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Anti Frustration Features / No Man's Sky

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With several years and many, many updates under its belt, it comes as no surprise that No Man's Sky has acquired dozens and dozens of Anti-Frustration Features over the course of its life. Features are listed by the update that first added them.


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    Launch game (August 2016) 
  • When you use a Teleport Terminus, your starship will warp with you to the Space Station on other side and be docked, ready for use.
  • Landing Pads don't cost any Launch Fuel to use, and appeared in the Foundation update as a Base part.
  • When climbing up sheer surfaces, the Jetpack's fuel never depletes.
  • While you initially can't understand Gek, V'keen or Korvax, a textual reaction from your character provides enough context to get the jist of it. You will not however get specifics, so you will need to know specific words to solve puzzles from them and Monoliths without relying on pure guesswork.
  • In the Day Zero update, 1.03, planetary rotation was disabled as play-testing revealed that it only confused players. For example, if you landed on a planet and then took off half an in-game day later, you'd leave facing the opposite direction and have to fly around the planet to get back to where you were.

    Foundation (November 2016) 
  • The Quick Menu was added that allowed the player to quickly perform functions and tasks with a few presses of the D-Pad rather than navigating the menus. This included recharging systems, a god-send for those sick of having to manually pause and drag elements to recharge their shields in the middle of a dogfight.
  • Deployable equipment was added, one of which was the Save Point that allowed players to Save anywhere on a planet, rather than by exiting their Starship only.
  • Enhanced Mining Beam upgrades allow players to mine resources faster, addressing a common complaint about the game at launch. Much later, the Exocraft mining lasers got vastly increased power to make them more viable alternatives.
  • Objects and items can now stack, and stack sizes overall were later greatly increased to address complaints of limited resource gathering.
  • Scanning creatures, and flying ones especially, used to require keeping your Scanner pinned to it like a hawk, making flying creature scans all but impossible. Until this was addressed in this update, the best way to scan a flying creature was to shoot it out of the sky and scan its corpse.
  • The Suit VO for low life support and hazard protection used to sound off at 99, 75, 50, 25, 10 and 5 percent. Now it's just 99 and the latter three, while the rest are text warnings only.
  • Inventory access was greatly improved with the Quick Menu, as you no longer had to pause the game to do things like refuel the ship.
  • At first the resources that provided power and fuel were only categorized with red, blue and yellow symbols, frustrating if you were looking for something specific. In this update the symbols became unique for each resource, making things clearer.
  • Originally what a planet looked like from space didn't reflect what it was like when you got close to the ground, including the biome. This was improved over time starting with this update, eventually to the point that you can see accurate continental masses from space, which helps when scouting coastlines to land on.
  • The yellow Zinc plant (replaced with Sodium in the NEXT update) was adjusted so that it was more obvious when you already got resources from one. Eventually all the other plants got this as well, but the Zinc plant was easily the hardest to tell apart.
  • Planets can now have their weather, resource and Sentinel info scanned from space. Before this, players had to land on a planet and explore it first to discover these things. With the Living Ship update, this information was remembered permanently after the first scan.

    Path Finder (March 2017) 
  • In Survival Mode, if your ship gets destroyed in space it'll now crash-land on a planet, allowing you to fix your ship like in the beginning of the game rather than dying outright.
  • Exocraft were added to greatly increase the traversal speed, as well as holding their own Inventories and being able to locate points of interest.
  • Players with Freighters can now use them to store multiple Starships.
  • Starships now come in Classes specializing in Combat, Exploration and Storage, which dovetails well with the previous feature to let players switch Starships for the current need. For example, you can switch from a Combat ship after taking down Space Pirates to a Storage one for a mining job.
  • When repairing a crashed Starship, claiming it and then docking in your Freighter will move your old one to the hangar. If you claim a crashed Starship and then dock using your previous one, the crashed Starship will appear in the hangar instead, allowing you to take it with you throughout the for easier repairs, effectively turning it into a project spaceship.
  • When purchasing a Starship, you can now trade in your current one, subtracting its value from the price of the new one.
  • You can now return to the Game Mode Select from the pause menu, meaning you can switch game modes (and later saves) without having to quit the game entirely.
  • In the Foundation update, deleting a room would delete everything in it but only redeem the materials of the room object. After this update, the contents of the room are redeemed as well.

Patch 1.22

  • Exocraft Geobays can be crafted on any planet, rather than just worlds where you have a Base, making them more viable as exploration tools.

    Atlas Rises (August 2017) 
  • Instead of having to hold ten Atlas Stones, you now craft ten Atlas Seeds, each of which are used to craft the next one, meaning you won't normally have more than one of them in your Inventory at a time.
  • Freighters can now be used to travel between systems with much longer ranges than a starship, and can make several jumps on a single Warp Cell.
  • A proper Mission Log was added to track every mission you have active and select which one to track.
  • An in-game guide was added that explains practically everything in the game, in case you need a refresher on how a game mechanic works.
  • You can now use a Communicator to pay or negotiate with any incoming pirates to not attack you, helpful if your ship can't handle a fight.
  • The Quick Menu now allows you to summon your Starship from anywhere on a planet's surface, so you don't have to walk back to it.
  • The Inventory has been expanded with a Technology Tab just for, well, installable technology. This helps free up slots in the normal Inventory for resources and items.
  • Landing on a planet no longer auto-ejects you from the ship, allowing you to survey a planet in safety before committing to it.
  • When mining for resource crystals, the Scanner will generate individual markers for the smaller crystals to help pick them out in the grass.
  • An Inventory Swap command was added to instantly move stuff between Inventories rather than picking them up, tabbing over and then dropping them down.
  • You now receive Nanites as soon as you activate a Save Beacon, rather than for manually uploading them in the Discoveries menu.

Patch 1.34

  • Terminus Teleporters in Space Stations now allow you to warp to previously-visited Space Stations and any of your Bases (as well as your Friends later on).
  • Scanning something will display the number of units you just earned for the scan.

Patch 1.35

  • You can now craft more products on top of an existing stack. Before you would have to craft them in an empty slot first and then stack them, which is aggravating when you don't have many Inventory slots.

Patch 1.37

  • The Economy Scanner can be used while in space to locate a Trade Outpost to land on, which costs no Launch Thruster Fuel to take off from.
  • Farming Specialist missions now allow you to grow plants anywhere to complete them, rather than outside the Base the Farming Specialist in.
  • Factory and Harvester buildings no longer award recipes you already know.
  • The Discovery Page now has an Upload All button, meaning you don't have to manually find and upload them all.
  • If you're in a different star system from a mission's destination, some Missions allow you to use the Log to reset it to appear in your current system.

Patch 1.38

  • The Game Mode screen was replaced with five save slots, each one able to played with a specific game mode. Before this you could only have one save per mode.
  • The Analysis Visor can now scan ships to determine their class and monetary value, and later Frigates too. This lets you get an idea of a ship's value to you without having to wait for it to land so you can talk to its pilot.
  • Trade Outposts now shield players from extreme weather conditions.
  • You can now sell items from your ship at Trade Terminals, meaning you don't have to put them in your Exosuit Inventory first.

