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Stars Reach News

BEHIND THE SCENES WITH AVI & LIGHT


We all enjoyed your video interview months ago at the announcement of Stars Reach. That was recorded in May and debuted in June. (Editor’s note: it’s here if you missed it.)

[h3]What’s been the most rewarding or unexpected development in your work since the June 2024 announcement?[/h3]

Avi: The fact that we’ve been running playtests almost weekly (and sometimes even more frequently!) means players get to see our work almost immediately. Even debugging mundane bugs and crashes has become a lot more fun because I know there are folks who are really looking forward to those fixes and will notice right away. This obviously applies even more to the highly visible gameplay features, and the constant positive feedback loop we have with the tester community is so invigorating.

Light: Hands down the most rewarding thing has been getting the game into the hands of players. We’ve always wanted to work closely with the community while making Stars Reach, and well before we revealed the game there was an unofficial Discord with a bunch of great people who were following our progress on our unannounced game. Finally getting to the point where a bunch of those people (and many others who’ve joined the adventure) are actually in the game and giving us feedback has been unbelievably rewarding. Whether it’s reporting issues in current playtests or sharing hopes of what future playtests may hold, it’s been great hearing from everyone and I love that we’re at a place where we can move forward together.

[h3]How have players in the playtest community surprised you over the past few months?[/h3]

Avi: I expected to be surprised and impressed by our community from the beginning so in a way, I’m not at all surprised that I’m surprised and impressed at their creativity! Some of you have figured out neat tricks with the simulation like lithifying certain types of soil into stone and then melting it to create quartz, which is a useful gemstone for a bunch of crafting recipes. I didn’t even know you could do that! I just used it recently in an internal test to craft some new tools myself and others on the dev team were like, wait, how did you do that?! I can’t wait to see what other crazy things we learn from you all.

Light: The best thing about this kind of game is you can pretty much always count on players being able to surprise you. As long as you give players interesting options and a good simulation to play with, they will find ways to make it do things you didn’t intend. But actually the most surprising thing to me from our community hasn’t been an in-game mechanical interaction, but rather the social interactions that we’re already getting. We know the big-picture vision of our game has tons of support for social interactions, but the current in-game versions are pretty limited. And yet we have people in playtests who are not just excited to play, but who are already grouping up and coordinating team efforts to try to see just how far their creativity can go. We’ve had people work together to try to sculpt statues or write words on the sides of mountains. We’ve had people group up to try to make a mountain fall by collectively carving away its base. We’ve just recently had a group of people start making plans before the playtest even started to try to figure out what they were going to build together. That blew me away. We knew we were building a game that would encourage those kinds of social interactions, but given how few of our planned social systems are in right now (and how fleeting some of these early playtests are) I wasn’t sure how much social play we’d be seeing this early. Needless to say it’s been an absolute delight to watch.

[h3]What are you most excited to show the players in the next 6 months?[/h3]

Avi: Combat is very near and dear to my heart and while what we have in game today is perfectly serviceable and already pretty fun, we have some big upgrades planned that will make it feel much more polished and responsive. We’ve been hard at work on some of the non-combat trees and performance and stability, but combat will have its day soon and I’m super hyped for it!

Light: Building off of my last answer, I’m excited to get more of the social systems in. We have so many tools and ideas to help players actually play together instead of just ‘playing separately in the same space’. In the immediate future we’re adding Gifting (which is the beginnings of an actual player economy!) and the rough beginnings of Homestead Permissions, but we’ve got plenty more to add and we’d like to start doing so soon! This is where I have to make my obligatory disclaimer that I’m not making feature or timeline promises… But some of the features we have planned that I suspect will make appearances soon include a Leadership Profession which will start out helping groups in combat, more ways to trade with other players including trading information not just items, and possibly even the start of Player Contracts.

