A Traveller Explores Worlds of Olde in a Moving “No Man’s Sky Foundation” Livestream

A Traveller Explores Worlds of Olde in a Moving “No Man’s Sky Foundation” Livestream

As regular readers are aware, I spend a considerable amount of time exploring the early No Man’s Sky universe. And it seems I’m not alone.

I recently ran across a video captured by YouTuber Unholy_Mr_Brown during his live-streamed session of exploring several worlds in the Foundation (v1.1, circa 2016) version of the game, which happens to be my go-to for “time travelling” / historical exploration. During the hour and a half livestream, the fellow traveller explains the reasoning behind his preference for the older versions of No Man’s Sky to the new. His sentiments, full of emotion, echo many of my own and I found watching him explore and listening to his commentary very much to my liking, and so I share it here with readers. (His channel is full of other exploration videos of past versions of No Man’s Sky, for those wanting to see more.)

While on the topic of video explorations of worlds of olde, I will take the opportunity to share another video that I spotted a while back on Reddit in the NMS_Foundations sub (the focus of which is “to share the old-school sci-fi vibes of No Man’s Sky“). It’s called This is No Man’s Sky and was created in late 2019 by YouTuber J. Twittenhoff using the Press Kit version 1.0 of the game on a PS4 Pro. It’s something of a fan trailer of the early game with a lovely ’80s synthwave vibe. (The creator posted part II of his project a short while later.) Thanks to u/jenga67 , author of the lovely Back to Foundations game mod, for submitting the video to the subreddit.

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Exploring an Early World That Exemplifies the Meaning of Solitude

Exploring an Early World That Exemplifies the Meaning of Solitude

The previous post made to this blog covers my exploration of a mountainous desert world from No Man’s Sky Foundation v1.1 (circa 2016), with photos and a somewhat lengthy video. Soon after exploring that planet, I set down on another world in the same system that turned out to be one of the most desolate I have ever encountered in my four years in the game.

The world is devoid of all flora and fauna and is nearly silent but for a subtle and woeful drone sung by the wind. It is a striking, high-contrast pink-purple world with a dark and purple sky. The landscape is full of rocky crags with stone arches and water lakes here and there. It is rather unlike anything one might encounter in more recent versions of the game.

Here I present several photos and a short video account of a portion of my exploration of this desolate place. I have rarely felt more solitude on a world in the No Man’s Sky universe than that which this planet presents.

Those interested in this No Man’s Sky “time traveling” may enjoy my previous forays back in time.

Taking a Stroll Back Through Time: A Long Walk on a Desert Planet

Taking a Stroll Back Through Time: A Long Walk on a Desert Planet

As regular readers of this blog and my NMS-focused followers on Twitter are likely aware, I am currently enjoying No Man’s Sky Foundation 1.1 (circa 2016) alongside the current version of the game, which at the time of this writing, is Next Generation. I got this setup on my PC early last year and have had a lot of fun being able to go back and explore the universe of olde, harboring worlds with wilder and more chaotic terrain generation. In a recent session in Foundation, I decided to record my exploration of a mountainous desert world and share it, here, with readers.

Craggy desert worlds of this sort appeal to me, and I could see from high above the surface that it would be enjoyable to explore. After setting down beside a small lake as the sun was setting, I set out on foot to see what I might find. After, perhaps, 10 minutes of walking it occurred to me to start recording my screen as I explored.

The ability to be anywhere on a planet and summon your starship from afar had (happily) not yet been added to the game in the 1.1 release. Several types of Habitable Structures feature landing pads or ship summoning terminals that can be access by way of a Bypass Chip (dropped from the game in NEXT) in order to call your ship to those limited locations. As a driver for my exploration in Foundation, I often land and set out in a certain direction and not stop going forth — no turning back — until I locate such a facility from which I can summon my ship. On this adventure, it took 3 hours and 30 minutes to locate such a building, and it was a glorious little walk.

