No Man’s Sky finally gets fixed

If they is one thing gamers remember from the year 2016 it is the absolute shambles that was the launch of No Man’s Sky. The game was slated to be the best game of the decade with exploration and creativity of the scale and a universe you can get absolutely lost in. Unfortunately the game that was delivered was far from the product Hello Games had advertised, even causing some gamers to request refunds on the claims that it was fasely advertised. The game needed to be fixed urgently. No Man’s Sky finally gets fixed.

The video below pretty much sums it up:

So recently I was scrolling through Facebook and saw an advert for the game now on Xbox and instantly I thought the gaming community would find it laughable that the game has had to lose its console exclusivity just to make some money, I decided to read the comments to see what the response was and was met with a surprisingly positive outlook on the game with many players stating the new NEXT update has made the game so much better and worthy of relaunch. This article will outline all the improvements this patch has made under their retrospective areas so you can see whether you think its worth your attention.

I think it is very important to mention that we are two years on and despite the fact that the game should not of been sold as something it wasn’t we have to tip our hats to Hello Games for not giving up on the game and improving it to the level it is now. Other game developers could learn a thing or two from them. The game still starts the same way with you spawning on a random planet needing to mine materials to ensure your hazard protection does not fail, then you soon discover a crashed ship and go through a process of mining and creating components to repair the ship and then you can start your journey of discovery among the stars.

No Man's Sky finally gets fixed
The NEXT update has made massive improvements to the games graphics.
No Man's Sky finally gets fixed
Your universe awaits!





The NEXT update consists of the following:

New features & Third person

  • Fully immersive multiplayer
  • Xbox One release with Booster Pack
  • Third Person camera for walking, jetpacking, swimming and in-ship flight.
  • New player models
  • Completely reworked animation system
  • New animations for players, as well as NPC’s and creatures
  • System and animations for gestures
  • Character customisation
  • Player character turns to look at points of interest
  • New get in/out of vehicle effect
  • Interactions show the player character where appropriate
  • Warping in ship is in third person
  • Resized various deploy-able tech to better fit third person mode


  • Real time missions
  • Scheduled missions
  • Multiplayer missions
  • Completely overhauled tutorial
  • New mission types- photography, feeding, freighter combat, archaeology and specailazed hunting missions.
  • Guild envoy missions


  • Bases can be built anywhere
  • Players can own multiple bases
  • Hundreds of new base parts
  • Increased base complexity/size limits
  • Joint base building
  • Improved terrain editor modes and options to be more intuitive
  • Improved teleportation and selection between teleport destinations
  • Toned down saturation intensity of palette choices for colouring base building parts
  • Base terrain editing now stops when you hit the limit rather than overwriting old edits
  • Bases can now be deleted
  • Improved system for placing base building parts
  • Increased base building radius and made it expandable
  • Disabled base auto uploading and added manual controls
  • Enabled downloading more than one external base from other players


  • Frigate fleets feature- including missions, upgrade system, system combat and exploration assistance.
  • Overhauled base building inside player freighters
  • Reworked and added procedural textures to freighter bridge hologram planet
  • Redesigned path from freighter hanger to bridge
  • Improved speed of airlock doors opening on freighters

Crafting & Resources

  • Reworked and rebalanced all core substances and resources
  • Deployable tech can no be picked up
  • Added refiner based crafting system
  • Added craftable amunition
  • Improved damage falloff on mining beam


  • Additional markers visible in analysis visor
  • Latitude/longitude displayed on analysis visor
  • Improved HUD layout
  • HUD lines dynamically hidden with the corresponding UI elements
  • Improved notification layout
  • Improved build and quick menu
  • Inventory stack splitting
  • New repair interface
  • All player owned ships can now be summoned
  • Added systems for repairing damaged inventory slots
  • Backpack showing in your inventory will now match customised character backpack
  • Backpack bars display hazard protection and life support
  • In-ship map now highlights enemies
  • Improved docking indicators when flying
  • Completely reworked shop UI
  • Nanites no longer take up inventory slots
  • Scanning ships shows their slot count
  • Save slots are now sorted by timestamp
  • Galaxy map can show multiple markers for each system
  • Added dynamic suit protection inventory icon
  • Inventory full notifications now take into account cargo slots
  • Fixed camera voxel to start voxel in Galactic map
  • Can pin base building recipes on the HUD
  • Added danger icons to tentacle plants
  • Improved tech and product pinning, with more detailed guides to obtaining the build requirements
  • Improved compass
  • Improved HUD marker icons for objects of interest
  • Added multiplayer text chat on PC

