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MINING IN STARS REACH

The centerpiece tech in Stars Reach is the world simulation. We know the material, temperature, state of matter, flow rate, adhesion rate, and humidity for every cubic meter of the world. Among other things, this means that you can modify the terrain. As in, make holes in it.

Yup, I’m talking about diggy holes!

[h3]NOT LIKE OTHER MINING…[/h3]
Lots of games have deformable voxel terrain, of course. You might be wondering what’s different here.

In our simulation, each material has its own properties. Different kinds of stone might be more or less fragile, or harder to dig through. Some might form sturdy ledges you can walk on, and others might be more inclined to give way. Sand and other materials flow and collapse, and pumice actually floats in water.

The temperature also affects these things. Heat up rock enough, and it’ll melt to lava. When it cools enough to solidify back as rock, it might have undergone metamorphic processes – a fancy way of saying that when you melt rock, it can turn into other kinds of rock. Melt sand, and you’ll get a patch of glass.

All of our materials can also have chemical or physical reactions between them. Contact with water can erode rock away. We don’t have to add tons of detail along the edges of our rivers – the simulation actually generates it all through natural processes.

Unlike most MMOs (and more like most voxel games), if you dig a hole and grab a diamond, it’s gone. It’s entirely possible to mine away all the minerals on a world and scrape the planet down to bedrock.

You’ll probably regret it, though. It’ll be ugly, and you won’t want to live there anymore. The planet will be basically unable to support life. It might become a net import economy, if you end up building there anyway. And lastly, the Servitors, guardians of the ecosystems left by the Old Ones, will probably be pretty pissed off.

[h3]ASSAYING[/h3]
Materials also have varying stats per planet. The iron you find on one world may not be as strong as the iron on another, but might be lighter. This matters, because the varying stats in the raw materials affect the stats of the items you craft with those materials.

One of the first things that player Mineralogists can learn is assaying, which is essentially being a rockhound: taking samples of various minerals. As you level up skills on this track, you can learn more and more detail about the sorts of minerals you find. You have a collection of these, with tabs for each planet or space zone you visit. We tell you how many there are to find, so you can try to locate them all. And there are a lot of them.



You can also go prospecting for specific minerals. Right now in the playtests, we have short-range prospecting, which lets you see the locations of minerals underground within a relatively small distance. We’ll also be working on a longer range scan that gives you a much lower precision search, sort of a hot/cold search tool.

[h3]MINING[/h3]
The mining tool is currently called a Terraformer. It shoots a beam as you hold down the button. Aim it at a spot on the ground and it starts tunneling. It’s a round-ish tunnel – if you want to make nicely carved walkways, you are looking for a different skill set altogether, found over in Civil Engineering.

As you dig, the ground you dig through is dematerialized and nanoscanned. Worthwhile materials are “skimmed off the top” and land in your inventory. Depending on your skill level, you can get more efficient at this, learning how to extract more value from the same cubic meter of stuff.

The rest of the stuff has to go somewhere, though! It fills up a hopper, a nanocontainer on your tool. When the hopper is full, you need to eject the surplus material – the tailings – onto the ground somewhere. As you skill up, you can upgrade to larger and larger hoppers. Right now, it’s automatic, but once we have fully fleshed out crafting, you will want to have both the skill and tools with more capacity.

When you eject the tailings, you could fill in the hole you just dug, or ferry the gravel out from the depths of the mine. You could even form bucket brigades, if you are doing a collaborative mining project. Just watch out – we’ve seen people die to being buried under their own gravel pits!



[h3]HAZARDS[/h3]
Getting buried alive is the signature hazard of mining, of course. Ceilings collapse, especially if you are tunneling through softer material. Lots of testers have died to accidentally digging straight up into loose dirt, and suffocating in the resulting cave-in.

Players can prevent this to some degree by shoring up their tunnels. In testing so far, we’ve tended to give very large values to stability of rock, so tunnels have actually been quite safe. But at some point here, we are going to need to start making rock more fragile.