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A Tour of 3 “Yoda Hut” Bases from the Swamp Worlds of “No Man’s Sky Origins”

A Tour of 3 “Yoda Hut” Bases from the Swamp Worlds of “No Man’s Sky Origins”

[ Update: It is worth noting up-front that the weekend following the publication of this blog post brought the “Mud Huts” discussed here as a buildable item that can be purchased in the Anomaly from the Quicksilver merchant. As such, searching for the ideal hut is (perhaps sadly) no longer a requirement for those seeking such a base shelter. In a recent video, Mac Foraday demonstrates the building of such huts. ]

The first few weeks after No Man’s Sky Origins landed, I spent a great many hours in the game traveling from system to system, exploring the entirely new worlds added to the universe, as well as the dramatically expanded diversity found on the planets that have been there all along. Almost immediately I discovered a fiery hellscape of a world that was so unlike anything I’d encountered in the game before, I had to setup a base from which to explore it in detail. After several weeks’ journey, I paused to share some of the amazing sights I encountered.

Aside from the aforementioned hellish volcano worlds, another new type of world is a swampy sort marked by dramatically rooted trees, glowing fungi, and a sort of organic pod dwelling that players have taken to calling “Yoda huts,” given their similarity to the well known Degobah homestead of the aged Jedi master. Not long after installing the update, I encountered my first world of this sort, but I didn’t immediately notice these little organic huts situated at the base of certain trees. But, as soon as I came across my first, the possibilities got me quite excited given my fondness for “tiny home” bases.

The unfortunate thing about these organic pods is that surrounding flora is heavily clipped into almost all of them, cluttering their interior space with leaves and brambles. Finding a hut that is both nicely situated and free (or nearly so) of intruding plants is a time-consuming process, I’ve learned. They can often be found in small groups close together or even growing in and amongst one another in an overlapping sort of way. Some are inaccessible, the main opening being entirely in the ground or in the trunk of a tree. But, if you want to find just the right pod-home on these new swampy worlds, with a little patience you can.

The photos and video shared here start off with the first pod I found enough to my liking to put down a base computer and settle. The encampment is a series of three huts located on a hilly world that’s more misty than swampy, really. The main hut is the “cleanest” of the lot, the other two being rather overgrown, internally. I was still able to utilize them though, placing my base teleporter just inside the entrance of one, and using the other to conceal power storage and host a bouncing blob terrarium.

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Jeff Minter Names “No Man’s Sky” as His “Game Of A Generation”

Jeff Minter Names “No Man’s Sky” as His “Game Of A Generation”

“On the eve of the next generation” of game consoles (the new Sony PS5 and Microsoft Xbox Series X), Edge magazine, in issue #352 (Christmas 2020 issue), is running an article entitled “Games Of The Generation.” The piece includes a variety of industry notables sharing their pick of a game released since the arrival of the PS4 and Xbox One worthy to receive this title.

The list is comprised of 20 games, their advocates describing their reasons for bestowing such singular note upon them. Some are extremely well known — Red Dead Redemption 2, The Legend of Zelda: Breath of the Wild, Ico — while others are less so. And among them is Hello Games’ No Man’s Sky.

“…our Games Of The Generation awards go to the crème de la crème — those Edge has judged to represent the pinnacle of game design as we know it today.”

Within, legendary developer and founder of Llamasoft, Jeff Minter, has named No Man’s Sky his Game Of The Generation. With a development career that began in 1981 with titles for the Sinclair ZX80 micro, Minter is known for a great many (and frequently psychedelic) titles across many platforms, including 8 and 16-bit Ataris, C64, Amiga, Nuon, PC, iOS, Xbox 360, and PS4. Some of his most notable titles include Gridrunner; Hover Bovver; Attack of the Mutant Camels; the Virtual Light Machine/Neon; Space Giraffe; Tempest 2000, 3000, 4000; TxK, the iOS Minotaur Project; and Polybius. Additionally, he has long been one of this writers’ true industry heroes.

Jeff Minter explains why No Man's Sky is his game of a generation.

Soon after the launch of No Man’s Sky back in 2016, Minter began tweeting his enjoyment exploring the wild and alien, procedurally generated worlds that Hello Games had brought into being. A post on his blog from September 2106 (don’t let the title fool you) expresses the degree to which the game had impressed him. (His post was included in a list of articles reacting to No Man’s Sky on the first post made from this blog, “A Few Words About the Best Game I’ve Ever Played: ‘No Man’s Sky’”, on September 1, 2016.)

A brief excerpt from Minter’s assessment of No Man’s Sky (shown in full, above), follows.