    NEXT (July 2018) 
  • Bases and Teleporters can now be built anywhere on any planet, rather than at specific base-building points (which do still exist for nice circles of flat terrain).
  • You can now have several Bases at once; before this even a Freighter Base would require deleting your previous one.
  • The limits on Base complexity and building space were increased substantially.
    • When you DO hit the Base limit, you aren't able to build the next piece, rather than another piece being deleted to accommodate for the one you just put in.
  • The path from a Freighter's Hangar to its bridge was changed from a confusing H layout to a more navigable Y one.
  • Points of interest can now be tagged from the Analysis Visor so the player can track them more easily.
  • You can now use the D-Pad to split an item stack and move only a portion of it.
  • Higher-grade Sentinels now appear in delayed waves, allowing the player to flee if the next wave is too hot to handle.
  • Deployable Tech like Save Beacons can now be picked up and stored in your Inventory, allowing you to use them again later.
  • You can now summon a specific Starship or Exocraft from the Quick Menu rather than just the most recently-used one.
  • The light bars on your backpack are now functional meters for life support and hazard protection that flash when they're low.
  • Nanites have been changed from a resource to a proper currency, meaning they no longer take up space in your Inventory.
  • Scanning a ship will now also display their Inventory and Technology slots.
  • Recipes can now be pinned to the HUD and Mission Log, including detailed requirements.
  • Red danger icons have been added to hazardous plants in the Analysis Visor.
  • The Colossus' speed and fuel consumption has been improved so it can travel longer and faster. In the Exo Mech update, the other Exocraft were made faster as well.
  • The Exosuit's starting Inventory size has been increased, and the Cargo Inventory can be made even larger than it could before.
    • Exosuit Upgrades can now be purchased once at each Space Station which, while expensive, allows players to more easily expand their on-hand storage over searching for them on a planet.
  • Crafted items in the Exosuit can now stack to 5 just like the Starship Inventory.
  • Terrain objects are automatically destroyed if you fly into them with your ship.
  • If you're using the Pulse Drive to fly to a target on the other side of a planet, your Starship will now automatically fly around it as low as possible. Before the player had to manually (and clumsily) do this themselves, frustrating if the target was on the opposite side of the planet.
  • If the Starship is aligned to a marker before activating the Pulse Drive, then it will now cleanly guide the ship safely around a planet's atmosphere in a curved path. Before this, players had to take a "two point" approach by boosting away, stopping, and then redirecting the ship to face the marker (hoping it was in direct view and didn't require a third jump!).

Patch 1.56

  • Launch Thruster Fuel now completely refills them, although the cost of a launch was increased slightly.
  • The Jetpack now refuels instantly on a Space Station, making it more convenient to skip the ramp or fly to the opposite balcony.
  • Farming plants now grow even when the game is turned off, although for balance their growth times are much longer.
  • The Space Anomaly's marker is now at the entrance rather than the center, to make it more convenient when Pulse Driving to it.

Patch 1.60

  • Dying after falling into space no longer removes items from your Inventory, which would normally require an awkward retrieval flight with your starship. In Permadeath mode, you'll simply be reset without consequence.
  • Exocraft Geobays can now be built on top of structures rather than just on solid ground.

Patch 1.63

  • Exocraft Summoning Stations can be built that allow Exocraft to be summoned anywhere on that planet. In the Living Ship update, they let you summon Exocraft from anywhere in that system.
  • When teleporting to your Base, if you have a Landing Pad your Starship will be on it rather than on the ground as before.
  • When warping in your Freighter, all Starships not in use will be moved to its hangar, preventing them from becoming lost.

    The Abyss (October 2018) 
  • Thanks to a swimming overhaul, you no longer sink at the water's surface, and can use the Jetpack underwater.
  • Friends can now repair damaged Frigates during multiplayer.
  • Sentinels no longer spawn or follow you underwater.
  • Underwater fauna now spawns more frequently, making it easier to add them to your Discoveries page.
  • Black Holes now have an off-screen marker to make them easier to find in a system.

    Visions (November 2018) 
  • The Sentinel Wanted level decays as the cooldown timer does, making it easier to escape.
  • A Not Owned filter was added to the Quicksilver Shop to make it easier to peruse items you don't have yet.
  • Anomalous planets now have identifiable descriptors so you can tell what type they are (handy when searching for specific Reality Glitches). With the exception of cybernetic worlds, all anomalous worlds appear identical from space, being landlocked with identical textures when seen from space.
  • Discoveries are no longer shared between players in a Multiplayer session. While this means you can't work to a common goal, it does mean that Unit rewards for scans can be earned between all players.

    Beyond (August 2019) 
  • The Space Anomaly can now be summoned in space after you encounter it for the first time, rather than appearing randomly as before.
  • Blueprints are now organized in technology trees accessible from the Space Anomaly and purchasable with Nanites.
  • Sentinels have been made less frequent and aggressive, making resource gather much less irritating.
  • The base speed of the Mining Beam and Terrain Manipulator has been increased, as have the speed of Refiners. The Mining Beam also has a much higher base heat capacity and now increases its mining speed the more you push it to overheating, benefiting long mining sessions.
  • Mined resources (such as Ferrite Dust, Carbon and Mordite) now stack up to 99,999, improving the early game where you have few Inventory slots.
  • Technology can now finally be moved to different slots, allowing players to move tech into the Technology Tab, or experiment with the chaining system that increases the buffs of adjacent upgrades.
  • Warp Hypercores have been added that have enough fuel for five warp jumps, rather than just one like with normal Warp Cells.
  • Technology can now be installed in individual stages similar to repairs. This allows you to install tech without building it first, reminding you what you need to work towards, and lets you dump in each resource as you gather enough rather than keeping them all laying around in your Inventory.
  • Two extra ramps have been added to the exit-facing ends of the Space Station balconies. This is for players with basic Jetpacks who can't yet fly up to them, and would instead have to go to the ramps at the back of the Space Station if their ship docked on one of the forward landing pads.
  • The Launch System Recharger has been added that automatically recharges Launch Thrusters. With the Living Ship update, they recharge even when you're in the ship while landed.
  • When learning an alien word from a native, you can now pick which category of word to learn.
  • Similar word variations, such as plurals, are now learnt all at once.
  • The base building Place button has been remapped to the right trigger, so that you can use the Jetpack while building.
  • Accessibility controllers are now natively supported by the game, and all controls are able to be remapped.
  • Many PC graphics settings don't require a restart to be applied anymore.
  • Player Graves will be reset to the current player's system when returning to single player from a multiplayer session.
  • When trading in a new starship, you'll get a warning if you have cargo in your old one that's about to be deleted forever.
  • You can now choose which product recipe you want to learn from a Factory, rather than being gifted a random one.
  • AutoTranslater tech can be installed that temporarily translates randoms words in a conversation.
  • Many Base elements have lost their fuel requirement, instead needing to be connected to the new power system.
  • Short-Range Teleporters have been added as a Base part, allowing more convenient navigation such as bypassing ladders, as well as allowing for secret rooms.
  • The Analysis Visor now scans with a button press, rather than automatically.
  • Butterflies are now much easier to Scan with the Analysis Visor, similar to birds from the Foundation update.
  • Predator creatures no longer attack the player mid-conversation.
  • The Nutrient Processor and Portable Refiner now display a map marker when they aren't placed at a Base.
  • Trade Outposts now have ladders to help climb up them from the ground, for players with limited Jetpacks.
  • The central cockpit screen now displays Pulse Engine Fuel while it's in use.
  • Glass can now be crafted using Silicate Powder, gained from using the Terrain Manipulator on the ground on any planet. Before players would have to make Glass with Frost Crystals from plants found only on ice worlds.
  • NPCs that have already been visited are now marked as such, handy when going through a community to learn new words.
  • Procedural Upgrade blueprints now favour the player's current setup to provide upgrades that are needed.