Pretty soon, you will also start running into hazardous gases. Some sorts of soils trap ammonia; uranium might release dangerous radon gas, and many types of rock harbor gas pockets of corrosive fluorine, or poisonous chlorine or nitrogen. Heck, if you run into a pocket of hydrogen or methane gas, you’ll need to watch out that you don’t cause an explosive conflagration!

All of these gases (and more) are also useful in crafting, and there’s a mining subspecialty specifically for gas harvesting.



[h3]ORES, GEMS AND REFINING[/h3]
Right now, testers have been just harvesting minerals directly. You see a vein of gold, you point the beam at it, and you extract gold right from the ground. But gold is often found in trace amounts in sulfide ore too. And sulfide ore is found in a few sorts of rock (gneiss and schist, for example). Heck, you often find gold nuggets in plain old alluvial soil.

As you skill up in mining, you can start “skimming off” these ores as you go. You’ll need to refine them before you can use the gold, though. This is a crafting process done at a refinery station. You can not only refine ores into specific metals or minerals, but also create alloys with distinct properties for crafting. Testers will be trying this system out for the first time this weekend.

Right now, for testing purposes, we are rolling out over 400 new crafting recipes and the refining station, and putting it all in the general mining tree. In the final game, it’ll be under a crafting track in Metallurgy. Just because you enjoy mining doesn’t mean you want to be a crafter, after all.

In addition to ores, there’s also a Gemology track for finding precious gems and the like. And if this system all works well, someday we may stack more on top, like finding archaeological items buried underground.



[h3]CHRONOPHASING[/h3]
All that is still not taking full advantage of the simulation though! Remember how I mentioned that you can sometimes change one rock into another by melting it to lava and then letting it cool back down? This is the same process that changes rock in the real world, over the course of millennia. But “millennia” sounds awfully slow!

Thankfully, we have Old One technology to lean on! The Chronophaser tool essentially lets you accelerate and rewind geological time on materials. It has three different ways it works.

The first, I already mentioned, is extreme heat. Sure, Rangers in Stars Reach have a flamethrower. The Chronophaser is way hotter than that. Hot enough to melt limestone back into marble!

The second speeds up erosion. Most rocks will erode away to various types of soils and then to undifferentiated sand, over time, but there are some rock types that turn into other rock types, and also certain minerals which are easiest to extract by eroding away the landscape.

The third is the fancy word lithification. This is the process by which particulate sand and soil turns back into rock. If you’re digging through a sandy desert, you might want to turn some of that sand into sandstone as you go to hold back the inevitable dunes. Several soil types turn into specific sorts of rock.

It’s all part of the cycle of life, even for inanimate stone.



[h3]SWISS CHEESE FACTOR[/h3]
I mentioned that the holes you dig all persist. The ground doesn’t “heal up” like in other games. The majestic mushroom rock formations of Pyromycis are destined to be toppled by eager players who love wrecking the landscape.

This might leave you reasonably worried about the “swiss cheese” factor. And indeed, during testing, one of the largest hazards on the landscape has been the pits left by players absolutely everywhere. There are also unsightly gravel piles all over the place.

We’re currently working on bringing those things into that same cycle of life. Piles of tailings will erode away to dirt over time, grow grass, and become hillocks. Hole edges will slowly erode and slump away, and so on. We want players to see the marks they have left on the ground – and even wince a bit at how much they changed what used to be pristine wilderness. But we also want to show how nature can heal once your temporary footsteps have passed. And of course, players can help that process along.


Image from playtester MrScott

[h3]STILL FOR THE FUTURE[/h3]
Most of what I have talked about today is in the game right now. But there are some decisions we still need to make. Players craft stone blocks using dug materials. Do we move that to a dedicated quarrying skill tree? How fragile should tunnels be, and how do we display that fragility to players? Are we going to allow industrial mining, where you can drop a bot and have it harvest stuff for you while offline? It’s in our design, but after testing, we are less sure we want it. Does it make sense to allow miners to filter what they extract, leaving everything but the desired mineral in place? Originally, we limited prospecting to minerals you had an assay for – but that’s a bit of a chicken-and-egg thing, because it means you need to find one example of a ruby before you can search for more. Unless you can trade assays…

We welcome discussion of all these sorts of topics either on the subreddit or in our Discord. Mining is, pun intended, a deep deep rabbit hole, and there’s lots to dig into.

