can be ridden. Creatures will still attempt to go about their own business, but their routines can be shaped by their rider.
• Upper body gestures may be used when seated or riding a creature.
• The Nutrient Processor and the Portable Refiner now display a marker when they are not placed within a base.
VISUAL POLISH
• Nada and Polo now use a larger range of animations.
• Improved the visuals for the Space Station entrance beam.
• Entirely reworked and expanded the cockpits of all ships.
• Increased the amount by which you can look around the starship cockpit.
• Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
• Starship exteriors can now be seen while inside the starship.
• Improved the particle effects for the Scatter Blaster and the Blaze Javelin.
• Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
• Improved the visual detail on fighters, haulers and shuttles.
• Added ramps to the front of the Space Station balcony platforms.
• Fixed a number of issues where trees and rocks could not be run over by Exocraft.
• Trade Outposts now have ladders to climb up to the platform.
QUALITY OF LIFE
• The Exosuit torch can now be turned on whatever the time of day.
• While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.
• Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
• Technology can now be moved after installation.
• Significantly overhauled the system for pinning instructions for building technologies, products and base parts.
• Added the ability to pin a substance and receive directions for where to find it.
• Removed the Advanced Mining Laser requirement from large trees on lush planets.
• Added an Antimatter Reactor base part that generates antimatter over time.
• Added specific efficient Starshield Batteries for use in starship combat.
• Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.
• Increased the base mining speed of the Mining Beam.
• Fixed a bug that caused resource notifications to stack up while playing without the HUD.
• Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.
• Added alerts when new items are encountered or recorded to the Catalogue.
• Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.
• Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
• Added an extra slot to the starting Multi-Tool.
• When installing an upgrade module, the correct inventory is automatically selected.
• Adjusted the probabilities of low, medium and high security planets in Normal Mode.
• Adjusted the timers of Sentinel patrols on lower security planets.
• In normal mode, allowed some planets to never spawn Sentinel drones.
• Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.
• Increased the base speed of all Refiner units.
• In normal mode, increased the slot storage limit for substances from 250 to 10,000.
• Increased the wealth levels at which higher tiers of pirates will attack.
• Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.
• Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.
• Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
• Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.
• Added a note on the interaction label of NPCs that have already been visited.
• When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
• Adjusted the frequency of rare asteroids.
• When buying a freighter, it now comes with some basic cargo already in the inventory.
• Increased the minimum speed while in space combat, creating better combat handling in most conditions.
• Increased the maximum speed while flying in space.
• Added a degree of roll when banking in planetary flight.
• The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
• Added a cockpit throttle indicator to show current thrust settings.
• The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.
• The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.
• When charging the Pulse Engine, the current autopilot target marker is now highlighted.
• Missions now add hints to highlight the relevant items in the build and crafting menus.
• Inventory popups are now closed automatically if you click outside of them.
• Tweaked the weighting of mission selection in the mission board to give a better range of available missions.
• Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.
• Added several new environmental protection Exosuit upgrades.
• Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.
• Increased the default stack size for Ammunition.
• The Mining Beam now has a much higher base heat capacity.
• Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.
 
I love that game but given the overwhelming amount of breaking bugs i had after the "Next" update, i'm a bit scared seeing the size of this patch notes :lol:
 
I looked at the patch notes, and I laughed at the final entry:

CHAIRS
You are now able to sit on chairs.

This Spec 2.0 may be the thing that completely vindicates NMS. Glad I kept my copy since day 1, even if it did collect dust for a couple months or so.
 
That has to be one of the longest sets of patch/update notes I've ever seen. It's going to be a long wait for the weekend so I can spend some VR time with it...

I looked at the patch notes, and I laughed at the final entry:

CHAIRS
You are now able to sit on chairs.


This Spec 2.0 may be the thing that completely vindicates NMS. Glad I kept my copy since day 1, even if it did collect dust for a couple months or so.

According to one of the articles I read earlier, this was apparently a much requested thing!
 
Can't wait to crack open the case again and I think I'll be starting a new save for exclusively using VR in. So excited! Going to spend so much time baking cakes.
 
Can't wait to crack open the case again and I think I'll be starting a new save for exclusively using VR in. So excited! Going to spend so much time baking cakes.
I'm considering this too, but i'm afraid i'd regret it once i face a grind part of the game.
 
I'm considering this too, but i'm afraid i'd regret it once i face a grind part of the game.

Not that I've spent a fair part of this morning reading everything I could find about it or anything... but I've seen it mentioned more than once that some of the updates/new features are specifically aimed at reducing 'grindiness'. Hopefully that's the case (though I have no 'before' to compare to as I only just bought the game) - I don't mind a bit of grind, in fact having to do some work to achieve something is part of any good game, it's pointless repetition that bugs me.
 
Initial impressions of VR: get rid of teleport movement ASAP.

The frame rate is a near constant 60+ FPS which is really nice. However, the more time you spend in a space anomaly, the slower the frame rate gets, until leaving. I also experienced a couple crashes from being in there too long.