    Synthesis (November 2019) 
  • A Starship Outfitting Terminal has been added to FINALLY add more Inventory slots and upgrade their class (opening up even more). It also allows you to dispose of ships to free up spots for new ones on your Freighter.
  • The Terrain Editor now has a Flatten module to make flat terrain, and a Restore module to return terrain to its original geometry. Previously you had to place floor tiles to flatten terrain.
    • Terrain edits made via Base parts are now protected from terrain regeneration. That is now done automatically when you delete the part, meaning you aren't left with gaping holes when renovating a Base.
  • You can now save three character loadouts in the Customizer, handy if you like switching races.
  • The Inventory now supports item swapping.
  • Storage Containers have been upgraded from 5 slots to 20, and can now be named.
  • The Exosuit can have a Personal Refiner installed, a basic refiner that operates on the player's back, even while inside your Starship (handy for multi-tasking while travelling to another planet).
  • You can now own more than one Multi-Tool and switch them from the Quick Menu. This allows for having, say, a Multi-Tool for gunplay with many firing types and upgrades, and another one purely for Scanning with upgrades to distance and credits earned for Discoveries.
  • The Bio-Dome now has an automatic harvester prompt, allowing you to harvest all sixteen plants in it at once.
  • Many Base parts such as Underwater rooms, Biofuel Generators and Solar Panels cost much less resources to build.
  • Galactic Trade Terminals now automatically open to the shop interface.
  • Starship weapon popups now display their peak damage output, including any installed upgrades.
  • Grenade-type weapons now require the Multi-Tool to actually be equipped before firing, to prevent accidental firing while in a menu.
  • The Torch now turns on automatically when entering a dark area or at nightfall.
  • The Pulse Drive can now be used after surviving space combat for long enough, allowing less powerful ships to avoid combat until escape is possible.
  • You can now retain and gain Teleport destinations for places outside of your current galaxy.
  • NPCs no longer land on the last unoccupied Landing Pad on your Base, which would prevent you from landing.
  • The colour of Mineral Deposits and Buried Technology have been changed from cyan to white in the Analysis Visor, making it easier to pick them out among the various icons.

Patch 2.23

  • Procedural movement upgrades now always include Jetpack Tank upgrades, since Jetpacks are the most common method of travelling somewhere quickly and thus more desireable than any other stat update on offer.

Patch 2.24

  • Galactic Trade Terminals now default to buying rather than selling, to prevent players from accidentally selling something important.
  • You can now see a Starship's stats through the Analysis Visor, including their class, purchase cost and Storage Slot count, making it much easier to search for one you want.
  • In a base, plants get slightly bigger as they grow, making it easier to tell when they can be harvested.
  • Interactive objects, like Knowledge Stones and so-on, have their markers removed from the compass and Analysis Visor so that the player can't be led back to one they've already used.
  • Base-building Nexus missions no longer send you to planets with extreme Sentinel activity that get in your way.
  • Vortex Cubes and Submerged Relics no longer get destroyed by the Terrain Manipulator you may be using to get to them.
  • The Exocraft camera now slides up a bit when a weapon or mining beam is fired to make it easier to aim them. Before this, the vehicle would visibly block anything you pointed them at.

    Living Ship (February 2020) 
  • A new command has been added to instantly divide an Inventory stack in half while moving it, and can be used several times.
  • Multiplayer parties can now exit the Anomaly as a group even when a Mission isn't active.

Patch 2.32

  • It's now possible to upgrade installed Living Ship upgrades with Nanites. Considering how utterly rare it is to get these upgrades at all, this significantly helps when getting an upgrade that isn't S-Class.
  • You can also toggle the Auto Torch entirely if you find it that annoying.

    Exo Mech (April 2020) 
  • Exocraft can now be upgraded with solar panels to refuel them during the day.
  • Exocraft with Signal Boosters can now perform scans to ping points of interest normally spotted with an Analysis Visor.
  • Freighters can now have an Orbital Exocraft Materializer built on them, allowing your Exocraft to be summoned in the same system as the Freighter and negating the need to build Exocraft Bays for them.
  • A new Electrical Cloaking Utility can be built to toggle the appearance of Power Lines when not in construction mode, meaning wires don't have to be made needlessly complicated by threading them neatly along structures.
  • The Exocraft page in the Guide now allows you to activate a special mission that guides you through the process of unlocking and upgrading one.
  • When you teleport to a Base via the Space Anomaly, you can now use the Quick Menu to return directly to the Anomaly.

    Crossplay (June 2020) 
  • If you've been listed for a Nexus mission at the Anomaly that hasn't been started yet, you'll get a warning message when entering your ship (since leaving will disconnect you from that Nexus mission).

Patch 2.52

  • You are now required to confirm a Friend Request before you're added to somebody else's Friend List.

    Desolation (July 2020) 
  • New Derelict Freighter missions provide huge amounts of Nanites, meaning endgame-level players can now save up for blueprint and starship upgrades more easily.
  • The new biological horrors found in Horrific Nests will despawn if you get killed (whether by them, freezing to death or by your own bouncing grenades), meaning you don't have to put up with them as you return to your grave for your Inventory.
  • Auto-Expanding Freighter Modules allow you to FINALLY upgrade your Freighter's Storage and Tech slots. This means that lower-class Freighters can now be fitted with valuable Hyperdrive upgrades.
  • Storage Containers on a Freighter can now be accessed via tabs in the Inventory menu if they're in the same system as you. Combined with a Matter Beam, this hugely impacts inventory management as it means you can have up to 200 high-capacity storage slots at your beck and call at any time, on top of the Freighter itself.
  • Teleporters can now be built aboard Freighters, letting you warp to places with greater convenience, and even create secret rooms by deleting the ladders to them.
  • Anomalies can now be manually triggered with Anomaly Detection Beacons found in asteroids; previously they could only be encountered ambiently through Pulse Drives, which was very rare. This greatly benefits Living Ships as they can only be upgraded by encountering specific Anomalies.
  • Hover text has been added to all options in the Customizer, which is important because the buttons use numbers rather than pictures.
  • Dig Site Nexus Missions now allow progress from any type of bone rather than only very rare ones.
  • The Repair Kit item has been added that can be used to repair a damaged component of a technology piece, which will be frequent when going through Black Holes, using the Instability Drive to warp out of trouble, or just plain getting killed. These can be found in derelict freighters, and later purchased from Scrap Dealers on space stations.
  • When purchasing a new paint colour for your Freighter, you get both the light and dark shades of a colour in a single purchase.