In the meantime, we hope this glimpse into mining in Stars Reach whetted your appetite for more! Please take a look at our upcoming Kickstarter and click Notify on Launch for updates.

STARS REACH DEVBLOG – NOVEMBER 2024 TO JANUARY 2025 UPDATES

Oh boy, the past few months in Stars Reach have been wild! New planets, new gameplay systems, the galaxy is changing in ways that make exploration, building and combat more fun than ever. Between November 2024 and January 2025 we’ve added new planets, refined mechanics, and released Homesteading and Xenobotany to add even more depth to your adventures. Whether you’re exploring volcanic terrain, building your dream homestead or taking on tougher, smarter bosses there’s something for everyone in these updates. Let’s get into it!

NOVEMBER 2024 - MULTIWORLD, PART 2

The Stars Reach universe has grown with two new planets: Zaraxa, a desert planet and Gaiamar, a lush volcanic world. That brings the total number of explorable zones to four, each with their own resources, plants and creatures. 

Highlights:

  • Newly improved and detailed player models
  • Combat: New shields (Reflection and Fortress) and the medic skill line with the Healix tool. (Heal your friends!)
  • Building: Players can now create custom structures with the Instaformer, Fabricator and Paver tools.
  • New Skill Tree: The Forestry skill tree lets you chop, plant and reforest the world, with new plant growth systems.
  • Chronophasing: Over 50 new interactions, like using heat or erosion to change materials.
  • Collection Systems: New Recipe book and resources tracker, 50+ recipes and dozens of new resources across the new planets.


DECEMBER 2024 - HOMESTEADING

  • Homesteading (claim your own ground to build on)
  • Massive combat overhaul
  • Prospecting (to help you find resources)
  • Boss creatures, zone sweepers, and Makers


Here's a little more detail.

  • Homesteading Features: Players can place temporary camps which can be upgraded to full homesteads. Permissions systems to prevent griefing.
  • Combat Overhaul: Creature behaviors, combat is more challenging and rewarding.
  • Bosses were added to creature mixes, sometimes as camp guards and sometimes as “zone sweepers” creating new kinds of hazards for the players.
  • Prospecting was added to allow players to ping the world as they moved about it, finding resources and getting an idea where the resource they'll be looking for was located.
  • New Character Models: New character models and clothing.
  • Seasonal Content: Christmas lights and new consumables like medicines and status preventers.
JANUARY 2025 - PYROMYCIS

A new planet, Pyromycis was added, an exotic world with giant mushrooms and tidal mud flats. 

The update also included:

  • New Planet: Pyromycis with 5 new creatures and 13 new resources. The planet has vast underground caves.
  • Xenobotany: Flora on all planets is now harvestable, players can collect seeds and grow them back at their homesteads.
  • Camp System Overhaul: Players must craft Camp Kits before setting up camps, adds more strategy to exploration.
  • System Improvements: Many bug fixes and optimisations, including homestead name tags and environmental interactions like water flow.


These updates bring Stars Reach closer to its full vision, with new worlds, systems, and content that enhance both exploration and player interaction.

JOIN THE ADVENTURE EARLY!
Be part of shaping the Stars Reach universe from the ground up! Follow our Kickstarter Coming Soon page to stay updated and secure your spot in the galaxy. Together, we’ll make this journey unforgettable!


STARS REACH PLAYTEST RECAP: AUGUST – OCTOBER 2024

[h3]GREETINGS, INTERGALACTIC EXPLORERS![/h3]
What a wild few months it’s been in the Stars Reach universe! We’ve seen you soar through the skies, freeze entire lakes into impromptu skating rinks, and (of course) set each other on fire with reckless abandon. From testing the limits of player movement and massive emote combos to terraforming planets and blasting space monsters, you’ve helped us take Stars Reach from ambitious ideas to jaw-dropping, galaxy-shaping gameplay. Ready to dive into the chaos and brilliance you all helped create? Let’s recap the highlights!

