To access the Experimental branch right-click on the game from the library page and select "Properties". Among the available tabs will be the "BETAS" tab. Your new branch should be listed in the dropdown menu under "Select the beta you would like to opt into:"
UPDATE: AMD Phenom Support
Thousands of lines of assembly have been rewritten to support AMD CPUs. The game code no longer relies on anything above SSE 2,
Havok Physics has also now created new libs. Game is now confirmed working on Phenom CPUs.
UPDATE: Mouse Smoothing
Smoothing on mouse movement has been improved to prevent hitching or stuttering, and is now adjustable through the Options menu in “Mouse Smoothing”. It now defaults to off. If you feel the framerate is "slow" or "lumpy", please make sure that this is turned off (it helps players with sub-30 fps)
UPDATE: Improved Performance
On CPUs with 4 threads or fewer, performance has been improved.
On CPUs with 8 threads, performance has also been significantly improved.
UPDATE: Radeon 6xxx
Added support for this GPU, which doesn't support OpenGL 4.5 fully.
UPDATE: Player Saves
Help to recover some player saves which had been lost or corrupt.
Alt-Tab has improved
Some systems/configs were crashing or not pausing correctly on Alt Tab. This should now be resolved.
Framerate was initially stuttering due to shaders not being correctly cached by the GPU on some systems. We have replaced the GPU caching system. You may notice some stutter during the Galactic Map intro to the game (the very first time you run), but it should be smoother from then on (this will be fixed in future). This is particularly true on ATI cards
Max FPS Cap
On some CPU/GPU configurations, setting Max FPS to 60 or 30 was not giving 60 or 30 FPS (causing stuttering). This has been improved.
Intel GPU Detection
We do not currently support Intel GPUS. We are working on this for a future patch, to expand our min spec.
In the meantime, the game will now let you know if you are trying to run with an unsupported GPU. This will hopefully flag for some users that their high end GPU has not been selected.
Gsync has been disabled by default, which was causing an issue for some users
Recently I’ve been playing Subnautica from Natural Selection developer Unknown Worlds, which drops you -- as a lone survivor -- on an alien world entirely covered in water when your spaceship crashes. The ship itself is unsalvageable, and all you have to work from is a tiny escape pod where you need to scour the ocean depths around you for natural resources so your youbeaut Fabricator can make you advanced equipment. Eventually, through enough resource gathering you can build motorised underwater vehicles such as the SeaGlide, Cyclops and more, as well as an expanded base to survive. It’s still only in Early Access on Steam and in Preview on Xbox One, but there’s a huge amount of promise, and I’ve been digging the shit out if it.Click here for our full No Man's Sky initial impressions.
No Man’s Sky reminds me a lot of Subnautica. You gather resources, which you can use to craft specific items, or repair damaged parts of your ship. These resources are scattered about an immensely-sized planet, and aren’t always that easy to find. Certain planets present danger, while others are either neutral, passive or friendly. On my planet, which I renamed “Chuzzwazza”, I could readily go about my business with little-to-no violent hindrance. There’s a fine thread to follow as you enter the game-universe, but it’s also very easy to ignore and just do your own thing. The problem with both of these options though, is neither offers enough driving meat out of the gate. There’s no real call-to-action for the player, and survival -- which is the CTA for Subnautica, is really easy in No Man’s Sky, so that’s not it.
The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience. The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger. Diversity – Creatures are now more diverse in terms of ecology and densities on planets. Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms. Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets. Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further… Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds. Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes. Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential. Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources. Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added. Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon. Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo. Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯ Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above). Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update) Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me. I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.
Hello Games and iam8bit have joined forces to create the No Man’s Sky “Explorer’s Edition” (PC), a deluxe collector’s set as ambitious as the game itself.
Like all of iam8bit’s products, this is a lovingly crafted package, designed to evoke a sense of space nostalgia via the inclusion of a tin toy-style ship replica. We’ve spared no expense to achieve hyper-detail, constructing the ship from a high-quality metal cast and then hand-painting each with precision. And much like the game, this collectible allows for a personal touch, providing an array of decals that can be applied to the ship’s body.
Seriously, this isn’t your average, run-of-the-mill resin statue! It’s actual metal – involving a much more complex production process, harkening back as far as the 1900s (when tin toys were all the rage). Trust us, holding this cold, metal beauty in your hands is immensely satisfying. It’s a true labor of love.
