1. Stars Reach
  2. News

Stars Reach News

STARS REACH AUDIO INSIGHTS: PART ONE

I’m Kurt Larson; I do the audio on Stars Reach. Since we’re trying to communicate our vision to the players, I thought I’d try to give some insight into how we are approaching audio on the project.

I have responsibility for our audio, but the creative-approval team also includes Raph and our head of game design, Dave Georgeson. We talk about high-level goals, and I implement and find the devils in the details. I am in my 32nd year of working on game audio, so of course I bring my own philosophies to bear. I’ll share some of them here for those interested in how our project is being made.

[h3]CONTEXT[/h3]
One of the first questions I ask when interviewing with a new team for a possible job is “What do you want audio to do for your project?”. I generally don’t expect a really in-depth answer because most game developers have never had to articulate that before. But I learn a lot from what I hear. The answers I hear the most are:

  • “Well, what do you think it should do?”
  • “I guess… um, tell the player about what is happening; to convey information.”
  • “Wow, I really don’t know, but we need someone to handle audio because we can’t keep doing it ourselves; we have other things we need to be doing.”

From that I learn something about what the team needs and wants. On the times I have been hired, I keep asking that question of various people until I have a sense of what they expect. Usually most teams just really need someone who isn’t actually supposed to be doing something else to plug in all the audio assets. But I can usually develop a sense of what the major stakeholders want to accomplish in an artistic, player-experience sense. I also believe one of my jobs is to tell the team what their audio should be doing in each instance. In our case, combining what Raph and Dave have expressed with my own love of the game, I have arrived at this: That the purposes of game audio are:

  • To provide an additional layer of pleasure and gratification for the player which is vastly cheaper to create than graphics.
  • To add a sentient, emotional voice to the game which is always speaking, gently and quietly, about the meaning of their context and their experience.
  • To make what you see feel real. Art and graphics make it look ‘real’, within the realism of the established art style. Audio ensures a strong connection between the player and that fiction which they inhabit.
To convey information and context.

[h2]MANIFESTO[/h2]
[h3]OUR AUDIO WILL BE:[/h3]
  • Pleasurable: Like color, animation, and gameplay itself, audio can and should be a direct source of enjoyment for the player; bypassing the cognitive process and gratifying the brain at a sensory level. If a game is a joy to hear, the player is more likely to play more often and for longer. This contributes to player retention and thereby the overall success of the product.
  • Blended and harmonious: Every sound needs to fit into every context in which it may find itself. (And every context needs to accommodate any of its sounds) Sounds heard well in isolation may not sound well together. Attention must be paid to the higher-end noise content; not only transients but sustained noise components, like water falling, “Energy” sounds, etc. Too many sounds competing for the higher-frequency segments of the listening experience can create aural discomfort.
  • Interactive and adaptable: Star’s Reach is the most proc-gen, open-ended, vast-possibilities, combinatorial-explosion project on which I have ever worked, and the audio will need to make full use of everything I have learned about these things. Almost all sounds should draw from multiple granular randomized layers. The background ambience and music must adapt intimately and intelligently to the changing conditions of the world through which the player moves. The un-scripted nature of our players’ intended experience mandates that our audio leans more towards procedurally-generated philosophy than to a more scripted, film-like approach.

With those general ideas here to set the context, in the next post I will look at the details; breaking down different layers of audio design in a game and how each relates to Stars Reach.

Our Kickstarter is launching on February 25th! Head over to the Coming Soon page and sign up for notifications!

KICKSTARTER DATE ANNOUNCEMENT

The Stars Reach Kickstarter launches February 25th! This is your chance to help shape the future of a community-driven sci-fi MMORPG where exploration, survival, and player creativity take center stage. Get ready to back the project, score exclusive rewards, and be part of something truly epic from day one. Mark your calendars, the countdown begins now!

Head over to the Kickstarter Starting Soon page, click the button to “Notify Me on Launch” button to know the second we go live.