Patch 2.61

  • Ladders in derelict freighters are now oriented so that the player will always face towards the next room when dismounting them.
  • If you collect both derelict freighter logs and use the engineering control panel, the Mission will always be progressed even if you haven't explored all the rooms.

    Origins (September 2020) 
  • When the galaxy got additional planetary features such as larger mountain ranges and volcanoes in this update, planets that had been discovered retained their existing topology and general biome (although many switched to a variant such as swampland).
  • The Teleporter Terminus UI is now consistent with the one on the Space Anomaly, allowing visual previews of Base destinations. It also now displays information about the planet and system such as the weather and economy.
  • The Discoveries page now gives location and time of day information for Creatures to find.
  • Many lesser-used crafting products were removed from the game to reduce Inventory clutter.
  • The stack size of specialist survival products has been increased, as has that of Glass.
  • Similar to Starships, Multi-Tools can now be upgraded at a terminal in the Space Station, allowing players the ability to improve their existing equipment rather than search for better ones.
  • Portals no longer have interference when travelling through them, allowing players to summon their Freighters and use Teleporters to explore more freely.
  • Portals will also remain active until you leave the planet, meaning that you don't have to charge up the second Portal to get back to where you were.
  • Trade economies are now less affected when you sell mass quantities of non-specialist items.
  • Freighters now automatically supply power to all base parts on board.
  • Planets are no longer labelled as "paradise" if they have any hostile environment conditions. This makes it easier to find a perfect garden world with no storms.
  • Planets will now reflect if they currently have a storm raging on their surface while you're in space by being covered in clouds. This is also very convenient when scouting for a homeworld that doesn't get storms.

Patch 3.03

  • You can now use your console's back-out button (say, Circle on PlayStation) to automatically place the cursor over the Leave option when interacting with someone/thing.
  • In the Analysis Visor, the more distance markers will be slightly faded out to indicate their extreme distance. With Patch 3.13, this no longer applies to crashed ships or active missions so that they're always visible.
  • After scanning something like a creature or mineral, pausing the game will automatically take you to its Discovery page so you can learn more about it.
  • The Photo Mode camera now has inertia, meaning it takes a second to get up to speed. This allows photographers to nudge the camera for more fine-tuned placement.

    Next Generation (November 2020) 
  • Base complexity limits are completely removed for PlayStation 5 and Xbox Series X|S players.
  • Draw distances and object density are increased on next-gen consoles and Ultra PC Settings, meaning you can see objects like rocks and trees from much further away, helpful when searching for something specific.
  • Systems that use Solid State Drives such as the PlayStation 5 have vastly improved load times, reducing waits of over a minute and a half down to less than 10 seconds. Other platforms would also see similar (albeit not as significant) load time optimizations.

    Companions (February 2021) 
  • Fauna no longer require advanced bait to harvest milk or eggs from them.
  • Mouse and Keyboard players can now use hotkeys to quickly select dialogue options, while Gamepad players can use the analog sticks and D-Pad to navigate them like in a traditional menu.

    Expeditions (March 2021) 
  • Expeditions add numerous amounts of these to help accelerate the gameplay of that mode, such as gifting Storage Slots and ship upgrades for completing objectives. This makes Expeditions far more rewarding to play for those who just want to jump in and be directed about by a mission structure whilst seeing what the game has to offer.
  • A new Target Sweep feature has been added to the Analysis Visor. If the current Mission requires searching for specific objects or co-ordinates, the Target Sweep can be used to help locate them instead of the random searching of old. Pinned objects will also be tracked by it.
    • The Target Sweep is a particular boon for the Hazardous Plants Missions. The normal scanning range doesn't show the plants until you're practically on top of them, but the Target Sweep directs the player to the closest one from very long distances.
  • Scanning Missions will now direct the player to uncharted worlds to ensure they can be completed (before it was possible for them to send you to a world that has all its rocks discovered and ask you to Scan five new types of rock).
  • Photo Missions will direct players to appropriate locations to take their photo rather than leaving it to the player to find one.
  • Pirate Hunt Missions now check if all players are near to each other before the Pirates show up.
  • HUD markers have been refreshed and made more diverse. For example, underwater Resources now use a bespoke icon of their own.
  • Mission Markers now have their own look compared to building and chart icons, which helps navigation in busy systems. All icons will also change size to reduce clutter.
  • You can now use the Quick Menu to switch your Starship at the Space Anomaly. This lets you swap to, say, your Combat ship after accepting a Pirate Mission.
  • The Quicksilver Synthesis Companion lets you access the shop more quickly.
  • The cost for repairing broken technology and damaged slots have been reduced.
  • Exocraft garages are cheaper, making it more viable to build them on new worlds if you don't have a Freighter to build an Orbital Exocraft Materializer yet.
  • The distance between you and hostile starships is now displayed on the targeting reticule, making it easier to judge when to shoot at them with your currently-equipped weapon.
  • The Galaxy Map now supports colour blind settings.

Patch 3.22

  • Companions from other players have their collision disabled, meaning they can no longer push or block you.

Patch 3.37

  • You can now change the colour of your Base Computer to change the colour of its icon, just like with Save Beacons. This can be used to help it stand out from other markers in that star system.
  • The cooldown of the starship's Scanner has been significantly reduced when scanning from space. This allows players to more quickly scope out a system's planets, as well as try again if the Scanner failed to read the planet due to an interruption.

Patch 3.38

  • The visibility of team player markers is improved when they're on the same planet as you.
  • The amount of Communications Stations downloaded to the player at protected locations (like Expedition or weekend mission sites) has been significantly reduced to avoid clutter and memory issues.

Patch 3.40

  • Launch Thruster upgrades have now been added to the list of procedurally-generated upgrades. These can reduce the cost of taking off from the ground to as low as 4%.

Patch 3.41

  • It's now possible to dismiss a frigate from your freighter's fleet via the Fleet Management Terminal, allowing you to find a better one.