Oh, and before we jump in—our Kickstarter Coming Soon page is live!

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




Hit that “Notify Me on Launch” button to stay in the loop and be part of this epic journey from the very start. Your support can help shape the galaxy!

[h3]AUGUST 2024: MOVEMENT, MOODS, AND MAKING FRIENDS[/h3]

Our first big playtests went live, and we threw everything at you: movement, emotes, and testing how many players we could cram into a zone without breaking the universe.

WHAT WENT DOWN:

Movement Madness: You ran, jumped, crouched, dodged, and even climbed, grappled, and flew. Yes, our
  • Gravitic Mesh lets you soar through the skies like a sci-fi superhero.
  • Emote Explosion:
  • 60+ Emotes: From epic dances to dramatic pointing, your characters got expressive.
  • 190 Moods: Chat balloons reflected your emotions—angry rants, calm debates, or sassy vibes.
  • Wounds System: Feeling exhausted? Relax in a hot tub, watch your friends dance, or just chill to recover from life’s combat-filled chaos.

This round was all about expression, exploration, and feedback—and you delivered!

[h3]SEPTEMBER 2024: TERRAFORMING CHAOS[/h3]

We handed you overpowered world-shaping tools and said, “Go nuts.” And oh boy, did you ever.

HERE’S WHAT YOU GOT TO PLAY WITH:

  • The Tools of Destruction (and Creation):
  • Extractor: Beam terrain away and hoard resources like a dragon.
  • Terraformer: Put it all back (or make a giant dirt castle—your call).
  • Agitator: Melt the ground into lava, freeze lakes into skating rinks, or just… set your friends on fire.
  • Paver: Smooth out terrain for roads, bases, or the world’s largest patio.
  • ReLife System: Checkpoint saves for when your experiments got a little too spicy.
  • Players turned the world upside down—digging, building, melting, and freezing. We loved the creativity
(and the chaos).

[h3]OCTOBER 2024: SPACE, PORTALS, AND PEW PEW PEW[/h3]

This is where things got serious. For the first time, you could explore multiple worlds: the lush biomes of Rodin IV and the asteroid-filled chaos of Deep Space.

WHAT’S NEW

  • Portal Party: Seamlessly hop between planets and space like a true intergalactic adventurer.
  • New Skills:
  • Botany, Mineralogy, Chronophasing, and Ranger: Specialize in everything from space gardening to time manipulation (yes, you read that right).
  • Survey Nodes: Explore planets, earn XP, and unlock rewards as you uncover their secrets.
  • Combat Begins:
  • Omniblaster: Zap-zap!
  • Drones: Two floating death machines that fire at your command.
  • Gravity Gun: Yeet enemies away with kinetic beams or suck them into a black hole bomb.
  • Space Mechanics: Fly through the void with full inertia and explore microgravity environments on asteroids. Just don’t overshoot the landing.

Oh, and if you died (oops), we added Gravemarkers so you could recover your precious loot. You’re welcome.

[h3]THE TAKEAWAY:[/h3]
From climbing mountains to reshaping worlds, exploring alien planets, and blasting space monsters, you’ve helped us push Stars Reach to new heights. And we’re just getting started!

Stay tuned for more adventures, and remember: the galaxy is yours to shape.

Playable Worlds announces Kickstarter campaign for Stars Reach

If you’ve been watching the games industry, you know the industry is going through a rough patch. Development costs are rising, funding for new games is shrinking, and companies are shutting down, canceling projects, and laying off staff.


We've been relying on venture capital to build Stars Reach, but like many studios in today’s market, funding has either slowed or stopped. While our investors remain committed, it’s no longer enough to carry the game through to launch. To keep momentum strong and finish the game the right way, we’re turning to the people who matter most—you, our players. Your support can help us bring Stars Reach across the finish line and deliver the game experience we’ve all been waiting for.


👉 Please visit our “Launching Soon” page:

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

📲 Click “Notify me on launch” - the more followers we have, the more confidence it builds for new supporters.

📣 Help us spread the word. Share the link with your friends and guilds.

How Is This Different from Other Game Kickstarters?