Thanks for all your support.

DEVBLOG UPDATE: PLAYTEST SESSIONS RECAP (2/11 TO 2/15)

We've been running a compare/contrast between an older build (from February 11th to 14th) and a newer build with improvements. The results were insightful and encouraging.

During the February 11th to 14th playtests with the older build, we gathered valuable data and feedback. Player engagement stayed strong, and we were thrilled to see a diverse mix of new and veteran players participating. The positive reception reflected how enjoyable the experience was with the older build.

The newer build, introduced on February 15th, brought several improvements, including a brand-new planet and quality-of-life updates. Player feedback highlighted the new map as engaging and exciting to explore. We added all the available tools into the player inventory as a way to quick start different types of gameplay, and players provided detailed feedback. Some new players found the expanded toolset challenging to navigate initially, revealing opportunities to improve onboarding and tutorials..

IN SUMMARY:
  • New Map Success: Players loved the new environment and enjoyed exploring.
  • Building System Feedback: Veteran players offered detailed suggestions due to faster access to tools.
  • Community Growth: New streamers shared their experiences, allowing new players to get a glimpse into the game even without playing. Their efforts are hugely appreciated. Thank you!
  • Technical Improvements in Progress: We are working to fix zone crash issues for smoother playtests.

We are thrilled to announce that our Kickstarter is starting on February 25th!

Stay tuned for more details and get ready to support the game’s journey from playtests to launch. Your feedback has shaped every step of development, and we cannot wait to build this experience together with you.

Thank you for being part of our amazing community. We are excited to implement your feedback and see you in the next playtest session.

Stay tuned for more updates, and as always, happy exploring!

ESCARION AND QUALITY OF LIFE UPDATE

In preparation for the numerous batches of new players hitting the game, we took a moment to fix a lot of nagging little issues and Quality of Life improvements to make the game more fun and intuitive. Additionally, we ramped up an entire new world that’s suitable for building…although new foes await you there also!

[h3]FOR THESE PREVIEW TESTS ONLY! (INVENTORY)[/h3]
Because the duration of these preview tests is only two hours long, we’ve decided to make it much easier for players to get a sense of the game.

We’ve given you all of the tools in the game. You can equip them onto your toolbelt and use them, even without unlocking the skill nodes associated with them. You’ll be able to start accumulating experience that way that can be spent on the various skill trees. (Skill trees are opened via the “K” button.)

Additionally, there is a crate near each portal. You can access that crate to get small starter sets of building tiles (for the Fabricator), blocks (for the Instaformer), and road tiles (for the Paver). You can get these multiple times by clicking the crate multiple times…but be careful not to overfill your inventory…it’s kind of a pain to delete stuff at the moment.

Lastly, we unlocked the skill nodes for “additional camp size” and “enable homestead” so that you can lay down a Camp Kit and convert it to a Homestead to start building right away. Enjoy!

Definitely try the Grav Mesh and the Grapple! They’re both super useful and fun.

[h3]ESCARION[/h3]
  • A new world, Escarion, has been added. Like the other worlds, it is accessed by going to Space and traveling to it via Portal.
  • There are large sections of creature-less and buildable areas in this world, including the extensive cave network, a good chunk of the beach, and the hill area between those areas. Also the big island in the middle of the lake is free of terror.
  • Other parts of the world have a wide variety of creatures on it, most of which would like to eat you.
  • Escarion has a couple of new resources available on it, including:
    • Turquoise
    • Opal
  • New zone sweeper mobs: Joules and The Hart
  • New creatures: Paindeer and Spitting Roaches