[h3]For someone just joining the playtest, what’s your top tip for getting the most out of their first session?[/h3]

Avi: This one’s easy! Now that our video NDA has been lifted, the pre-alpha tester community has already been creating guides for each other. Check out Rommi Noodles’ Pre-Alpha Beginner Guide on YouTube for a taste of what’s in the tests so far and some of the strategies and approaches they’ve already discovered: https://www.youtube.com/watch?v=hsP7Ob4qtm0

Light: I think Avi already hit the nail on the head: The best way to start learning how to play an MMO has always been (and always will be) the friends you make along the way. So join the Discord, during playtests join the voice chat, and don’t be shy if you have questions! That said, I definitely understand that it might be a little overwhelming to be just dropped into one of our playtests. There’s a lot of tools, professions, and even movement options to learn, and we’re adding more all the time! So my advice would be to narrow your focus instead of trying to learn everything at once. Pick which sounds the most interesting to you between “Fighting”, “Exploring”, or “Gathering Resources,” and start learning just the things you need to do that thing. Each of those will eventually lead to learning the other two, and the three of them collectively will lead towards Crafting, Home Building, and more. One of the advantages of Stars Reach is there’s no single ‘right way’ to play, there’s lots of playstyles so if you know what your personal playstyle is just focus on the things you know you usually enjoy. We’re planning to add more in-game onboarding for First Time Players very soon, so that should help as well, but one more time for emphasis: the best resource for any MMO is its community.

Thank you to Avi and Light for taking the time to ask questions.

If you wish to join us in the playtests, please sign up here.

If you are signed up to playtest but haven’t taken the Solsten survey, that is here.

If you wish to help us built momentum and keep our investors happy, please wishlist us on Steam here.

A PREVIEW OF HOMESTEADING

By Dave Georgeson

So there are all these worlds out there for you to explore. A natural question for you to ask is “Can some of it be mine?”

The answer is “yes, absolutely”.

In our current pre-Alpha state, players can use the Trailblazer tool to set up temporary camps. Soon, they’ll be able to turn those temporary camps into long-term Homesteads instead.

[h3]WHAT IS A HOMESTEAD?[/h3]
A Homestead is a patch of a world that you claim as your own. You set up a camp, register that camp with the Transplanetary League, and voila!, it is yours.

Now you can build on that plot of land. You can create a home, a shop, a manufacturing facility, a farm, a giant robot…whatever you desire. If you claim a homestead in space, you can build a starport, or hollow out the interior of an asteroid as a smuggler’s base, and more.

To do so, you use Civil Engineering tools, like the Instaformer, Fabricator, and Paver to build structures and roads. You can use Forestry tools like the Xyloslicer and Growth Pod to add/grow trees and plants. And you can use Mineralogy skills to transform the terrain around you with the Terraformer.

Later, you’ll also be able to add active defense systems (like turrets and force fields) to keep the aggressive wildlife at bay or simply build passive defenses (like walls and ditches) to discourage them from wandering into your property.

In other words, it’s your home and your imagination is the only limiter on what you can do.

[h3]EXPANDING YOUR DOMAIN[/h3]
There’s a lot of planets out there. And we don’t want you limited to living only on a single world.

So, you can unlock new homesteads as you adventure, usually by acquiring new nodes on a skill tree, but there are other ways as well that we’ll unveil as we develop.

Those additional homesteads can be used to either establish another home on a different world, or they can be placed next to your existing homestead to enlarge your original claim.


[h3]CAN I MOVE A HOMESTEAD?[/h3]
The answer is “sort of”. If your homestead is empty (you haven’t built or changed anything there), then sure, you can release it and go place it somewhere else.

But if you’ve built a lot of stuff, then it’s a different story. Eventually, we’ll be creating a system that packs up your stuff into a crate so you can move that somewhere and reassemble your structures at the new location. That takes some effort, but it does make it possible to relocate your homestead.