    Prisms (June 2021) 
  • Glass objects have been improved with refractions and textures for patterns and weathering, including Exocraft cockpits. For VR players this greatly helps in judging where the surface of the window is.
  • Lightning strikes and meteors can now create valuable minerals at impact sites, making harvesting on dangerous worlds more viable.
  • The player torch will now only be as bright as it needs to be in order to help. This helps especially when entering buildings at night which have lighting inside already.
  • For photographers, the buttons in Photo Mode are now instant click rather than a hold.
  • More creatures can now be tamed and ridden, including practically all low-flying creatures.
  • For Bytebeat players, you can now save and play music via a gameplay menu as if it were in-game music. This makes it easier to record your music by turning all other sounds off.
  • Planetary Charts that don't locate a building are no longer consumed, letting you relocate and try again. They'll also tell you why they failed.
  • When buying a new Freighter, the base of your old one is now transferred and rebuilt aboard the new one.
  • You can also now reset the base back to the default layout at the Freighter Upgrade Terminal.
  • You can now research Component recipes at the Space Anomaly with Nanites. This lets you manually research the components you would otherwise learn at Planetary Factories, which are difficult to locate.
  • Inventory tabs now show a diamond for when they've acquired new items.
  • The Pulse Engine now displays a fuel gauge in the lower-right corner while in third-person. Previously only the first-person ship view let you see your Pulse Engine's fuel via the main screen in the ship's cockpit.
  • Farmable crops inside bases no longer have collision detection, which eases navigation.

Patch 3.52

  • The freighter upgrade control menu has been streamlined, and allows you to reset the Freighter's base if you wish.

    Frontiers (September 2021) 
  • The Settlements that have been added in this update offer ways to get Credits and Nanites for little exchanges of resources. This opens up the player's ability to purchase upgrades without risking their skins in the Abandoned Freighters from the Desolation update.
  • The base building menu has been completely overhauled to display all the parts in a category on-screen at once, making it quicker to find the part you want and what you need to build it. For creative types, a "free placement" mode was added that completely ignores the normal placement and collision rules, allowing for intersecting and even floating parts.
  • Parts can now be picked up to be modified before being put back. Previously the player would have to delete them first and choose the object again from the menu to change it.
  • Parts can also be copied over and over by selecting an already placed one, negating the need to select it again from the menu.
  • Exocraft Signal Boosters can now detect Trade Outposts, making it easier to find a landing pad, aliens to talk to, ships to buy or a place to buy/sell.
  • The Galactic Trade Terminal no longer needs to be powered to function, meaning players still have access to buying and selling even when the power's out.
  • On consoles, each save is now treated as its own object rather than all five being bundled together. This makes it possible to back up a specific playthrough of the game rather than all of them.
  • The number of possible save slots has been tripled from five to fifteen.
  • Non-consumable Quicksilver rewards are no longer save slot specific: they're now unlocked across all saves once they're purchased.
  • The reward for discovering all creatures on a planet has been increased significantly, making it more worth it to find them all.

Patch 3.63

  • Rotating objects now has inertia applied, so similar to the Photo Mode camera it's easier to make micro-adjustments to it.

Patch 3.64

  • Settlements will now have markers on the Galaxy Map to make them easier to return to.
  • Report Base is now added to the Quick Menu, so players can report bases without having to find parts or materials first.

Patch 3.66

  • A teleporter has been added to the Overseer's Office at an owned Settlement, making it easy to warp over, tend to the Settlement, and return to what you were doing.
  • Settlement marketplaces now have shopkeeper NPCs and a Galactic Trade Terminal, making them much more functional and useful to add.
  • Base part recipes can now be pinned from the build menu to help you gather the resources needed to make them.

Patch 3.67

  • Settlement missions now give information on when they'll next occur, and what they'll be (such as Settlement decisions or a visiting NPC). This lets the player more easily plan around them, or if they're worth doing that for in the first place.

Patch 3.71

  • Wiring mode when building bases now only show relevant building options, and move the controls bar to the top of the screen so as to not impede the player's view.
  • Wiring snap points no longer fade out while you're in wiring mode.
  • You can now adjust or fully disable camera shake.
  • Snap Points in build mode will shrink the icons when they're not in the center of the screen, reducing visual clutter.

Patch 3.73

  • The Base Computer can now be picked up and moved within the bounds of the base, and even placed on other base parts. This means the player can now place the base computer based on the region it'll make for the base, and then hidden or better integrated with the base's design later.

    Sentinel (February 2022) 
  • Canisters dropped by Sentinel forces are now visually distinct from each other, can be opened like any other object in addition to damaging them, and don't roll down hills as quickly.
  • The Minotaur walker can now have an AI installed so that it can follow the player and assist in combat, such as defending their Settlement during a Sentinel raid.
  • The Minotaur got much-improved handling updates to make it feel less cumbersome to use, including tighter turning circles, a better camera, and being able to walk backwards as opposed to turning around first.
  • Minotaurs can now pick up Sentinel canisters, meaning players can retrieve them on hazardous worlds without having to leave the safety of the mech.
  • Destroying plants or rocks with the Minotaur's movement will no longer alert Sentinels (other Exocraft are fast enough to escape notice in these situations).
  • Exocraft now have higher damage output and splash zones on their weapons, making them more viable in combat.
  • The Minotaur's weapons now have unique aiming reticules, making it easier to tell at a glance which one is selected and when you change it.
  • The Exocraft Summoning Station has had its cost reduced and can be picked up and stored in the Inventory, making it easy for Exocraft to be summoned for those who don't have a Frieghter with the Orbital Exocraft Materializer in the system.
  • It's now possible to stun creatures and Sentinels or use a Cloaking Device, which let you escape threats without increasing your Wanted level.
  • The Multi-Tool displays now have windows, letting you see the item inside without the lid opening up first.
  • Plasma Grenades now only deal 10% of their full damage to the player who fired them. This is a particular boon in Derelict Frieghters since grenades are the fastest way of killing the Minifiends there.
  • When in a space that prevents weapon use, like the Space Anomaly, the crosshairs are less visually intrusive.
  • The Personal Forcefield can now be freely moved rather than locked to a single plane.
  • The camera will now be positioned differently between weapons and the Mining Laser, making it easier to use either and to tell the difference between them.
  • The Multi-Tool cap has been raised from 3 to 6, allowing players to carry even more varieties and preferences.
  • When an item is added to the Inventory from within the Inventory UI (such as dismantling something), the items will now prioritize being added to the currently-viewed inventory if possible.
  • Consumable food items now describe the effect of eating them in their popup window.
  • Held interactions will now very partially be filled if the player taps a button, to better communicate that the button needs to be held down.
  • The cap on terrain edits for Bases has been significantly increased.
  • Many base parts can now be rotated on any axis, allowing for more flexible and creative uses.
  • When changing the colour or material of a base part, the holographic effect is disabled and lights are enabled around the part, making it easier to tell what the changes are before placing them.
  • The companion cap has been increased from 6 to 18.
  • Companions are no longer dismissed when entering a vehicle, and now only do so when it starts moving.
  • Sentinel forces can be temporarily disabled if the player finds and uses a Sentinel Pillar.

Patch 3.81

  • The Blaze Javelin now does a bit of piercing damage to armor, meaning damage is done to the target itself if the armor is destroyed in a single shot.
  • Sentinels now float further away when the player is inside the Minotaur, making them easier to aim at.