Hello, Sean Murray from Hello Games here, working extremely hard on our game, No Man’s Sky.
The game really has come together, and it’s such an incredible relief. As we sit an play it now, and as I watch playtesters every day, I can finally let myself get excited. We’re actually doing this.
However, as we approached our final deadlines, we realized that some key moments needed extra polish to bring them up to our standards. I have had to make the tough choice to delay the game for a few weeks to allow us to deliver something special.
After a short delay, No Man’s Sky will launch in North America on August 9, in Europe August 10, and in the UK August 12.
We understand that this news is disappointing. Making this game is the hardest thing I’ve ever done in my life, but we are so close now, and we’re prepared to make the tough choices to get it right.
The universe of No Man’s Sky is incredibly vast. More than you can imagine. This is a type of game that hasn’t been attempted before, by a smaller team than anyone would expect, under an intense amount of expectation.
And despite all of that, development is genuinely going well. This is the hardest working, most talented team I’ve ever worked with, and I’m so proud of what we’re doing. For all our sakes though, we get one shot to make this game and we can’t mess it up.
To the loyal community who’s stuck by our side since the unveiling of No Man’s Sky years ago, we hope you’ll accept our sincere apology and I am humbly asking that you’ll still look forward to exploring our universe despite the slight delay.
Thank you so much,
Developed by Hello Games, the indie studio behind PS3 hit Joe Danger, No Man's Sky is a science-fiction game without limits. If you see a mountain, you can trek there. If you see a planet hanging on the horizon, it's a real place, with its own rich ecology of creatures and vegetation. You can get in your ship, fly into space and it's yours to explore. Not just that, but every star in the sky is just the light of a sun, with its own solar system waiting for you to discover and adventure in.Check out the gameplay trailer below, and hopefully we'll hear more about No Man's Sky in the future for both PlayStation 4 and PC.
"What’s happened sucks. It sucks to see years of concept art floating in muddy water, it sucks to lose so much so quickly (Christmas or not). When we moved into this office it was a wrecked warehouse, and we did it up real nice. It isn’t some anonymous building to us, and it literally broke my heart to watch what happened. If you’ve been robbed (or flooded), you probably know how it feels. From the outside it might make us seem fragile as a company, but I promise we’re strong and I hope we’ll come out of this stronger."The team discovered that it was not insured for the flood damage, a situation that many here in Queensland felt when we were hit with floods back in 2011, but the team has since constructed a temporary location with some working from home. Murray expects the company to either relocate to a new office or rebuild its previous studio setup in the coming months.
Polygon:There is a universe to explore. Every planet and every star-system in the game is created procedurally, but they all make sense and have ecology. Once they are discovered by one player, they exist for everyone else, and so the act of discovery is also an act of creation. Having said that, according to Murray, players can make significant changes to the places that they visit that endure for everyone else.EuroGamer:"So if you were stood on a mountain and you can see a tree three miles away you can go and you can walk and you can see that tree and what's under it," Murray tells me. "But also if you look into the sky and you see that classic science fiction crescent planet on the horizon, you can go there as well. And if you see a star that's in the sky, given enough time you can go and look at that as well. You can look at the night sky and all of those stars are actually real things, they are real places, and you can have visited some of them but not visited others. Grant [Duncan, the art director] said it the other day. 'Is this the first game that doesn't have a skybox?' It's such a weird thing, it's such a techie thing, but that should be our opener: the first game with no skybox."Joystiq:"Everyone that plays will play one consistent universe. Normally with a roguelike, you'd play through and every time it's different. With this, everybody starts on a different part of the universe but it is the same consistent universe for all players," Murray said. "There are things you can do that have significance and those things are shared for everyone. You are not the hero of this universe; you are a person in it – or a being, a player in it. And you make decisions all of the time as you go through it. You start on the outside of the universe, and everyone does, and for a lot of people that roguelike structure will be trying to get to the center of the universe."Reading through the previews you'll find new information on just how Hello Games is hoping you interact with the environment, and just what they hope to achieve with this hugely ambitious title. One of the more interesting design choices is that players will be able to leave their own personal mark on a planet or galaxy, either misleading other players or helping them out.
If you haven't yet seen the reveal trailer check it out below to have your mind expanded upon just what we can hope to expect from this very intriguing title. Currently No Man's Sky is expected for PC and a yet-unnamed new-gen console.