NOTE: The first iteration of this feature will not be nearly so refined. In the first iteration, if you release a homestead, you’ll lose everything on that homestead. So choose wisely until we get the rest of the systems built!

[h3]CAN MY FRIENDS HELP ME BUILD?[/h3]
Absolutely. Even in this first release, you’ll be able to give a friend permissions to build and change things on your homestead (and you can revoke those permissions also). We’re also adding a Gifting feature so you can (for example) mine a bunch of resources and bring them back to a friend that is crafting building tiles and creating structures.

This, coupled with the fact that you can see the controls and tiles that people use as they build, allows you to cooperatively and easily build with others on any homestead. It’s a fun way to build, so enjoy!

[h3]WILL THERE BE OTHER FEATURES IN THIS UPDATE?[/h3]
Well honestly, that’s already quite a bit. But we’re planning more on top of it. How much of the list below will make the cutoff for this particular update? We’re not sure yet. But we’re currently working on:
  • Prospecting: The ability to find stone, metal and gemstone deposits on or below the surface of your worlds.
  • Seasons: The world transforms around you as the seasons pass.
  • Onboarding: The game now has a LOT of features (even though we’re not even close to feature complete), and despite the fact that we’re going to need to redo the onboarding many times in the future as things continue to change, it’s asking too much from our testers to join the game and learn it all from scratch without some assistance. Those F1 help screens just aren’t enough. So we’re going to try some stuff out to help with that.
  • We’re working on cliff traversal and falling damage with the objective to make cross-country travel more challenging, but also more of a puzzle and fun.
  • We have some ideas on how to make creatures smarter/more interesting, so we’ll be tinkering with that.
  • Bug fixes. The tests we’ve run are continuously feeding us issues to examine and we keep knocking things off the list as we do these updates.
  • And more. Yes. Definitely more. But that’s the list of major stuff.

[h3]WHEN WILL THIS UPDATE OCCUR?[/h3]
After the Thanksgiving holidays, so early December sometime. I hope you’re looking forward to it! We’d really like to start running longer duration tests. We’ll see how things go with the bug fixes and then decide on that.

BRINGING STARS REACH TO LIFE IN TRAILER II

By Sean WeedenThe Stars Reach Trailer II project was all about creating the trailer we’ve envisioned – a true showcase of the strides we’re making in bringing Stars Reach to life. Trailer II highlights the leaps we’ve made, enhanced graphics, a dynamic world simulation, player-built structures and fast-paced, arcade-style combat, giving players a glimpse of how Stars Reach is coming together and what’s next on the horizon.All footage in the trailer is real gameplay—no staged scenes, no CG. We wanted this trailer to give a genuine look at the new features and systems we’re building. Although we’re still in the early stages, our goal is to make Stars Reach dynamic, immersive, and truly player-driven.[previewyoutube][/previewyoutube][h3]A FRESH VISUAL DIRECTION: SHAPED BY COMMUNITY FEEDBACK[/h3]
During this Pre-Alpha phase, player feedback has been crucial. We heard you loud and clear on graphics improvements, so we prioritized updating the art direction to create an atmosphere that feels rich, textured, and alive. Trailer II gives an authentic snapshot of Stars Reach’s visual direction, showing how we’re reimagining the universe to align with what players have envisioned. This is just the beginning—more visual improvements are planned as we continue through Pre-Alpha, and even bigger updates are coming.

[h3]COLLABORATIVE TRAILER CREATION: A TEAM EFFORT[/h3]
Capturing footage for Trailer II was a lively and sometimes hilarious adventure, with our team in constant coordination to showcase Stars Reach’s best moments. Each new system—from our dynamic world simulation to environmental lighting upgrades—had its moment to shine, but not without a few memorable hurdles. Turns out, getting everyone to fly in the same direction in zero-gravity is easier said than done! And don’t even get us started on the swarms of skysharks—our poor avatars barely stood a chance and often had to respawn mid-shoot! Each clip you see is the result of a mix of luck, last-minute improvisations, and those rare, perfectly-timed moments. This trailer truly marks an exciting milestone in our journey Our goal was to go beyond updated graphics and reveal brand-new gameplay mechanics and immersive moments that we’re excited to share for the first time.