Patch 3.18

  • The Minotaur AI can be toggled from the Quick Menu, so the player has the option to pilot it themselves or use the AI, rather than only one or the other.
  • An alert has been added to the save select screen to inform players when a new Expedition has begun.

    Outlaws (April 2022) 
  • Starships now come with high-capacity Cargo sections of their Inventory. This works like the Exosuit's Cargo Inventory and allows for extremely high stacks of items and resources, making it even easier to carry them, especially in the early portions of the game.
  • The maximum number of saved starships has been increased from 6 to 9, letting players have one of every starship type in the game, from Living Ships to Solar Starships.
  • Your Freighter still only houses six of your Starships, to allow NPC ships to dock. To give full access, you can now change your Primary Starship to one not currently in your Freighter using the Quick Menu.
  • Summoning other ships, such as the Freighter, now has its own dedicated section in the Quick Menu.
  • The stack size of all trade goods has been increased for more convenient storage.
  • The reward for saving Freighters and destroying starships (including Sentinels) has been diversified. This includes Nanites, making dogfights viable for earning them.
  • A combat autopilot has been added to the Controls section of the options menu. It can be a toggle or a hold, and makes space combat much easier for those who find it difficult or otherwise undesireable.
  • Ships now come with shields that need to be disabled first before damaging the target itself Different weapons may be more effective against shields or the ship, so in these cases the Inventory screen will display both damage outputs.
  • The Phase Beam's heat capacity has been increased and it can now leech shield energy, making it a viable weapon choice.
  • All starship weapons now cool down much faster if the player stops firing before they fully overheat.
  • The off-screen target indicator now displays in the middle of the screen, making it far easier to tell where you have to turn your ship to face the target.
  • Players with a Freighter can now recruit up to four NPC ships into a personal Squadron, who can be summoned manually, or automatically when entering space combat. They will of course assist in battle and follow your lead in attacking targets. These are especially helpful if the player is using a starship with limited combat abilities.
  • On a tech level, several very significant memory optimizations have been introduced, improving stability and performance, particularly on base consoles like the PlayStation 4 and Xbox One.

Patch 3.90

  • Solar-class starships now have their sails open on the Inventory page, which means that you can now see what they look like when purchasing one, when the sails are completely hidden long before they actually land.

    Endurance (July 2022) 
  • Freighter hangars now have a pair of teleporters that take the player directly to the bridge of their ship, skipping the lengthy stair climb. There are two, one between each row of landing pads.
  • The Freighter bridge has been moved to between the hangar staircases, making it easier to access. This also happens to place it in the exact spot on the exterior view of the ship.
  • The above change has also removed the staircase that used to jut out in the middle of the Freighter Base, allowing for more flexibility in their design.
  • When using the Fleet Management terminal, the player can now teleport directly to a specific Frigate, making it easier to repair them when necessary. Before you had to return to the hangar, fly out in your ship and hope you remembered where the damaged Frigate was.
  • If the player missed the bonus rewards when docking at their Frigate, they can use a new panel to speak with the Frigate Captain again and accept them.
  • Freighters now come with their own Cargo Inventory. Unlike the Storage Containers, their contents can be accessed for Freighter operations, making them handy storage places for Frigate Fuel and the Expedition-enhancing items. It also frees up slots in the main Inventory for Fleet Technology.
  • Speaking of which, Fleet Expedition upgrades can now be added to an expedition no matter what Inventory they may be sitting in.
  • Fleet Command Stations now have visual indicators for when their Expedition has finished. First, the holograms change to a teal colour. Second, they will gain icons that are visible when inside your Freighter Base. Both of these mean you no longer have to manually check with the Expedition Captain to check if they're finished or not.
  • It's now possible to organize items in Storage Container inventories when using the actual Storage Container.
  • The new Singularity Engine technology flings the Freighter into a wormhole from anywhere.
  • Freighters can now be summoned while the Pulse Engine is active, just like with the Space Anomaly.
  • When summoning a Freighter, the braking power of the Starship is temporarily increased to lower the chances of colliding with it.
  • Multiple player Freighters can be summoned in the same system if they're part of the same Group, however a player must dismiss their own Freighter before being able to land on another player's.
  • When exiting your Freighter hangar, your Starship now leaves at a slight upward pitch, to prevent colliding with the Freighter or any low-flying Frigates.
  • Freighters can now get Scanner Rooms, which ping all nearby planets and automatically discovers them, where they can then be uploaded for cash.
  • Cultivation Chambers are a room/wall type where plants can be grown directly off of the walls, and can all be harvested at once similar to the Glass Dome from terrestrial bases.
  • Stellar Extractors can extract materials from space ambiently, including the three gases needed to craft Fusion Igniters and Stasis Devices, two of the most valuable items in the game.
  • At long last, Living Ships can now be upgraded with more storage and other features by sending Organic Frigates out on Expeditions, which have a chance to return with a Living Ship upgrade.
  • Base Parts that come with Bottom/Mid/Top variants can now have these variants chosen and placed individually.
  • You can now toggle between Place and Select mode in building without selecting a base part first.
  • Short-Range Teleporters can now be built within Freighter Bases.
  • Lights are now automatically powered on Freighters, meaning they no longer need to have an external power source.
  • Freighter Bases now have a walkable bottom level in case the player falls off. They can then re-enter the base via any balconies they've built.
  • Biofuel Generators now provide power for a *much* greater period of time, so they don't have to be refueled as often.
  • The Archaic Habitation Heater, a Derelict Freighter part that can be unlocked for the player to place in their own bases, now retains its heat feature when used in a player base. This makes it possible for them to be used to stave off extreme cold when outside a base on frozen worlds.
  • Planet decorations such as rocks, plantlife and more can be seen from much longer distances. This is especially helpful in worlds with supergiant plants, which the starship can violently collide into.
  • Asteroids are also visible from much farther distances, and their density patterns now have larger zones of empty space.
  • The starship's scanner can now pick up fuel-rich asteroids, for when the Pulse Drive is low on fuel.
  • Analysis Visor upgrades that increase the amount of Units for discoveries now apply this buff to Minerals.
  • When a Combat Frigate deploys ships to assist the player, they now use new starship models. Before they used the orange wedge-shaped Sentinel ships, making them easily confused.
  • Pirate Raids have been decreased in frequency.
  • The Nautilon's base speed and acceleration has been increased.
  • The Exocraft scanners will now reliably ping points of interest normally picked up by an Analysis Visor. This removes the need for the player to step out and use the Visor, exposing them to the elements.
  • The aiming reticles for Multi-Tools and Starships now display Low Ammo / Overheat warnings shortly before they do so, allowing the player to react and plan ahead more readily in combat.
  • Sentinel waves in the early-game are now slightly fewer in number to help ease the player into the game.
  • Space Station scrap merchants now show your current Tainted Metal amount.
  • Your Frieghter is now a Teleport Terminus location, irrespective of if it has a portal of its own. This makes it much easier for players to kip back to their Settlement, then get back to their Freighter to resume what they were doing.
  • Missions that require the player to visit a Base Computer can now be progressed at any Base Compuster, rather than being told to visit a specific one.
  • Players who complete an Expedition can now convert their save to a regular one before the Expedition period has ended, rather than only afterwards.
  • When deleting an object with Wires attached to it, the Wires are now deleted at the same time, removing the need to clean them up afterwards.