Regarding a ‘game of the generation’, I think for me it’d have to be No Man’s Sky. Even back at the very start when there wasn’t a great deal of complex gameplay in it (and the developers were taking a right kicking for that), nonetheless I thought the style was fantastic (recreating almost perfectly the style of 1970s sci-fi book covers) and remarkably creating an explorable universe in that style was quite an amazing achievement. …

This nod from industry veteran Jeff Minter is mighty kudos, indeed, for Hello Games and the universe they have created with No Man’s Sky. And, thinking about it, this seems a rather apt post to have put together on Thanksgiving Day!

A Glimpse of a Traveller’s First Encounters in the No Man’s Sky Origins Universe

A Glimpse of a Traveller’s First Encounters in the No Man’s Sky Origins Universe

On September 23rd, No Man’s Sky Origins (v3.0) was released to much fanfare. This year’s biggest update to Hello Games’ space exploration / survival tile originally released in 2016, Origins is on the scale of previous major updates such as Beyond, NEXT, and Atlas Rises. And, as has been the case with every No Man’s Sky update (13 major updates in all), the Origins update is available to players free of charge.

What I, and many other players that have been in the game’s universe since day one, wanted most from Hello Games was an update to the game’s variation and diversity. With Origins, this is what we received.

In an IGN interview video, Hello Games chief Sean Murray explains what Origins is all about, and what it means to the studio.

The fundamental thing is that we have this universe that we built, like, four years ago and we released it and we said that thing of, “even we don’t know what’s out there.” But it was true to an extent, right? We didn’t know the kind of planets people were going to start up on and — and then actually that hasn’t been true for the last four years for us. We have a ever evolving game but that universe has been reasonably static, right? The same terrains and biomes and worlds out there to explore. We’ve kind-of calmed them down, actually. We’ve removed some of the craziness [in Atlas Rises and, to a much larger extent, NEXT]. And Origins is kind-of — yes it’s another update — but it’s kind-of a new start for us in some ways. And we wanted to get that across. That this isn’t just — this isn’t an end, it isn’t just, “here is an update with some more content in.” It’s something quite fundamental for us.

We’re adding more diversity, more variation to that universe, which is something we haven’t really done that much. But also, we’re adding, like, literal new planets and bursting them into the universe…

Technically what’s possible now, kind-of wasn’t possible for us before before. So you have really tall mountains, multiple-kilometer tall mountains, chasms, deeper oceans, deeper caves, crazier terrain — things that we wanted people to have that feeling of freshness in the universe.

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A New Traveller Describes His Enchantment With the “No Man’s Sky” Universe

A New Traveller Describes His Enchantment With the “No Man’s Sky” Universe

YouTuber Ben Is Bread recently posted a video entitled Why I Needed No Man’s Sky, in which he shares his experiences playing the game after downloading it for the first time several weeks ago. Being a gamer who has run an active YouTube game channel for several years, Ben was well aware of No Man’s Sky and the travails of its launch, but had never stepped into its universe until recently. (And it’s worth noting that the video was published a week before the Origins v3.0 update landed, notably enhancing variation within the game.)

I don’t feel like I’m just playing or going through No Man’s Sky, I feel like I’m actively engaging and experiencing it … At the end of the day I feel something playing this game.

The video spoke deeply to me and certainly resonated with my own feelings surrounding the game. That you are reading this post on my No Man’s Sky blog, you probably have some idea of the regard I have for the game.

And, so, I wanted to share this video with those who feel likewise, as well as those who have not yet had the chance to see how they feel about No Man’s Sky.

What kept me constantly fascinated with this game was the joy and satisfaction I found in discovering and exploring the crazy hostile and beautiful worlds this game creates… There were just so many points in my journey where I would stop exploring, stop mining, stop looking for materials and — just take in the experience. No one else had ever been here. No one else had ever stepped on this planet and seen what I’d seen.

For right now, in a stressful and confusing time, where so often we can feel trapped and helpless, it’s incredible to be able to explore, to discover, to have curiosity and wonder what lies just over the horizon…

Related link:

“Hell’s Front Porch” : No Man’s Sky “Tiny Home” Base IX – in Origins

“Hell’s Front Porch” : No Man’s Sky “Tiny Home” Base IX – in Origins

The update of the year, No Man’s Sky Origins 3.0, has landed and we’ve finally gotten a healthy helping of what many of us were hoping for: improved variation. I a have a lot to say about this update as a whole, and intend to do so in posts soon to come, but early in my exploration of the game’s new universe I discovered the most inhospitable hellscape of a planet I have ever encountered in 2,700 hours in the game. It is an “Erupting Planet” with frenzied Sentinels and “Colossal Firestorms” that I was quick to experience upon landing, after my suit AI warned me of an approaching “Wall of Flame.” It is a terrible place.