[h3]BEYOND VISUALS: A WORLD FULL OF DISCOVERY AND ADVENTURE[/h3]
Our goal was to balance these new visuals with a preview of engaging gameplay at the heart of Stars Reach. We knew it wasn’t enough to simply show improved graphics; we wanted to capture the depth and excitement of our world in motion, from combat sequences to world-building features. Throughout production, we carefully selected scenes to give viewers a true sense of the immersive, ever-evolving world, hoping to spark curiosity about the adventures that await them inside Stars Reach. In the end, Trailer II became more than just a visual upgrade—it’s an invitation for the community to join us as we continue to build, refine, and evolve the game together.

[h3]JOIN THE PRE-ALPHA PLAYTESTS: HELP SHAPE THE JOURNEY[/h3]
If you’d like to be part of the journey and see your feedback come to life, register to join our Pre-Alpha playtests and connect with our Discord community to help shape the future of Stars Reach. Your input is essential in building a living galaxy that reflects the creativity and passion of our players. Let’s build this adventure together!

New Stars Reach Trailer Just Dropped – See What We're Building Together

[h3]We’re excited to share the new trailer for Stars Reach, our sci-fi sandbox MMORPG currently in Pre-Alpha. This is just a glimpse of the battles, exploration, and landscapes that make Stars Reach a different kind of MMORPG—one where your choices have real impact on a galaxy that’s constantly evolving.[/h3][previewyoutube][/previewyoutube][h3]Want to be part of the journey? Sign up now to join the Pre-Alpha playtest and help shape Stars Reach from the ground up. Every player’s input counts as we build this galaxy together.[/h3]

THE MULTIWORLD TESTS – A PREVIEW

By Dave Georgeson

The time has come for our pre-Alpha MMO to graduate from single zone tests to multizone ones instead. Not only that, but now we start to take the training wheels off – allowing players to explore and make their own paths, gain XP, gather resources, craft new equipment, explore a new planet and space zone, and fight to stay alive while they do it!

This weekend is Part 1 of those tests.

Stars Reach is still significantly pre-Alpha, but the game has grown by leaps and bounds beyond the basic combat and survey point test we ran only a couple weeks ago.

The players start on Rodin IV, a temperate planet in unknown space. A small forward base has been established on-planet by Rangers that visited previously but they left little behind…just a few crafting stations and a ReLife node.

The players have only their basic starting equipment, a desire to explore and the willpower to stay alive, and during the course of Parts 1 and 2 of this test, they’ll go from harvesting mushrooms to potentially building colonies and starports of their own.

All of this is designed so that we can gather feedback from the players and make adjustments to the game going forward, reinforcing what works well and replacing what doesn’t as we keep forging our path toward Alpha.

[h3]WHAT’S NEW IN PART 1?[/h3]
  • The Harvester and a basic Botany skill tree
  • The Terraformer and a more extended Mineralogy skill tree, including Chronophasing
  • Flares for the Trailblazer (Ranger skill tree). (A popular player request from previous tests!)
  • You don’t start with the Grapple and Grav Mesh…you have to make them first, which makes travel and combat…interesting
  • Pathfinder (survey tool) no longer has TAB modes…it’s all-in-one mode and easier to use
  • Stove and Toolmaker can be used to make recipes for things you unlock with XP. (The Lathe will become functional in Part 2.)
  • Added scores of recipes and around 50 new resources
  • More than one zone. Look for the portal! And expect the unexpected!
  • Lots of performance improvements and crash fixes

If you’d like to be part of the journey, register for the playtest and join our Discord to help shape the future of Stars Reach. We’d love to have you with us in the next round of testing!