Graphics & Planet Generation

  • Improved fog and increased draw distance
  • New terrain generation system for improved navigability and more varied earth-like and alien landscapes
  • Reduced situations where cave props can be spawned above ground
  • Improved particle systems fading out over distance
  • Added support for extremely large biome props
  • Improved and increased variety of clouds and cloud shadows seen from space
  • Improved planet surface rendering from space
  • Improved terrain lods and visuals when flying in from space
  • Improved sky and fog colour selection
  • Tightened triplanar texture blend areas
  • New colour mapping system to create more varied and atmospheric visuals
  • Improved tree density
  • Tree size variation
  • Added empty systems, with no current inhabitants
  • Added abondanded systems with derelict space stations
  • Improved storm visuals
  • Improved textures for ship, NPC’s and buildings
  • Added planetary ring system
  • Increased asteroids density in space
  • Improved space visuals
  • Added support for larger bodies of water
  • Character shadows for first person gameplay
  • Adjusted TAA settings to reduce shadow blurring on terrain
  • Added particle effect when flying above water
  • Splash particle effects
  • Inventory and pause menu now uses depth of field to blur in-game camera
  • Balanced intensity of lights in the Atlas station
  • Updated model of hologram backpack in suit upgrade chamber
  • Improved water surface and foam shaders
  • Improved water reflections to better match terrian
  • Improved imposter visuals and lighting to better match nearby objects
  • Switched object and terrain fading to use Blue Noise to give smoother transitions
  • Improved compression on some textures generated in-game
  • Improved terrain texture blending and selection
  • Improved sand and cave colour selection
  • Improved beach blending and visuals
  • Brightened cave interiors especially at night
  • Improved storm effect fading as you enter buldings
  • Added gun model for ships
  • New high quality tree models and textures
  • Fixed an issue with landing pads UV’s
  • Improved drone, quad and walker models
  • New drone texture effects
  • Added more varied underwater and underground objects
  • Improved appearance of Gravitino Balls
  • Major improvements to biome object placement
  • Improved crystal placement
  • Improved marker distances for gameplay props
  • Added terrain objects which cannot be destroyed by player ships
  • Improved colours, brightness, saturation of creature textures
  • Tweaked rock textures
  • Improved scale of undergournd objects
  • Tweaked poison blob particle effects
  • Improved cave biome glowing plant lights
  • Optimised cave biome prop performance
  • Improved bushes and underwater plants
  • Improved asteroid texture balance
  • Improved abandoned slimey diffuse colours
  • Improved under-foot dust effects
  • Improved heavy air in caves
  • Improved scale of gameplay plants
  • Improved toxic grass diffuse texture
  • Tweaked mountain fragments on certain biomes
  • Improved vertex displacement on flags to make them wave nicer
  • Improved smoke and damage effect on ships and distress beacons
  • Modified frequency of wordstones, crates, undergournd props and damaged machinery
  • Improved rare gem collection effect
  • Improved ship trail effect
  • New engine effect for ships

Space Stations & Buildings

  • Overhauled space station interior
  • New space station marketplace
  • New style for stairs in space station
  • Redesigned look of teleporter in space station
  • Added variation to building interior layouts and props
  • Added a small ramp to the drop pod for easier access
  • Improved building frequnecy
  • Added LOD system for base building parts to increase draw distances and complexities

Exploration, Fauna and Flora

  • New underground ruins building type
  • Buried technology modules and blueprint analysis
  • Overhauled signal booster and navigation data input
  • Procedurally generated technology
  • Procedurally generated products
  • Improved creature pathfinding
  • Improved creature response to feeding
  • Herd behaviour for creatures
  • Improved sentinel drone behaviour, proximity indicator and escape gameplay
  • Improved matching of creature body parts to their role
  • Coprite imporvements
  • New hazardous fauna
  • New hazardous flora
  • Improved scan rangers for biome specific plants
  • Added new armoured drone type
  • Must use terrain editor to mine resource deposits
  • Improved Colossus speed and fuel tanks/consumption
  • Different ship classes use different amounts of launch fuel
  • New name generation system for planets/ships/weapons/ creatures
  • Increased variety in creature descriptions
  • Nada + Polo’s tasks are now tracked in the mission log
  • Fancier Descriptions for planetary weather conditions
  • Changed starting Exosuit inventory size
  • Increased the number of Exosuit cargo slots available to purchase
  • Increased crafted item stack size in the Exosuit to 5

