The aggressive sci-fi title No Man's Sky was seen by many as a lost cause after its launch failed to alive up to the massive levels of hype the game garnered pre-release. With mixed reviews, heaps of criticism from No Man'south Sky players over what many felt were missing features, and a lack of things to practise, it would take been understandable for developer Hello Games to simply movement on from No Man's Sky. However, the studio did exactly the contrary, choosing to plow what many felt was a failure into a success.

Following the game's underwhelming launch in 2016, Hello Games continued to piece of work on the title, releasing not but updates and fixes, just costless expansions to proceed to mankind out the overall experience for players. The real turn around came two years later with the No Human'southward Sky "Adjacent" update, bringing the game to more platforms similar the XBox One, but besides adding core features like multiplayer, bases which could be made anywhere on a planet, and an updated game engine making planets and creatures more unique.

After five boosted years of connected expansion releases, Hi Games is kicking off 2022 with its next major No Homo'due south Sky expansion chosen Sentinel. A new trailer shows off new gameplay from the expansion, including the power for players to create their own personal robotic companions once they've completed new tasks surrounding finding Sentinel stories. Sentinel forces likewise take a new enemy type called the Hardframe Battle Mech, equipped with a jetpack, flamethrower, and more than. They defend Picket Pillars from intruders, though players volition want to observe a manner to disrupt them for the gear and stories that can be earned.

In addition to robots and mechs, the Picket update likewise comes with a ton of new features including a new expedition chosen Exobiology dealing with animal life and plenty of rewards to earn. The update improves combat to be faster-paced, and the multi-tool has been given a visual overhaul with new projectile types, lighting effects, and more than. There's a new cloaking tool, the Exomech can exist given an AI pilot to follow the role player, improved NPC navigation, and much more. No Man'southward Heaven also supports Nvidia Deep Learning Anti-Aliasing, AMD FidelityFX Super Resolution, and has joined the growing list of games that accept been optimized for Steam Deck.

In add-on to the latest expansion update, Howdy Games is likewise launching No Homo's Sky on the Nintendo Switch, opening things up to another group of players. Being able to take the game on the go with the Switch beingness portable may besides appeal to more than than a few players as well.

Hither are the full patch notes:

SENTINELS

  • 3 new types of Sentinel Drone accept been added: Heavy Gainsay Drones, Repair Drones and Summoner Drones.
  • Combat Drones use a variety of weapons, including terrain-destroying grenades, shut-range scatter shot, and a rapid fire laser rifle.
  • Repair Drones are lightly armed and weak, but volition rapidly seek out and repair any damaged Sentinel units.
  • Summoner Drones are little threat in themselves simply if left unchecked will quickly overwhelm careless Travellers by calling in waves of reinforcements.
  • Lookout man drone navigation has been reworked, assuasive for amend pathfinding over rough terrain, and allowing drones to pursue players into buildings and caves.
  • Watch Drones now deploy static combat shields, creating a dynamic battlefield. Players may manoeuvre to take advantage of these shields for themselves, or open burn to destroy the shield.
  • A new loftier-level Sentinel has been added, the Hardframe Battle Mech.
  • The Hardframe can exist establish at high alert levels or patrolling nearly secure buildings.
  • The Hardframe is well-armoured just highly mobile, beingness equipped with a jetpack.
  • The Hardframe has access to a range of weaponry, including grenades and a plasma flamethrower.
  • Sentinels can now be temporarily disabled, either past defeating the concluding moving ridge of Sentinel forces in a battle, or past locating and interfacing with a planetary Sentinel Pillar.
  • The canisters dropped past Lookout forces have been visually refreshed, with drones, quads, Walkers and Hardframes all dropping distinct items.
  • Scout canisters take had their physics adjusted and so that they are less likely to roll away at high speeds during a fight.
  • At higher alert levels, or on farthermost Sentinel worlds, waves accept been adjusted to bring additional forces in over time.
  • Lookout man base health has been increased.
  • Sentinel weapon ranges have been adjusted to keep targets in a more structured combat formation.
  • Lookout firing rates have been adjusted for a more dynamic combat experience.
  • The Sentinel Walker's vital armour now covers simply their head unit.
  • Destroying the leg armour of a Watch Walker will now temporarily buckle the Walker.
  • The speed of the Sentry Walker's projectiles has been increased.
  • The Lookout Walker's grenades at present destroy planetary terrain.
  • Fixed a number of problems with Sentinel Walker aiming and navigation.
  • Stock-still an issue that caused Sentinel drones to fly into space to investigate crimes committed by players on other worlds.
  • Players will no longer be alerting about Sentinels investigating crimes committed past players they are not grouped with.
  • Lookout alert icons have been adjusted, and alert states consolidated, to brand it more clear what state various Sentinel forces are in when searching for a histrion.
  • Fixed an upshot where players may be sent to extreme Sentry worlds past missions that should avoid farthermost Sentinels.