I was in love.

Where better a place for another cozy little “Tiny Home” base (my ninth, in fact)? So, I began scouting out locations from the air, when finally I found the place — a spot near the wall of a sooty canyon at the base of three active volcanoes, with sparse flame-ravaged trees bespeckling the dark lava rock surface. There I built a metal base, raised on a pedestal to avoid the frequent flame spurts that characterize the world, with water and fuel storage tanks (obviously) situated on the safety of the roof. (At least there are no R.O.U.S.es — well, actually…)

The base is situated in the Eissentam galaxy in Normal mode. I didn’t expect my first post since Origins launched to be another base build post, but the situation was too perfect. More from me on Origins soon, and I hope you enjoyed a look at this little patch of paradise. Stop in for a visit…if you’re up for it.

Community Event (Sept. 18) – Or Where Not To Park a Derelict Freighter

Community Event (Sept. 18) – Or Where Not To Park a Derelict Freighter

I don’t post about every weekend community event, but this past weekend’s was so out of hand that I thought I would share a video.

As I emerged from the portal on the event world, I found myself in the middle of a lot of action, with boltcaster rounds whizzing all about. Sunday, it seems, was a busy day on the event world.

Player bases peppered the planet’s surface, and after making my way to the Anomalous Disturbance to find out what was needed to quell the disturbance (Albumen Perls), I explored several. Among them was a large canon-shaped base that I investigated, failing to realize that it was actually capable of firing players far above the surface and into space. I learned this after-the-fact from a video by Jason Plays who demonstrated The Cosmic Cannon, as created earlier on a different planet by player Commander Keen, who apparently constructed it on the community event planet as well to give folks something rather unique to play with (portal coordinates to the original location can be found in the video).

After visiting several other bases and gathering Albumen Eggs, I headed back towards the site of the Anomalous Disturbance, noticing a massive freighter half-embedded in the ground. It was not there moments earlier. As I approached the landing pad of a large base next to the Disturbance, I noticed the landing rings were set at an angle. This observation betokened what was to come when I stepped out of my ship and onto the pad. I was — tilted. Leaning. I could walk, but as if in a stupor of some sort, with controls skewed along with my orientation with respect to the ground. I then noticed my jetpack had been disabled. And that’s when I realized just what was going on.

Someone managed to glitch a derelict freighter (which arrived with the Desolation update) into the event planet and in close enough proximity to the event site that “gravity” was obeying the floor angle of the freighter and jetpacks were disabled, as they are in a derelict freighter, because the game thought I was inside the freighter. It was quite difficult negotiating the base where I landed in order to get to a clearing where I could summon my ship, which was the only way I could think to get out of that bind. And, indeed, once I lifted off, things were back to normal.

I love the creative player bases and various other clever player creations on community event worlds, but this one seemed to actually have put players at risk of having to restore from their older save, which could be costly to players that hadn’t made a manual save in a while (or who don’t backup their saves frequently). And, as can be seen in the embedded video, I wasn’t the only one affected. It wasn’t such a fun experience.

At any rate, I quelled the anomaly and it was revealed that Ariadne is no murderer — an unknown imposter has taken on his/her appearance and stands in their place…

Community Event (Sept. 4) Brought a Sator Square and Other Sights

Community Event (Sept. 4) Brought a Sator Square and Other Sights

It has been a few months since I covered one of the weekend Quicksilver community events — the last one I covered was the odd “event that wasn’t” — but a few of the sights I encountered this past weekend prompted me to share another video.

The mission took place on a “Cabled” Exotic world (the sort that always send my mind in an equestrian direction, somehow) where a gathering of cable pods were needed to quell the disturbance at hand. Locating 16 cable pods on the surface of such a planet takes some times, to be sure, but that gave me the opportunity to observe some of the player-made bases that cropped up on the world. These are, for me, the highpoint of these events, and I wanted to share some of what I encountered.

The most notable base presented a massive, floating rendering of the ancient Sator Square. Have a look and hats off, player Aceacin, for the striking build.