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Stars Reach News

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!

A TOUR OF STARS REACH

By Raph Koster

Today I’m going to give you a tour of Stars Reach, the game. Like, the whole thing.

[h2]WHAT IS IT?[/h2]
Stars Reach is an MMORPG. It’s not a small scale survival game, it’s a game where thousands of players play together in a shared setting, a giant game with thousands of planets in a single galaxy. It’s a game in which those players explore, settle on, and rule living alien worlds.

[h2]WHO ARE YOU?[/h2]
You’re a human – one of eight kinds (our hoped-for target at launch). Oh, some look like sasquatches and some like devils, some like merfolk and some like hairless apes, but they’re all human in the end. As just as humans do, they’ve all managed to ruin their homeworlds in a variety of ways. Just as it looked like the species was doomed, each of the eight were visited by mysterious robotic Servitors from space and given a second chance by being given access to the stars..

You start out by selecting stats, of course. It’s an RPG! You’ve got three bars to worry about at the bottom of the screen: your health, your focus, and your stamina. Health is hit points, focus is basically sci-fi mana, and stamina is used for physical exertion.

Your character is made up of nine stats that you allocate at character creation, with names like Constitution, Agility, and Concentration. These come in sets of three, and ultimately determine how the three bars behave. If you want a lot of stamina, you probably want to allocate points into Fitness. If you would rather have a smaller bar but faster stamina regen, you would lean into Power instead.



You can also customize your character visually. We plan to support height, weight, muscularity, gender, and all the usual ways of morphing your face and body to look unique.

You’re an emigrant, leaving your homeworld behind to head out into the larger galaxy, sponsored by the TransPlanetary League, a government formed by the eight types of humanity. They’ll hand you a starter spaceship, a simple blaster, and basic training before letting you loose in the galaxy to make a new life among the stars.

[h2]WHAT’S THAT GALAXY LIKE?[/h2]
We like to say, it’s the most alive gameworld ever made. It’s all simulated, and everything reacts as it should. Lakes freeze over in the winter. Trees grow, and propagate. Sometimes, forests burn down. Players can affect it all, too. They can dig holes in asteroids or drive creatures extinct. You can watch an older video about that here – sorry about the graphics, they’re from a year ago, and the game doesn’t look like that anymore!

In most games of all sorts, but especially in MMOs, we have grown used to worlds crafted by designers that never change. In our game players change the world: they reshape the landscape, build whole cities, and yeah, probably ruin more planets just like humans ruined the original eight homeworlds. Everything saves, and the land doesn’t “heal” or pop back to its prior state, meaning that every choice made has real consequences.

In Stars Reach, new space sectors and planets are discovered as the game runs. Old wormholes might collapse, leaving older sectors of space unreachable. The game map is always changing. This matters because every one of these planets has different creatures, different resources with different stats, and of course, varying environments driven by varying climates, gravity, season lengths, and so on. We lean towards hundreds or thousands of smaller planets and space sectors, rather than just a few really large ones.

And both ground and space are alive – not just with the simulation, but also with aliens everywhere. The mysterious tentacular hivemind called the Cornucopia throws spores down on unsuspecting planets and infests them with corruption. The robot Servitors roam the spaceways sternly monitoring for violations, and occasionally molecularly disassembling people. Rogue berserkers hide in asteroid fields and there are worms in the wormholes. Creatures fling balls of lava at you and blow craters in the ground. They spread and propagate across planets, and can invade your town unless you beat them back. You can even drive them extinct… and revive a species if you have their DNA.



[h2]WHAT DO YOU DO?[/h2]
Well, you want to make your mark in the galaxy! The game offers a lot of ways to play, because it’s a true sandbox.

  • You could build a farm, or a business.
  • You could mine for hold, alien crystals, or just raw stone.
  • You could craft amazing objects: an armoire, or a starship; a house, or an antigravity device.
  • You could fight dangerous alien monsters.
  • You could herd animals, and make clothes from their pelts.
  • You could entertain others in the local tavern or cantina.
  • You could map these worlds and sell your maps to newcomers.

The whole point is that you should be able to play the way you want, and the game should offer a progression path and ways to make in-game money for that playstyle.

You progress using skill trees we call professions. Every profession is a distinct way to play, and gives you access to tools and special abilities. People who have the tool but not the skill can’t use the tool effectively. People who have the skill and not the tool also can’t use the abilities. (This means we don’t need to have soulbound items, by the way!).

You progress by using the tool for a given profession, earning XP in that profession, and spending that XP to learn new skills in that profession. You can learn all the skills in the game, but you can’t keep them all active at once – there are only so many you can keep in practice at once. If you want to switch which ones you have in practice, you will need to wait some real world time, to prevent exploits.

We did a whole article about advancement and skill trees, so if you want to dive deeper, you can look over here.



[h2]WHAT SKILLS ARE THERE?[/h2]
Lots. Enough that I’ll have to do a whole separate article about them. But I will say that they fall into major groups:

Rangers are all about wilderness exploration, stealth, and forward bases. We did a blog post a while back that described this in some detail.