GRAPHICS AND TECHNICAL

  • PC support for AMD FidelityFX Super Resolution 1.0 has been enabled. This is a cut edge super-optimised spatial upscaling technology that produces impressive prototype quality at fast framerates. Acquire more on the AMD site.
  • VR epitome quality has been improved for PS4 Pro.
  • For PC players with a compatible RTX card, support for Nvidia DLAA has been enabled. NVIDIA DLAA is an AI-based anti-aliasing mode for users who have spare GPU headroom and want the highest levels of image quality. See more on the NVIDIA site.
  • For PC players with a uniform RTX card, Nvidia DLSS support has been upgraded to version ii.3.0.
  • Stock-still an issue that could cause excessive base of operations part pop-in on high-end consoles and PCs.
  • Introduced a number of physics optimisations.
  • Introduced a number of load time optimisations.
  • Introduced a number of memory optimisations.

MINOTAUR AND EXOCRAFT

  • Added a new engineering to the Space Bibelot, the Minotaur AI Autopilot. With the AI active and the thespian on foot, the Minotaur volition attempt to follow the player and assist them in combat.
  • The Minotaur now has a dedicated third-person combat camera.
  • The Minotaur non-combat camera has been improved.
  • The Minotaur turning circle has been tightened.
  • The Minotaur no longer decelerates on turning.
  • The Minotaur now sways less when in gainsay.
  • The Minotaur can now back pedal when in combat.
  • Fixed a number of issues that acquired popping in the third-person Exocraft and Minotaur cameras.
  • First-person aiming and locomotion for the Minotaur has been improved.
  • When equipped with the appropriate weapon, the Minotaur can now shoot from its arms as well every bit its head-mounted turret.
  • Sentinel projectiles now correctly collide with Exocraft, significant that exocraft now take damage from enemy burn.
  • The canisters dropped past defeated Sentinels tin now exist picked upwards while in the Minotaur.
  • Sentinels will no longer investigate when the player destroys a found or stone by treading on information technology with the Minotaur.
  • The Exocraft and Minotaur cannons take had their base impairment increased.
  • The Exocraft and Minotaur cannons now bargain a level of explosion harm on impact, damaging other nearby targets.
  • The Minotaur now has its own bespoke reticles for different weapon modes.
  • Exocraft marker and interaction labels now utilize the specific proper noun of that Exocraft.
  • Improved the positioning of exocraft markers.
  • Exocraft weapons now correctly display their ammo/accuse condition in the HUD.
  • Build costs for the Exocraft Summoning Station have been reduced.
  • The Exocraft Summoning station tin can now be picked upward and carried around in the Exosuit inventory.
  • Fixed an issue that could cause the Terrain Manipulator size preview to appear while using the Minotaur.