[h3]QUALITY OF LIFE IMPROVEMENTS[/h3]
  • You now get 10XP per planted tree (for Forestry) and 3X the XP for Depositing resources vs. Extracting them (for Mineralogy). This is the first baby step toward Planetology as we reward you for undoing destruction.
  • When you harvest a plant, it is removed! It will regrow elsewhere on the map.
  • There is a toggle on the Options screen that allows you to turn Homestead boundaries on/off. When Homesteads are toggled on, they are visible from a much greater distance (to help you decide where to place your Homesteads).
  • Homesteads can be created on top of a Survey node, but it will always float above whatever building tiles, blocks, or resources put on top of it so that it can’t be hidden. Other players can enter the homestead and still access the survey node.
  • Skill trees are ordered properly and show a nested structure so you can tell when one skill tree is required to open another one.
  • You now get skill descriptions on a skill node, even after you acquire it.
  • Chat scrolls smoothly up/down now on the chat pane.
  • When you mouse over an item in your inventory, it now shows the name of that item.
  • Pressing the “/” key now opens your chat and adds “/” to the chat box (making it easier to do emotes).
  • The Dance wound healing effect now stops if you stop dancing.
  • Wounds on your stat bars are now clearly indicated to make it more obvious what’s happening.
  • The decal for area effect attacks by creatures has been improved so that the player doesn’t change colors as much when it overlaps them.
  • When you use F11 to report a bug, the cursor will change from fixed-reticle to free-reticle so you can enter text easily, and then revert back to fixed-reticle after you’re done.
  • When you enter a Camp, you’ll now get a message that your pattern has been saved.
  • When you die, there is a chat message telling you what was left in your gravemarker.
  • The Instaformer block interface has been changed to make it much more obvious whether it’s in Place or Destroy mode, and to make it easier to see depth as you move it around.
  • A building grid has been added while using the Fabricator and Instaformer to make it easier to place blocks and tiles.
  • When you use a consumable (from the “F” radial menu) that type of consumable is now chosen and displayed on the HUD. Tapping “F” from then on will use that consumable without needing to open the radial menu. (You’ll need to open the radial menu to change consumables, however.)
  • Stat bars now have icons on them to identify what they are used for.
  • The default setting for Field of View in the game has been changed from 40 degrees to 60 degrees. There is also a FoV field on the Options menu so that you can change it from 40 to 75 degrees.
  • You can now harvest (and plant) all mushroom types. Additionally, there are a great number of new flowers
  • Several AMD crashes were eliminated and it should be much easier for AMD players to enjoy the game now.
  • Projectiles no longer hit bushes or Survey nodes.
  • If you melt the ground under a tree, it will begin burning, but it also sinks down into the molten lava.
  • The portal platforms (in space and on planets) have been modified slightly to make them easier to navigate.
  • Trees now spread much more often, making it more difficult (although not impossible) for players to log all the trees on a planet.
  • F1 screens have been caught up to match current functionality.
  • Audio for crafting stations have been updated and improved.
  • Arrow keys were added to Q/E buttons when you are able to use them to toggle through resources, making that functionality more obvious. Also, the name of the specials you have are also now shown on the HUD.
  • Crafting stations are now building decor objects. Once you craft them, place them by using the Fabricator and putting them on your Homestead.
  • Mushrooms come in many flavors now. Previously, no matter what type of mushroom you harvested, it was just “Mushroom”. Now it’s Chanterelle, Amanita, etc.
  • Increased the yield of Consumable recipes so that you get five consumables per craft instead of one. Enjoy!
  • Gashogs have been changed to stop an infinite spawn issue. After you kill the smallest version, they will auto-inflate over time, becoming more threatening. NOTE: Only the largest size drops loot and it doesn’t drop the loot if it explodes on its own.
  • Removed the ballhive spawner that was above the Jungle portal.
  • When you Gift someone, you’ll see the items arc through the air to that other character now.
  • The Hopper now drops an amount of material that will almost fill the hole you originally dug. This is also true of Depositing resources. Doing so into the hole you originally dug will almost fill it up now.
  • The Roachmaster now spawns Roaches. (Instead of “spaceroaches”) They act similarly, but differently.
  • Skysharks in space are now “Spacesharks” and pose a different threat than those on planets.
  • Removed all Makers from Zaraxa (the desert world) until we get time to work on those scripts to make them less buggy.
  • When you gather resources via the Harvester or Xyloslicer you’ll now see the resources you gained on the left side of the screen (just like when using Extraction with the Terraformer).