  • We understand that players have been burned by crowdfunding campaigns that drag on for years or never deliver. That’s not who we are.
  • The game is already playable. Hundreds of players have been exploring and enjoying Stars Reach for the past six months.
  • We’re five years into development. Most of the hardest work is behind us.
  • This Kickstarter is about finishing the game—not starting it.
  • This means supporting Stars Reach now is a much lower risk than most game campaigns.




We believe Stars Reach has the potential to revitalize the MMO genre and deliver something truly special. With your support, we can cross the finish line and bring this living galaxy to life. We’d love for you to join us on this journey.

If you have questions or feedback for us, we are answering questions and taking notes in the #kickstarter-discussion channel in the official Stars Reach Discord which you can join here: https://discord.gg/DYtN7HAN4X.

Appreciatively,
Raph and the entire Playable Worlds team

LORE: CLERE’S STORY, PART 2

PART TWO

Then:

Clere, like everyone else in the crowded urgent care office, was staring at her phone. The video was all anyone was watching, over and over again. At first people thought it was just a great viral video hoax. But verification kept coming out from space agencies and astronomers, newspeople and governments: all saying it was true, true, true. We weren’t alone in the Galaxy. There were aliens out there. And they were inviting us up there, in the nick of time, before we destroyed ourselves.

“We hope this message reaches you in time. If you are like us, you have brought your world to the brink of destruction. If you are like us, you grow desperate. But there are other worlds, and your species need not go extinct. This message will be followed by coordinates—” The talking head scientist interrupted his tenth reading of the message to point out that the end of the message did in fact contain a whole series of equations and math, which scientists were busily deciphering. “Send one person, one of your best, and have that person come alone. We are also providing tests so that you may select the right individual.”

“And these tests,” the news anchor interrupted. “What sort of person are they looking for?”

The scientist shrugged. “We don’t know. We haven’t figured out what the tests are, much less what they are looking for.”

“Whether we’re edible, no doubt,” said one of the other pundits. “Or whether we have the right attitude to be sheep for aliens.”

Give me a fucking break, Clere thought to herself, and shifted Sofia to her other arm. She was trying not to wake her as she did it, not sick as she was, but they’d call her number soon, and then it wouldn’t matter. But the stupid talking heads made her so angry. As if aliens would offer a bit of hope to an entire planet, and then ask for one human as what, an appetizer?

“And why only one person? If they are more advanced than we are, they could presumably have landed on Earth,” the news anchor said.

The scientist shrugged, but Clere had to pull her earbud out when she heard her number called. She awkwardly stood, shoving her phone back in a pocket with the video still playing and hefting a listless Sofia as she pushed her way to the diagnostic window.

The sympathetic look on the nurse’s face told her everything. As she began to sob and clutched her child closer to her, the nurse began to explain the cryogenic care process, that with these reawakened Ice Age diseases there was nothing else they could do. Nothing they could do, the woman said. There was nothing they could do.

Now:

The shaking is brief, and the lights soon shine steady once again. The touch panel by the airlock door is now inert, and the one by the other door is blinking yellow.

Clere experimentally stands, and wobbles for a moment, unaccustomed to feeling her real weight. “They seem to have artificial gravity,” she says. “And the readouts on my screen seem to say that there’s now air. No traces of anything odd… but of course there could be anything at all in the air, pathogens or something. I shouldn’t risk it.”

But the screen is showing the human figure on the chair standing and removing their helmet. Under the helmet, it’s a woman with long hair. Faceless, but she cocks her head expectantly at Clere, as if waiting, then the image loops.

“They want me to take off my helmet.” She thinks back to long ago theories about how any aliens out here must have evil intent. But long ago, when she’d signed up for The Project, she had set aside those fears. Nothing to lose, she had told herself then. Why go to all that trouble to get one human to Saturn’s moons, just to kill them, like some sort of cosmic troll op?

She decides, and tongues the release sequence on the inside of the helmet. With a crack and a whoosh, she finds herself breathing sweet air.

That’s when she hears the Muzak playing.

“Is that… Toto’s ‘Africa’?”

Then:

“Full name?”

“Clerestory Scansion.”