NEW TECHNOLOGIES AND ITEMS

  • A new class of weapon has been added – the Neutron Cannon.
  • The Neutron Cannon is a charged energy weapon that does not use projectile ammunition.
  • Charging the Neutron Cannon releases a fast-moving cone of devastation, similar to the Scatter Blaster.
  • Alternatively, the Neutron Cannon can be fired quickly, though this deals less impairment.
  • Neutron Cannon impacts deal short-range explosive damage.
  • The Neutron Cannon is available to research aboard the Space Bibelot.
  • Procedurally generated upgrades are bachelor for the Neutron Cannon from weapons dealers across the universe.
  • A new course of secondary grenade launcher has been added – the Paralysis Mortar.
  • On impact, or a short time after launch, the Paralysis Mortar's projectiles will explode in a wink of electrical free energy, temporarily stunning all entities caught in its smash radius.
  • The Paralysis Mortar is available to research aboard the Space Anomaly.
  • A new class of secondary Multi-Tool utility has been added, the Cloaking Device.
  • Activating the Cloaking Device volition cause the user to get temporarily invisible, allowing rapid escape from Spotter forces, or for a quick tactical repositioning.
  • The Cloaking Device has its own power source and does not need to exist recharged.
  • The Cloaking Device is available to research aboard the Space Bibelot.
  • A new upgrade has been added for the Pulse Spitter, the Impact Igniter. This technology causes every projectile from the Pulse Spitter to set its target on fire, likewise as deal impairment on impact.
  • The Impact Igniter is available to research aboard the Space Anomaly.
  • A new upgrade has been added for the Bonfire Javelin, the Waveform Oscillator. This applied science applies a brief stunning result to any target hitting by the Javelin'due south beam. The stun is of the same elapsing regardless of the Javelin'southward accuse level.
  • The Waveform Oscillator is available to research aboard the Space Anomaly.
  • A new generalised Multi-Tool upgrade has been introduced, the Voltaic Amplifier. When installed, this upgrade increases the damage dealt to stunned targets past all weapons.
  • The Voltaic Amplifier is bachelor to research aboard the Space Anomaly.
  • The Multi-Tool caches found in the Infinite Station and in planetary shops have had a visual overhaul.
  • Weapons found in Multi-Tool caches or presented by NPCs may now incorporate procedurally generated upgrades.
  • A new slice of salvaged equipment, the Hardframe Engine, is now available to those who destroy a Hardframe in combat.
  • Scout Drones may now get out behind Salvaged Drinking glass, a strange remnant of another world.
  • Salvaged Glass may be cracked open to reveal a valuable particular.
  • Salvaged Glass may contain a new class of unique procedurally generated upgrade, which applies a broad range of bonuses beyond multiple Exosuit or Multi-Tool systems.