It’s probably better to play with the Move controllers than the DS4, as doing certain things with the multi-tool was a tad awkward. Still is nice to actually have what feels like a mouse aiming instead of the left/right sticks.

Ship combat felt like it was just aim at the ship you’re shooting at and it’ll most likely hit it. The little aim reticule seemed useless, but maybe it’s because I didn’t do much fighting.

Also I got a tad motion sick, but that’s probably from sitting in a chair doing everything instead of standing up.

Oh and being able to store over 2800 (highest I’ve gotten it) of one item in the exosuit cargo slots is probably the best thing added.
 
I had just gone through the trouble of system jumping to upgrade my suit storage, so now I'll have even more room? Nice.

Wonder if the economy thing still works, if you know what I mean. I had recently discovered that too, and certainly took care of my money issues.
 
PC update is live now (5,8gb) :bowdown:

I tested it on ps4pro, game crashed when i was repairing ship in toturial mission.
I hope the PC version runs better, i mean without crash, performance on pro was nice! 60fps
 
Wouldn't be No Mans Sky if it didn't crash after an update! Those of us that have played this since pre ordering it know these things.
 
The Nexus, Nada's and Polo's place, is very heavy on the console. Multiple crashes there and other little bugs. Had about 4 to 5 crashes in two hour session. Remember to use Hello Games' bug reporting tool folks!
 
Sad to hear, i hope they can fix it soon:) Looks great now, such a deep immersive world. Started on a dark snow planet with forrest. Its cold but maybe i just stay here forever LOOOL :)

edit: performance on pc is not realy good yet, just playing arround with settings. It looks amazing but it start stuttering after some meters running(some kind of reloading,generating whatever) then fps drops to 40-50, after this short loadstutter it runs buttersmooth again at 60fps. That sucks:(
 
Interestingly, disabling boost mode on my PS4 pro stopped the nexus crashing. It still has the irritating bug of not being able to talk to NPCs over half the time, but at least I can spend more than 5 minutes in the anomaly without crashing.
 
Interestingly, disabling boost mode on my PS4 pro stopped the nexus crashing. It still has the irritating bug of not being able to talk to NPCs over half the time, but at least I can spend more than 5 minutes in the anomaly without crashing.

Did you try to activate framerate limit in game options? That will let the game run in locked 30fps insteed of 60fps. This hurt your eyes but maybe helps from crashes. Also the pro dont start running fan at full trottle rocket thruster mode^^
 
I've been reading that Survival difficulty is pretty tedious in the game. Do you guys suggest a normal difficulty to start? I don't mind a challenge but I also don't have hours and hours each day to grind on the game.

Also, is it possible to create multiple saves?
 
I've been reading that Survival difficulty is pretty tedious in the game. Do you guys suggest a normal difficulty to start? I don't mind a challenge but I also don't have hours and hours each day to grind on the game.

Like some games there are speed bumps but once you get over them it can be smooth sailing.

Also, is it possible to create multiple saves?

You get 5 save slots.
 
I hope the PC version runs better, i mean without crash, performance on pro was nice! 60fps
I just played a few minutes on PC with a Rift, and performances weren't that great (R2600+GTX1080). Also, on my existing save, the game didn't trigger the VR control tutorial. I involuntary board my ship then involuntary taken off then gone straight to be stuck in a giant structure in an uncontrollable ship. I alt-f4 in panic, not knowing the consequence of dying there (i only died once before while wrongly thinking being "paused and safe" in a menu)
 
Flying around on planets is epic. Blasting a hole through a large asteroid and flying through it is more epic.

Not good is docking. It just blanks the screen until you are on final approach.
 
PSVR with the Move Controllers is so much better than the DS4, despite having to deal with the really sensitive ship flying. Not only does it give zero motion sickness, but it also makes for some hilariously awesome moments. Apparently, you can now punch sentinels to death, and the punches do a lot of damage!
 
edit: performance on pc is not realy good yet, just playing arround with settings. It looks amazing but it start stuttering after some meters running(some kind of reloading,generating whatever) then fps drops to 40-50, after this short loadstutter it runs buttersmooth again at 60fps. That sucks:(
Hello Games mentioned they're now loading shaders dynamically instead of all-at-once at the start of the game to reduce load time. But load time (on my end) still sucks, and there are these dips now (presumably because it's loading shaders as you go).
 
Lights off. Volume on 30 (it's usually 12). I pass through stars on the loading screen to the awesome soundtrack before waking up groggy on what looks to be a nice planet. It's daytime, about 67F but my suit shows constant radiation over 5. As I try to figure out how to change from 3rd person view and read some info about my gear, my exo suit alerts me that it has run out of shield and needs sodium. I scramble to get inside a nearby cave, but the radiation doesn't go away. I don't see any sodium and my scanner doesn't work. The vegetation inside the cave is also trying to kill me and gives off toxins if I get too close. Not a good start.