Controls & Combat

  • Climbing traversal more challenging and rewarding
  • Added ability to slide down cliffs
  • Player movement is more dynamic
  • Air resistance simulation for jetpack navigation
  • Multi-tool manual holstering/unholstering
  • Ship weapons can be used against ground targets
  • Splash damage added to ship weapons when used against ground targets
  • Improved low level flight with destruction of terrain objects with which you collide
  • Fixed jitter on physics debris pieces
  • Stopped player colliding with tiny rocks on scorched biomes
  • Crit points on sentinel drones and quads
  • Combat scope module for the Multi-Tool
  • Personal forcefield module for the Multi-Tool
  • New grenade types
  • Imrpoved weapon alternative mode also with better HUD display
  • Sentinel drones can repair quads and walkers in battle
  • Improved sentinel quadruped behaviour, pouncing and evade
  • Improved walker behaviour with different attack modes
  • Extra armour plating added to sentinels arriving in combat
  • Fixed placement of off-planet markers and improved pulse drive flight towards marked destinations


  • Updated creature vocals
  • New third person foley for player and NPC’s
  • Additional loading music and a new track when starting normal mode
  • Revised ship engine sounds
  • Added low flying ship sounds
  • Revised underwater sounds
  • Improved combat audio and overhauled Quad and Walker audio
  • New NPC vocals
  • New Frigate audio

Stability/Balancing/Fixed issues

  • Fixed a number of issues with atmospherics and water rendering on the horizon
  • Fixed text clipping issues in some languages
  • Fixed certain cases where opening the settings menu silently changed resolution
  • Fixes for several uncommon out of memory crashes
  • Fixed transition between lighting when flying to space
  • Fixed and improved a number of situations for flattening terrain around buildings
  • Fixed cases where terrain tiles could be missing or slow to appear while flying around or into planet
  • Fixed crashed freighters having underground treasure too low to mine down to
  • Prevented some story-critical buildings being placed underwater
  • Fixed lighting issues with double sided leaf shaders
  • Fixed repetitive tiling textures on some foliage leaves
  • Fixed issues with loading some particularly large saves
  • Fix for superconductive lock bug
  • Voice chat quality and reliability improvements
  • Fixed scan events for lsyers who have managed to go off-grid
  • Fix for edited terrain regions repeatedly regenerating themselves unnecessarily
  • Fixed rocks showing up as the wrong colour on frozen biomes
  • Fix occasional hang in asynchronous IO
  • Fixes for non-instance LOD’s
  • Added geometry streaming system
  • Made numerous memory savings to improve overall stability
  • Made the damaged machinery turn off the sparks and smoke effect when you have finished the interaction
  • Rebalanced AI ship damage
  • Balanced ship to ground target damage
  • High performance (1440p) and High quality (2160p) rendering modes added for Xbox One X
  • Made numerous grass and foliage rendering optimisations
  • Optimised per-frame renderer memory usage
  • Optimised various engine components using async compute
  • Various optimisations
  • Various miscellaneous bug fixes

So that’s that, clearly they have been some huge improvements and if you ever had any doubts about whether its worth the £35 to pick up let me be the first to assure you that it is, I played the original version on PS4 and I assure you this update makes it so much more of what the game should of been. Let me know your opinion in the comments below or on our forums here.



  1. I completely agree, especially with Blade Runner I saw it for the first time the other month and was like.. really? Thats this amazing cult classic? nope.

    I have to admit it takes a lot to stick with the idea and build on it when its so easy to just write it off as a bad job, I suppose the best way to look at it is this dev really needed to work on its reputation and making it closer to the game promised was the best way to do so or they would forever be remembered as that terrible game dev who made No Mans Sky.

  2. This is really interesting. It’s funny how you can just release something to negative reception, and then much later down the line, make some drastic alterations to end up receiving praise. Same thing happened with Final Fantasy XIV, where Square Enix practically created a whole new game to control the damage to their brand, and now the game is one of the most acclaimed MMOs.

    It’s not like it’s exclusive to games, either. Nowadays, a film like Blade Runner is generally considered to be a classic, despite the original release being a weird edit with a bored Harrison Ford narrating it.