WEAPONS AND COMBAT

  • The sentinels now deploy their forces in greater numbers, to create more dramatic firefights.
  • All grenade-based weapons have received new icons.
  • Plasma Grenades at present deal but 10% of their total damage to the player who fired them, reducing the take chances of a fatal accident.
  • Plasma Grenades at present deal slightly less damage on bear on to all targets, but will now fix the target on fire and deal impairment over time.
  • The base of operations damage of the Pulse Spitter has been increased.
  • The speed of the Pulse Spitter's projectiles has been decreased.
  • Pulse Spitter projectiles are now affected past gravity.
  • The speed of the Boltcaster'south projectiles has been increased.
  • The Boltcaster'south burst cap has been increased, and then that it can fire more projectiles earlier needing to absurd down.
  • The positioning of player weapons has been improved in VR.
  • The placement of the role player's hands on two-handed weapons in tertiary person has been improved.
  • Heavy weapons (such as the Bonfire Javelin or Scatter Blaster) now use a stronger recoil animation, to reverberate the power of the blast.
  • Weapon projectiles now apply an impulse to Sentinel drones, pushing them backwards.
  • The rumble and camera shake of all weapons has been adjusted for both drama and impact, but also player comfort.
  • When in an environment that prevents weapon use (such equally the Space Bibelot), the HUD will default to a more subtle crosshair.
  • The Personal Forcefield is no longer locked to one plane, and can be freely moved to block attacks from in a higher place or below.
  • Dissimilar weapons may at present be counterbalanced with different critical hit multipliers.
  • Fixed an consequence that acquired unnecessary photographic camera movement when cycling between dissimilar weapon modes.
  • Stock-still an effect that caused camera popping and unnecessary motion when using the Personal Forcefield.
  • Aggressive Multi-Tool modes (such as the Boltcaster) now take bespoke start and third person camera settings, to create contrast from not-aggressive Multi-Tool modes (such as the Mining Light amplification by stimulated emission of radiation).
  • The combat supply canisters dropped by Sentinels can now be opened past interacting with them, in addition to shooting them.
  • Interacting with a combat supply canister that recharges the Exosuit'due south shield will no longer display a full screen message if the shield was already full.
  • In addition to charging the Exosuit'due south shield, combat supply canisters may now restore other critical systems, such equally health or take a chance protection.
  • The total screen messages and notifications displayed when taking damage or charging shields have been adjusted for accuracy.
  • Full-screen impairment effects take been adjusted to reduce visual noise while in combat.
  • Armoured drones no longer testify multiple health bars for each slice of armour.

QUALITY OF LIFE

  • Teleporting between destinations in the same system (eg betwixt bases or between the Infinite Station and bases) has been made significantly faster.
  • The cap on owned Multi-Tools has been increased from 3 to 6.
  • When items are added to the inventory and the inventory UI is open (for example, when dismantling a piece of engineering science), the items now prioritise existence added to the currently active inventory page if possible.
  • The visual appearance of Multi-Tools in the Quick Menu has been improved.
  • While piloting your ship, if your current mission is asking you to visit the Space Bibelot, then summoning the Anomaly at present has priority in the Quick Menu over the Galaxy Map.
  • If both your secondary and primary weapons are out of accuse, the Quick Card volition now always prioritise the primary weapon.
  • Consumable food items now depict in their popup what sort of effect they will accept upon the i who consumes them.
  • Held interactions now accept a minimum make full when tapping a button, to assist communicate that the button needs to exist held.
  • When viewing an item in the world that contains multiple rewards (such as the canisters dropped by Sentinels), then health or shield disquisitional rewards will exist prioritised in the UI characterization, if the player is low on health or shield levels.

VFX

  • Improved the VFX for the Minotaur'south jetpack thrust, jetpack ignition, and take off.
  • Sentinel Drones now take muzzle flash VFX for their weapons.
  • Added new VFX for all new Sentry weapon types.
  • Improved the affect and devastation effects when destroying Sentinel Drones, Quads and Walkers.
  • Improved the affect, trail and explosion furnishings for plasma grenades and the geology cannon.
  • Added lights to actor weapon muzzle flashes.
  • Improved the muzzle, beam and touch on effects for the Mining Laser.
  • Improved the cage, beam and impact effects for the Bonfire Javelin.
  • Improved the muzzle, projectile and bear upon furnishings for the Pulse Spitter.
  • Improved the cage, trail and touch on furnishings for the Scatter Equalizer.
  • Improved the muzzle, trail and impact effects for the Boltcaster
  • Improved general explosion furnishings.
  • Improved starship damage and destruction effects.
  • Improved the VFX for starship missile trails.
  • Improved the VFX for starship energy weapons.
  • Improved the VFX for planetary burn down hazards.
  • Improved the VFX for the diverse hazardous gas plants found across planets.
  • Improved the steam effect used in diverse planetary hazards.
  • Improved the shooting star impact and trail VFX.
  • Improved the VFX for planetary volcanic eruptions.
  • Volcano VFX update. Main eruption and build up geyser fume build up updates.
  • Improved the space atmospherics.