“Uh… how do you spell that?”

She told him, then as usual felt compelled to explain. “I’m Puerto Rican,” she said.

The tech’s eyes widened. “Oh! A dictionary baby?” After enough hurricanes hit the Caribbean islands in quick succession and they had to be abandoned due to infrastructure collapse, thousands of orphaned children too young to know their names were collected and adopted out. Bureaucracy being what it is, the government used a simple algorithm of choosing vocabulary words to generate temporary names – some bright Silicon Valley techie’s idea. Sometimes the adoptive parents kept the names. Less often, the kids took them back, to declare their identity to the world.

“What does it mean? The name, I mean,” the tech asked, as he efficiently drew blood.

“High windows? Like in a church, the ones up near the ceiling. And the rhythm of words, like in poetry.”

“Huh,” he said, cocking an eyebrow at her. “That’s kind of pretty.”

He was flirting a bit, but she knew he was going to see hundreds of women like her, hundreds of faces in a crowd, as he drew blood day after day and fed it into the Project’s databases. “I guess,” she said.

And that’s when his jaw dropped. He held up the test strip from the Project’s sample kit. He had trouble getting the words out, probably because he had never gotten to say them before. “You—y—you’re a match. You’re one of them. The chosen ones.”

Now:

The figure on the screen has a face now. As it is still an eerie porcelain white quite unlike Clere’s actual skin tone, it takes her a moment to realize that the face is her own, and that it is smiling at her. Her double shucks the spacesuit, and Clere does the same, until she is standing there in her jumpsuit. She can’t help but tap her feet to the drums. As the camera zooms out, the figure on the screen gestures towards the door on the far side of the chamber.

“I guess this is it, everyone. Time to meet our future.” It’s a PR line self-consciously delivered, but Ismail had been insistent that there needed to be a catch phrase, something that could make headlines around the world.

Clere walks to the door, still somewhat unsteadily, and places her hand on the touchpad, which is no longer blinking. The inner door emits the same loud thunk as the outer airlock did, and Clere knows that she can pull on the oddly familiar handle and open the door to new worlds. But she hesitates. The PR line feels hollow, unsatisfying. And Ismail had been so proud of it, focus tested to within an inch of its life! But he hadn’t counted on the surreal dentist’s office, or the music. Not exactly the soundtrack I expected for first contact, she thought to herself.

She pulls the locket with Sofia’s picture from out of her jumpsuit breast pocket, opens it, and looks at that tiny face, half-asleep. She holds it up in front of the camera at her neck, and says “This is my daughter Sofia. She’s in cryosleep… she caught one of those ancient diseases that came up out of the permafrost. I know that everyone back on Earth has their hopes pinned on me. That everyone has some dream about how things could be better, and right now, those dreams are all on the other side of this door. Well, Sofia is my dream. Whatever these aliens can give us, maybe one of those things is a cure. And that’s what’s on the other side of this door for me. A second chance.”

Then:

They’d let her take her out of sleep, only briefly, just to say goodbye. “Time to sleep, mija,” she said, through her tears. She nuzzled Sofia one last time, then lay her gently down. “Mama has to go. I have a long trip ahead of me. But you stay here, and stay safe, OK? And I’ll be back for you, and then we can walk in the grass and play with puppies and do all the things, OK?”

Sofia looked at her, half awake, with the infinitely deep eyes of a child. The face of hope.

Now:

Clere kisses the locket, and then pulls her hair aside to clasp the necklace around her neck. She tucks her suit’s helmet under her arm. She imagines Mission Control ninety minutes from now, holding their breath as she grasps the handle. Then she pulls on it, and opens the door. It’s dark on the other side, but she gets the sense of a hallway.

No point in being scared, she thinks. She glances over at the screen, and the figure – the one meant to be her – is dancing to the music. No point, not when it turns out that outer space is a little bit… silly. Unaccountably, joy bubbles up inside her.

As she steps over the threshold, she thinks about small steps and giant leaps. But that’s not what it feels like to her, as she reaches for the promise of the stars. Never mind the gravity.

Clere thinks of holding her daughter again, and Clere floats.