Patch 3.95

  • Items acquired by Frigate Expeditions will now be stored in other Inventories if the Freighter's Inventory is full. Before if the Freighter inventory couldn't hold every item you're about to get from a completed Expedition, you had to clear some room and hope it was enough.
  • Damaged Living Frigates can now be fed from the Fleet Management screen to restore their health, since they cannot be boarded to repair them like normal Frigates.

Patch 3.97

  • The Bulkhead Door blueprint no longer has to be learned, to prevent players from locking themselves into a room with no exit by deleting surrounding rooms and hallways.

    Waypoint (October 2022) 
  • For those into the lore, the Catalogue now has a section collating everything story-related you've encountered thus far, from the Artemis storyline to the Abandoned Building logs. Languages also have their own Catalogue page that record all the words you've learned.
  • Recipes for the Refiner and Nutrient Processor that can only be learned through experimentation now have their own Catalogue pages and are added as you discover them, making them easier to remember.
  • Milestones and Medals can now be Pinned and tracked as their own Missions so the player can be guided on how to complete them.
  • The Extreme Survival milestone is reworked so that it counts the culmulative time spent in extreme environments, rather than the longest single session spent in one without dying. This makes it far easier to earn ambiently whilst playing the game like all the other milestones.
  • The gameplay difficulty can now be completely customized (when in safe spaces). This includes life support and hazard protection management, materials yield from mining and harvesting, Scanner recharging, death consequences, technology fuel useage, shop costs and item range, inventory stack sizes, combat frequency and damage, Base power requirements, and much more.
  • The autosave system now saves automatically during regular play, rather than just when exiting the ship.
  • Save files now show the player's last location, and can be given custom names.
  • The General Inventory has been removed to make it clearer where you can put Technology and where you can put Cargo items. Both Tech and Cargo have been given more slots to compensate (although tech has significantly fewer).
  • Because of the above, both the Technology and Cargo inventories can be viewed at the same time.
  • Stacking sizes are no longer displayed as meters, and instead as "XX/YY". Fuel-based technology also now uses a percentage reading.
  • The font of the stack numbers on inventory items has been increased to make them easier to read.
  • Exocraft Inventory now has a Technology section, similar to Starships and Freighters.
  • Exocraft, Storage Container and Ingredient Inventories have been significantly increased; Containers and Ingredients now have 50 slots.
  • The Drop-Pod Coordinate Data item has been replaced with the Exosuit Upgrade Chart, meaning players can have them marked without having to funnel them through a Signal Booster first.
  • Interacting with a Drop-Pod now generates a mission that guides the player to the ingredients needed to repair it, as well as marking the Drop-Pod so that it can be easily returned to.
  • The Trade Rocket technology was introduced here: summoning it allows you to load it with items that, once launched into space, will be sold for credits.
  • Installed Technology can now be packed up into a deployable item, making it possible to move already-installed technology from one device to another, temporarily move an item away to preview a potential replacement, or even send them to other players.
  • Procedurally-generated technology upgrades (that is, the C-B-A-S-X class upgrades) can now be stacked.
  • Complex crafting items can now have their recipes viewed as full interactive crafting trees, making it much easier to keep track of what you need to do to make the item you ultimately want.
  • Produce crafting and technology installing now use the same button.
  • Missions that involve the player's base now adjust when the player has built and/or moved to a new one; the missions will automatically pin equivalent locations in the new system.
  • The scanning speed of the Analysis Visor has been greatly increased.
  • Traveller Graves now award Memory Fragments that contain valuable technology upgrades.
  • Sodium plants are now distributed more densely, making it easier to maintain the environmental protection on hazardous worlds and during storms.
  • The probability of technology breaking is now lower on all but the hardest settings, and the breakage will now be relevant to the damage recieved (such as thermal protrection breaking during extreme cold damage).

Patch 4.04

  • If there's another weapon installed on a Starship, the stock Photon Cannon can be deleted for space.
  • The drop rate of Spawning Sacs retrieved from a Living Frigate on an Expedition has been increased, making it quicker to increase their storage slots.
  • Deleting a Base now has an additional confirm window to prevent accidental deletion.
  • The Hazard Protection now notes in the HUD when it's critically damaged and needs to be repaired.

Patch 4.05

  • An option was added to temporarily enlarge a Technology / Storage Inventory section so it can be viewed all at once.
  • The Save Point blueprint can now be learned from the Space Anomaly, helpful for players who opt to skip the "Artemis" storyline where they'd normally learn it.

    Fractal (February 2023) 
  • VR players can now manipulate the Personal Forcefield in their free hand like a shield, giving them greater control over it in combat and allowing for advanced tactics.
  • Changing starship speeds in VR now induces a small amount of vibration, to give feedback that your adjustment was successful.
  • Gyro controls can be enabled for the Switch, PS4 and PS5, which is often much faster than using the analog stick.
  • The options menu can now be accessed directly from the main menu, so players can adjust it before entering the game itself.
  • It's now possible to reduce the screen effects that appear when in hazardous environments, making it easier to see in those conditions.
  • It's now finally possible to swap the function of the analog stick buttons (ie L3 and R3), letting the Sprint button be on L3 like most other games).
  • The number of owned starships has been increased from 9 to 12, allowed the player to own one of every Starship chassis design in the game.
  • The Expedition rewards can now be viewed by type categories in addition to being grouped by Expedition.
  • If the player has already fulfilled a step for crafting or installing something, the step is skipped over entirely. Before this update, it would move to that step, then hang for a few seconds after registering it was already completed.
  • If the no fuel requirements option has been turned on, then all technologies will be fully charged when installed.
  • Before this update, Switch players had a hard time acquiring quicksilver, as the only steady way of getting it was the multiplayer Nexus missions, which are unavailable on Switch due to its lack of multiplayer mode. The update adds single-player Nexus missions for Switch players, which makes it much easier for them to earn quicksilver.

Patch 4.13

  • The Hold / Toggle option can now be set to Impact Only and Destruction Only: Destruction Only means you must still use Holds to do things like destroying resources, while Impact Only also includes impactful moments like using a Teleport Gate.