STEAM DECK

  • No Man's Sky will support Steam Deck from launch.
  • Introduced a number of specific Steam Deck optimisations.
  • Introduced support for Steam Deck controls.
  • Introduced support for Steam Deck touch input.

Base Edifice

  • The maximum number of saveable terrain edits has been significantly increased.
  • Uniform base parts can now be freely rotated around whatever axis, allowing for more than creative and flexible construction.
  • When adjusting the colour or cloth of a base part, the holographic upshot is disabled and illustrative lights are enabled around the office in question.
  • Fixed an consequence that could crusade nearby base parts to be deleted when moving a base part.
  • Fixed a case where the player ship would not exist correctly placed on an bachelor landing pad when teleporting to a base.
  • Fixed an issue that could cause duplicate parts to spawn within a settlement, blocking player access to buildings.
  • Fixed a number of issues that could cause base parts to snap incorrectly.
  • Improved the clarity of a number of base building mistake messages.
  • Improved the positioning and stability of the Build Bill of fare.
  • Fixed an consequence that acquired parts to go deselected when toggling between placement and choice modes.
  • Stock-still an issue that could cause the base office popup information to overlap other parts of the UI.
  • Added sound to a number of Build Carte options.
  • Stock-still a number of Build Menu UI issues that could occur when using HUD scaling.
  • Fixed an issue that caused the paint option to be visible when the selected part cannot be repainted.
  • Fixed an result that could cause incorrect colours to be practical to some base parts.
  • Fixed an upshot that immune overly rapid placement of base parts.
  • Stock-still an consequence that prevented base parts from being replaced in their correct location if the role player cancels picking up and moving the function.
  • Stock-still a number of bug that immune players to build unbuildable base parts.
  • Fixed an issue that allowed players to duplicate unbuildable base parts.
  • Fixed a number of visual glitches that could occur when building in multiplayer.
  • Improved the visual effect when constructing a new base office.

COMPANIONS AND CREATURES

  • The maximum number of companions has been increased from half-dozen to 18.
  • Companions are no longer dismissed when a player enters a vehicle or ship, and are instead only dismissed when that vehicle starts moving.
  • Creature pathfinding has been significantly improved.
  • Fixed an result that could cause diplo-class creatures to be cut out of frame in the Discovery UI.
  • Fixed a number of bug that could occur when creatures or fiends attacked via a long-distance pounce.
  • Fixed an issue that prevented diplo-class creatures from giving their right specific cooking ingredients when butchered or milked.
  • Fixed a visual issue with the ragdolling of some creature types.

MISSIONS AND BUILDINGS

  • A new building type, the Sentry Pillar, tin can now be institute on planets across the universe.
  • The nearest Sentinel Pillar is located when defeating a level five Sentinel alert.
  • A Pillar tin too be institute via a Sentry Purlieus Map, a special chart that can be harvested from defeated Sentinels.
  • A substantial new series of Watch stories are available to be read at the Spotter Pillar's chief terminal.
  • A new player title is available to Travellers who read the unabridged archive.
  • Planetary Watch forces can exist temporarily shut downwardly from a Sentinel Pillar'south main terminal.
  • A new class of Regal Multi-Tool may occasionally be establish when harvesting weapons technology from the Scout Pillar's master terminal.
  • A substantial new series of story-driven missions has been added. These missions will probe some of the deepest secrets of the Sentinels… Please note: Players must have a planetary settlement to begin the new missions.
  • During the course of these missions, Travellers volition acquire and reprogram their own personal Drone companion.
  • A new player championship is available for Travellers who complete this mission chain.
  • Fixed an event that could cause inappropriate planets to be selected for creature taming or feeding missions.
  • Fixed an issue that could cause players never to find the needed component during Nexus repair missions.
  • Fixed an effect that asked players for an inappropriate amount of faecium during substance collection Nexus missions.
  • Nexus construction missions now choose from a more than diverse range of base parts.