Mineralogists are prospectors and miners of minerals, gems, and gases. There’s a blog post about this too!

Botanists are all about plant life, forestry, farming, and herbalism. Farming is in our next update, and we recently published a preview.

Merchants are about business: buying and selling items, running shops, transport logistics.

Criminals evade taxes and smuggle goods.

Xenobiologists gather creature genetics, learn alien languages, and train pets.

Chefs cook!

Artisans craft a huge array of things ranging from woodworking to metallurgy, from civil engineering building roads to weaponsmiths making blasters.

Medics engage in active healing, but also craft medicines and engage in genetic modification.

Arts professions we hope to include cover making music, dancing, writing and journalism, and maybe even theater.

Leadership encompasses inspirational group buffs, group combat tactics, formations (which you might use for dancing too!)… basically, things related to coordination. At higher levels you unlock Politician skills which allow you to create and manage public spaces.

Combat tactics covers a variety of subspecialties around combat styles. Kill streaks, evasion bonuses, tanking, and so on can all unlock what we call “overfocus” and special moves you can only do in that state.

Combat engineering is all about building shields, turrets, and mines. With our dynamic world, we can make this really cool.

Weapon specialties will include bows, heavy turret guns, a spread of gun types from sniper rifles to close up assault weapons and pistols, fun stuff like swords, spears and sci-fi throwing knives, and if we can manage it, whips.

Piloting is still a ways out, but probably self-explanatory.

[h2]HOW DOES IT ALL FIT TOGETHER?[/h2]
It’s all tied together by the game economy. Every way to play outputs either goods or services other people need. Warriors need those weapons that weaponsmiths make. (In fact, all the weapons break and decay. Everything does.) Weaponsmiths can’t craft anything without the resources miners find. Miners need logistics to transport loads of heavy stuff.

Players will be able to create missions for one another: essentially, quests to deliver goods across the galaxy. Inventory space is intentionally limited, and you will be moving materials around using transport vehicles and supply lines. Advanced planets might set up wholesale markets. Artisans can choose to experiment on their crafted items to make unique one-off branded goods, but these can only be sold in player shops, not on the market.



[h2]WHAT ABOUT CONTENT?[/h2]
Besides the quests that players create for one another, there will be the things that we developers put in the mix. Planets can have encounters and hidden secrets, dynamic points of interest, and so on.

There are also events: planetary invasions by the Cornucopia, the possibility of Servitor eradication if you mistreat your world, and natural disasters like meteor showers. Alien spacecraft might crash nearby.

But at heart, this is a game about players taking control, not just about devs providing themepark rides for you. We can do things like progress the story of the game as a whole via environmental storytelling and events, but it’s not really a game like FFXIV or SWTOR where you are playing through a storyline arc for your character.

[h2]ELDER GAMES[/h2]
You’ll master all the skills you care to, and play through the progression game, and see all the content. What do you do as a player who has done it all?

We don’t like thinking in terms of “endgame.” Worlds shouldn’t have ends. But we do think in terms of elder games, the ways to play for people who have done everything.

The easy one is homesteading. Players can claim land and build. It’s a nice way to be creative and feel like you own a patch of an alien world (or a chunk of open space – you can do everything I’ve described in outer space, not just on the ground!). We did an article about this when we rolled it out for testing.

Then there is the challenge of managing a planet. We allow the inhabitants of a world to claim it, set up a government, and try to manage the world. They will quickly find (as we have during testing) that most players descend like locusts and wreck worlds. They will be able to set tax rates, build permissions, and even the PvP rules. Keeping your planet alive is important: you will be able to see a health bar for how the planet as a whole is doing.

And there’s war. It’s not a core focus for us right now, but we have a design that includes three factions each allied to major cultures from the game lore: the Servitors, the Cornucopia, and the humans. Once we get there, we plan to have zone-based PvP, with wild space planets, faction point tracking and faction perks, and so on. We also plan a guild type just for PvP guilds so they can be ranked against one another.

Of course, economic competition is yet another form of PvP, just a little less violent. Building up the most powerful company in the galaxy is absolutely an elder game we are working towards.

Lastly, we do hope that we see roleplaying developing in this game. We have a lot of lore, and we’re posting up a short story every week to give glimpses into the universe of Stars Reach. You can check out the stories posted so far here.



[h2]THE BIG PICTURE[/h2]
Ultimately, this is about handing you a galaxy. Putting you, the players, in control. It’s about building that immersive, reactive, dynamic world we have dreamt of since we all read Snow Crash or first saw a Holodeck. Our dreams for MMOs haven’t been big enough for a while. Stars Reach is all about being a game that dreams big.

I hope this overview gives you a good enough sense of what we’re building that you can dream along with us. I’ll see you in the asteroid belt!



[h3]BE A PART OF THE JOURNEY[/h3]
Stars Reach is the MMO sandbox we’ve always dreamed of. Terraform planets, build empires, and shape a living galaxy. Help bring this world to life! Back us on Kickstarter and be part of the journey from day one.

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