[h3]KNOWN ISSUES[/h3]
Rarely, the terrain on a world will disappear when you travel to a world via the portal. There is no workaround for this. You need to quit the game and restart it. You won’t lose anything and you’ll restart where you were located when you quit.

There are occasional game crashes when portaling to new worlds. For some reason, it’s almost always when you portal to Zaraxa (the desert planet). We’re still trying to figure that one out.

This update is just a glimpse of what’s to come as we continue shaping Stars Reach. Every fix, improvement, and new world we introduce is driven by our passion for crafting an MMORPG that truly feels alive. Your support means everything, and we’re just getting started.

The Stars Reach Kickstarter is launching soon! If you’re excited about the future of the game, this is your chance to help bring it to life. Wishlist us on Steam, join the community, and stay tuned for exclusive rewards when the campaign goes live. Together, we’ll build something incredible!

https://www.kickstarter.com/projects/starsreach/stars-reach

STARS REACH DEVBLOG: EXTERNAL PLAYTEST RECAP (02/08/25)

The latest playtest ran fairly smoothly, with players jumping in, exploring, and engaging in great discussions. Newcomers took some time to adjust, but once they got the hang of things, many seemed to really enjoy Stars Reach.

[h2]PLAYTEST FEEDBACK & FIXES[/h2]

[h3]QUALITY OF LIFE & UI IMPROVEMENTS[/h3]

Player Character now default starts with all tools, plus grav mesh, grapple and fortress shield are auto-equipped into the character slots.

RADIAL MENU (CONSUMABLES): Players requested item names to be displayed for easier identification.
INVENTORY SCREEN: A small info box was suggested to provide:
  • Current planet name, possibly added to the zone info.
  • Number of homesteads used and their locations.
  • Corpse location, if applicable.


[h3]GAMEPLAY ADJUSTMENTS & BUG FIXES[/h3]
  • SPACE CREATURES & TERRAIN: A terrain check is needed to prevent creatures from phasing into solid ground.
  • BALLHOGS IN SPACE: Currently, these enemies can target players through asteroids and melt the rock, leading to unexpected deaths.
  • TOOL MAKER BUG: After returning from space to a planet, the tool maker stops functioning. The only current workaround is to log out and back in. This issue is flagged as a high-priority fix.

[h3]PLAYER-DRIVEN CHAOS: TESTING THE LIMITS[/h3]
No playtest is complete without players pushing the boundaries of the game world. This time, one player attempted to reshape the starting portal area on Pyromycis by digging a trench around the spawn point. Normally, this wouldn’t be a huge issue, but the large cave system beneath the platform added an unexpected twist, turning it into a potential hazard for new arrivals.
Other players quickly took notice, sparking some creative problem-solving. Some tried diplomacy, while others used in-game mechanics to counter the effort. While the attempt to trap new players was ultimately ineffective, it provided valuable insights into player behavior, emergent gameplay, and potential exploits. Situations like this help highlight areas that may need refinement, such as spawn protection, while also showcasing the sandbox potential of Stars Reach.

[h3]LOOKING AHEAD – BE PART OF THE JOURNEY[/h3]
This playtest provided valuable insights, and player feedback is shaping the future of Stars Reach. Upcoming adjustments will focus on space combat, griefing prevention, and improving quality-of-life features.

Now is the perfect time to get involved and help shape the game. Support Stars Reach by following our upcoming Kickstarter campaign. Get exclusive early backer rewards and be part of a passionate community shaping an MMORPG from the ground up.

Follow Stars Reach on Kickstarter now and be the first to know when the campaign goes live!