EXOBIOLOGY EXPEDITION

  • The Exobiology Trek will begin presently.
  • The Exobiology Expedition will take players on a journey of discovery across the galaxy equally they investigate and record all sorts of exotic animal life.
  • The Exobiology Expedition offers the chance to earn an exclusive new jetpack trail, the royal Exotic Wingpack, a Picket Quad companion and much more…

Problems FIXES

  • Stock-still a high-frequency crash that only occurred when playing the game in Japanese.
  • Fixed a crash related to creature navigation.
  • Fixed a GPU crash.
  • Fixed a crash related to base building.
  • Fixed a crash related to loading large bases.
  • Fixed a crash related to planet generation.
  • Fixed a number of rare networking crashes.
  • Fixed a number of sound streaming issues on PlayStation 4.
  • Stock-still a rare crash that could occur when loading a settlement.
  • Fixed a rare crash related to Short Range Teleporters.
  • Fixed a astringent performance degradation issue that could occur when approaching a settlement that had an active mission mark.
  • Stock-still an issue that could cause players to overshoot the end of a ladder and climb infinitely up into the stars.
  • Fixed an issue that could disable planetary gravity when dying underwater.
  • Fixed an issue that caused overly large collision on di-hydrogen crystals.
  • Fixed an result that could cause the gainsay supply barrels dropped by Sentinels to duplicate in multiplayer.
  • Fixed an effect that could crusade popping in the 3rd person photographic camera when running on steep slopes.
  • Fixed an event that could cause undamaged frigates to appear to demand maintenance.
  • Fixed a collision issue with a specific class of exotic fauna.
  • Fixed an issue that could cause the incorrect settler to appear pleased or unhappy with your judgements.
  • Fixed an issue that acquired the story progress within some buildings (such every bit abandoned buildings) to be tracked differently beyond different systems, resulting in text that incorrectly repeated itself.
  • Fixed an outcome that could cause the gainsay frigate to intervene in a fight simply not bring any weapons.
  • Stock-still a rare issue that could prevent secondary weapons from activating.
  • Stock-still an upshot that caused the Terrain Manipulator to block players from manually showing the HUD or the current mission notify.
  • Fixed an effect that could crusade the interaction circumvolve to appear low res.
  • Stock-still an outcome with the Byte Crush Library that could crusade an empty page to appear in the UI.
  • Fixed an issue that caused the 'Dismiss' button to appear when purchasing a new frigate.
  • Fixed an issue that could crusade the histrion to briefly disappear as the camera transitions out of an interaction and dorsum to gameplay.
  • Fixed an outcome that could permit empty bases to populate the Space Anomaly teleport list.
  • Fixed an upshot that could cause the HUD weapon panel to pop for a frame when exiting the Analysis Visor.
  • Fixed an issue that allowed HUD indicators to announced over the peak of the options UI.
  • Fixed an issue that could allow pirates to unexpectedly interrupt deep space encounters.
  • Fixed an upshot that caused a brief glitch in the Multi-Tool animation during the intro sequence.
  • Stock-still an issue that caused the depth of field to be fix incorrect when transitioning between unlike cameras.
  • Stock-still an event that could cause flickering in the dialogue UI screens.
  • Fixed an issue that could permit volcanoes to generate on summit of planetary buildings.
  • Fixed an consequence that could cause gravel patches to be infinitesimally small on a specific set of barren planets.
  • Fixed an issue that caused an identical popup to repeat itself after learning several blueprints at the same time.
  • Fixed an issue that could cause the player to briefly become unresponsive when learning a new recipe during a chained interaction.
  • Fixed an issue that could crusade bald spots on the terrain on lush infested worlds.
  • Fixed an effect that could crusade planetary objects to pop in at the wrong LOD.

No Human's Sky is available on PC, PS4, PS5, Xbox One, Xbox Series 10/S, and is in development for the Nintendo Switch.

More than: Everything You Need to Know About No Man's Heaven'due south New Settlements