Eventually, I repair my scanner, find some sodium to recharge the suit and locate my ship. The site is over a ridge which I climb up to get a better view. It is here with the advantage of elevation that I finally come to grips with my surroundings; The sky is a light shade of green with ships constantly flying overhead. There are trees and plants everywhere but no grass. I can just make out some fauna walking aimlessly near my ship so I head that way. After checking the ship's condition and recharging my suit, I head off to find a hermetic seal. Except after about a minute of walking, I receive an alert that a storm is incoming. I sprint back towards the ship just in time to get in before the sky turns red. According to my ship's readout, radiation has increased to almost 10 and I can hear the wind howling from inside the cockpit.

I take this time to go over my inventory and learn about the type of minerals and tools in my inventory. By the time the storm ends it is night and I can see the stars. The sky is now a very dark shade of green, almost black, with light green clouds passing overhead. I can't make out a moon or other planets from my seat but I can see the stars. I decide to exit the ship to resume my search for parts, noting the temperature has dropped to about 0 degrees F.

After fixing the ship and reading prompts to take to the stars, I hesitate after locating some buildings on my scanner. My curiosity leads me to some way points and broken machines that I spot from the sky. I also meet my first Sentinel who hovers around my ship and I at the way point station. Along the way, I research any unknown rock, plant or animal I come across. Unfortunately, all the planet hopping has drained my ship's launch fuel. I find some plants that are composed of carbon and small amounts of uranium to build up enough fuel to take off. This time, I am determined to reach space.

Immediately after exiting the atmosphere, I am faced with an enormous planet surrounded in rings. The planet seems much darker in color to the one I am departing and takes up almost my entire cockpit window. The ship's computer tells me I can be on the planet in an hour or about 10 minutes with boost. Hyper drive will get me there in half a minute. Before I speed towards the giant rock, I turn around to view the planet I had just spent a few days on. It is yellowish green and almost looks gaseous from above. As I turn back to face my destination, I catch a sun to my left that I hadn't noticed. It is yellow and very far away.

Entry to this new planet is not straightforward; there are what appear to be millions of small rocks that make up the rings and I have to shoot a path to get through. The rocks provide gold and silver for my efforts however. My ship tells me the planet has copper and salt that I can also take advantage of. From space, the planet seems like it has cracks running in all directions. As I break through the atmosphere, I see that the cracks are actually water and there are islands everywhere separated by rivers and in some cases, large lakes. The first few islands seem barren and just contain rocks but as I fly around more I can see some islands with large trees scattered around.

I am drawn by a dot on my radar which turns out to be a building. I land my ship nearby to find a way point outpost with a robot for trading. Just next to the camp are also some strange looking pods which have pearls inside. Each pearl is very valuable but I can only hold 5 in each inventory slot. Luckily, the trader is just a few feet away to offload them. The environment seems much better than the first planet with no radiation. Temperature is in the 60's Fahrenheit again in the day but once the sun goes down, the temperature quickly drops to -20's and then -40's. I decide to activate the way point to see if anything else is around...

.......................................................

This game is amazing, I can see myself stuck in it for days on end and I had a great first experience. It was a little tough in the beginning trying to find the controls and figuring out what needed to go where but I didn't want to waste time with a tutorial. I also didn't realize that time wasn't stopped when you are in inventory. I'm not sure why I assumed it did, maybe too much Fallout 4 time in the PipBoy, but I quickly found out that the world keeps on going. I think my favorite part was making new discoveries and finding out what the different plants, rocks and animals are made of. I haven't tried to rename anything but I want to start to do that next.

I did unfortunately have two crashes, both at the end of playing. The game crashed immediately after I got off my ship on the new planet. It had just started telling me the planet's details and had switched to a new camera that pans over the surroundings. The 2nd time it crashed was a few minutes later when I activated the way point. It went to the camera where it shoots up into the sky and crashed before going all the way up. Seems like making a save before activating or initiating a cut scene is a smart move. Luckily, it auto saved when I exited my ship before the first crash.

It was late anyway so I went to bed but I got over 2 hours of initial game play before it crashed. Regular PS4 by the way. One regret I have is that I didn't upload my discoveries to the Atlas/database or whatever. Hopefully I can at least do that so I can remember the names of the planets and galaxy. I also need to get a new USB stick to upload some pictures. I can't wait to jump back in.
 
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Thinking I may bring this back up and do another creative save and see where it leads me.
Not today of course since have to wait for all those bugs to be fixed, and the crashes.
 
Thinking I may bring this back up and do another creative save and see where it leads me.
Not today of course since have to wait for all those bugs to be fixed, and the crashes.

I woke up this morning and saw that the PS4 had downloaded another patch. Can't find any info on what it was, though. Probably some bug fixes.
 
Im also totally lost in space :D Its so immersive and even in starmap you got dynamic music!
Normaly first i did is turn off music in games, but here it is realy great, well decent.
So deep questions about life and future, that come in mind while playing.
This game is a psychedelic experience HAHA :)

:dopey:
 
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