    Interceptor (April 2023) 
  • Since the repair process of crashed Sentinel Interceptors is more complex than other ship repairs, they have their own unique repair Mission to follow along with.
  • Unlike the complex process of earning procedural upgrades for Living Ships, Sentinel Interceptors use the same ones normal Starships use.
  • The VR Wrist and Multi-Tool projector menus can now be grabbed and moved to a new position, including pinning it to your other hand.
  • The previous Fractal update changed the VR building object holograms to appear where you're looking, rather than where you're pointing. The Interceptor introduces an option to choose between one or the other.
  • The VR wrist projector menus now disappear instantly, letting the player use their Multi-Tool immediately after changing its weapon mode.
  • Custom Wonders have been introduced, which can be used as a rudimentary way to log planets you may want to visit later without having to plop a Base onto it, particularly after the Echoes update added the Portal co-ordinates for Planet Wonders.
  • The maintenance and repair screens now use a more informative repair message if a repair isn't currently possible.
  • Technologies that are ready to repair will now be highlighted with an animation on their Inventory Slots.
  • Extreme or Corrupted Sentinels will now be highlighted in a planet's information readout.
  • In the first-person Starship view, the Mission notification has a darker backing to make it more readable.
  • The Switch Multi-Tool option has been swapped with the Change Secondary Weapon option, making it quicker to access.
  • Sentinel Capital Ships can now be destroyed, and doing so will clear the Wanted Level back to 0. This gives an extra option to end the conflict for those with powerful Starfighters who find the long process of fleeing to be time-consuming.

Singularity (Patch 4.30)

  • The Starship's autopilot will now prevent players from crashing into static points of interest while using the starship's communicator. Handy not just for roleplay purposes, but also when you or the thing you're bumping into have low health!

    Echoes (August 2023) 
  • Autophage Missions can be handed in using Mission Agents on Space Stations, making it incredibly helpful if you have multiple you need to hand in but don't want to go back to each and every Autophage Camp.
  • You can now sell Multi-Tools for scrap, allowing for a way to dispose of any unwanted Multi-Tools.
  • In space combat, your final weapon will never be damaged by incoming fire, nor will it leave you with only Rockets as your last functioning weapon.
  • When you have a Mission that requires you to craft a specific part, that part will be moved to the top of the crafting list, eliminating the need to dig down and find it among all the other recipes.
  • After a Pirate Freighter is destroyed, all missiles launched by its frigates will harmlessly explode, saving the player the trouble of having to chase them down.

Patch 4.44

  • You're now notified when crafting when the right ingredients are in an inaccessible Inventory (say, your Starship that's out of range).

    Omega (February 2024) 
  • Expeditions can now be started from an existing save, and choose to import materials into the Expedition for free, or pay for Nanites to import your Multi-Tool or Starship. This can greatly reward players who have established these things in their main save to ease the Expedition, without completely breaking it. This also works in reverse!
    • In light of the above, an Expedition can be paused so that the player can return to their main save.
  • Once an Expedition has been completed, the player can now select which tech and items to return to their main save. Anything not selected will be converted to Units and Nanites, all of which are also sent back to your main save alongside Quicksilver.
  • Discoveries and established Bases are also retained into the main save.
  • Pirate Dreadnoughts can now be attained by forcing them to surrender, or you can demand tribute from their captain.
  • The Atlas Path mission line has been improved:
    • Atlas Path missions have been reworked for "clarity and robustness", primarily through the text.
    • The choice at the end of the Atlas Path now offers mutually exclusive rewards, including a title and technology / Nanites.
    • Completing the Atlas Path unlocks a repeating mission to earn Nanites and additional Atlas words, the latter of which is rather frustrating to come by otherwise.
    • The Atlas Path is now always available in the Galaxy map, removing the need to request co-ordinates from Polo aboard the Anomaly. Black Holes are similarly always available.
  • The visibility of the various Galaxy Map path lines has been improved, particularly in the free-look mode.
  • A teleporter set has been added to the Space Anomaly to make it easier to get up to the balcony with the Multi-Tool Salvage Station without a high-fuel Jetpack.
  • Hard objects no longer block the Terrain Manipulator beam, making it easier to excavate around them.
  • The Portal address is now available for all Wonder categories, instead of just for Planets. The galaxy is now also listed.
  • Storage Containers can now be snapped onto the cylindrical base rooms, allowing them to be accessed from inside them.
  • Hostile flora now have a marker on them after they've damaged the player.
  • Technology modules are no longer listed when selecting items in a refiner, since they can't be refined in the first place.
  • Players are now respawned with a small level of hazard protection, preventing a death loop when dying on a more hazardous world.
  • The autosave timer is now reset if you make a Manual Save, preventing the Autosave and Restore Points being too close to each other.
  • Chairs no longer require Star Silk, a rather rare material for a rather ordinary object.
  • Launch Thruster status, including fuel and damage errors, are now displayed on the cockpit screens for those who fly their ship in first-person, such as in VR.
  • Nutrient Processors now have their own markers to make them easier to find.
  • All objects that have a cost associated with interacting with them have been made consistently clear on this when attempting to use them.
  • Expedition Milestones that award Starship or Multi-Tool inventory slots are now awarded directly like Exosuit slots are, meaning you don't have to go to a Space Station to take advantage of them.
  • Cycling through available hints allows you to cycle to having none displayed at all, temporarily hiding them.
  • The starship summoning hint no longer displays if the ship is unable to take off in the first place.
  • Successful Target Sweeps now display their indicators closer to the center of the screen, making the targets easier to locate.

    Orbital (March 2024) 
  • The big patch notes for an update are now displayed on a splash screen when booting the game, making it more obvious that new features have been added to try out.
  • The layout of Space Stations have been overhauled, placing the Cartographer, Teleporter Terminal, Trade Terminal, and Mission Agent on the ground floor, with everything behind the landing pads rather than split across the sides. The Teleporter and Trade Terminal are also directly across from one another, making popping in to sell things much faster.
  • Like on the Space Anomaly, you can now change Starships while aboard Space Stations, making it far easier to choose ones to Salvage without having to pop out to the Space Anomaly or your Freighter first.
  • If you're in a system with a Frigate away on a mission, they can now appear to deploy fighters to assist you when you get into combat.
  • Similar to the Omega update, mission locations will now briefly appear in the center of the screen before moving to their normal position at the edge, making them easier to track. Before this, they wouldn't appear at all for a few seconds and then show up on the edges, making them very easy to miss.
  • Space Station tech merchants now have a wider and higher-quality range of modules available, with discounts being offered based on your faction standing.
  • The highest faction standing will unlock a very valuable reward at the local Envoy, including Inventory Slots for Starships, Multi-Tools and Freighters that are otherwise rare to come by.
  • The description of a system's economy in the Galaxy Map now use consistent labels to describe their buy/sell goods.
  • Doors now open more quickly, meaning the player won't walk into them in the process of passing through.
  • Base specialists, like the Overseer and Farmer, no longer appear in Space Stations even after you hire one. This makes the process of trading and learning new words much smoother.

Patch 4.64:

  • Frigates on expeditions now have a unique icon in the Galaxy Map, making it easier to come to their aid.
  • The landing pad your ship appears in when teleporting to a space station is as close as possible to the Guild Merchant, which offers some of the most valuable and useful items in the game, and can be farmed by going back to your ship, exiting it to autosave, then loading the autosave to refresh the shop.

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