No Man’s Sky stays considered one of gaming’s biggest turnarounds, sitting high on the list alongside Final Fantasy XIV Online and Cyberpunk 2077. Major updates proceed to reach, with the newest titled Voyagers. As usual, it’s an enormous list of changes, but considered one of the most important additions is Corvette-class starships for players. That’s right: players can now create colossal, fully furnished, customizable ships and invite friends aboard. Together with the habitable, multi-crew starships, there are recent multiplayer missions, a brand new player suit, a shipbuilding community expedition, and more.
Most veterans will sit up for assembling their very own Corvette-class ship, which is built piece by piece, allowing full creative control over the design. Players can select and arrange every hull section, every wing and peripheral, every internal corridor, and each bunk bed. They also can now step directly into deep space, making for implausible screenshots with their massive recent ships within the background.
Other enhancements within the Voyagers update include fully customizable controls and keybindings across every platform, DLSS 4 support for PC with NVIDIA RTX GPUs, the Skyborn Exosuit, a mecha-mouse companion from completing the Corvette expedition, and more. You may see the complete patch notes below.
No Man’s Sky Voyagers Trailer (Update 6.0)
No Man’s Sky Voyagers Patch Notes
Corvette-class Starships
- Added a brand new class of starship, the Corvette. Corvettes are large, fully bespoke ships with furnished interiors, able to accommodating multiple passengers.
- A light-weight tutorial for assembling your first Corvette will activate upon first collecting a Corvette module or interacting with the Corvette Workshop.
- A big catalogue of snappable structural and ornamental modules is on the market for Corvette assembly, including habitation modules, hulls, wings, engines, windows, accessways, weapons, reactors, shield generators, connectors and ornamental peripherals.
- Corvette modules will be unearthed from salvage containers buried on worlds across the universe, in addition to discovered in Derelict Freighters.
- Modules also can sometimes be retrieved from defeated pirates, freighter cargo pods, crashed freighter crates, frigate expeditions, or received as rewards for completing missions.
- Structural Corvette modules are collected individually within the inventory and spent directly when assembling a Corvette.
- While standing inside a Corvette, specialised furnishings and a number of base decorations will be installed within the ship’s interior.
- Habitation modules (“habs”) form the most important living area for Corvette-class starships. Habs can be found in three distinct classes: Titan, Thunderbird, and Ambassador, each with its own sci-fi aesthetic. Installed furnishings reflect the variety of their hab, and multiple habs placed adjacently are mechanically linked with doorways.
- Multi-storey Corvettes will be assembled with the installation of internal stairways.
- Several installable Corvette modules have practical functionality, akin to the Living Wall, Nutrition Unit, Refiner Unit and Mission Radar.
- Quite a lot of Corvette modules are linked to technology upgrades, mechanically improving the Corvette’s stats alongside its appearance.
- Corvette Workshop terminals will be found aboard the Space Station. These terminals provide an interface through which collected Corvette modules will be assembled right into a pilotable, habitable starship.
- The terminal also provides access to a store for purchasing basic Corvette modules, and a barter interface for trading advanced Corvette modules.
- The Corvette Workshop can store a draft Corvette, allowing work-in-progress edits to be saved and returned to at a later time.
- A close-by cache will collect any overflow of refunded Corvette modules if there are too many to store within the player’s inventory.
- The Corvette advantages from an especially powerful pulse drive, which moves faster than single-occupancy ships.
- Corvettes can autopilot to space stations, discovered planets, and mission destinations.
- Corvettes may also be set to autopilot along the present flightpath.
- Corvette accessways are accompanied by a specialised teleporter, allowing the ship to hover above especially mountainous or difficult terrain, while passengers beam themselves to and from the planetary surface.
- Added support for multiple physics worlds, enabling players to travel stably and walk on foot around fast-moving Corvettes.
- Spacewalking is now a completely supported mode of navigation, allowing players to go away their ships (or freighters) and use their jetpack to fly amongst the celebs.
- Added quite a lot of Corvette-specific visual effects for engines and landing.
- Added recent audio effects and ambient environments for Corvettes.
- Added specialised camera handling for piloting Corvettes and navigating their interiors.
Corvette Multiplayer Missions
- Added a Corvette-based mission board, allowing players on board the Corvette to register as mission crew to co-operatively complete objectives within the local system and earn rewards and standing.
Corvette Expedition
- Expedition Nineteen, Corvette, will begin shortly and run for roughly six weeks.
- Rewards include recent posters, decals and titles, the vigilant jetpack trail and plasma starship trail, an exclusive deadeye cannon module for Corvettes, and the unique Mecha-Mouse robotic companion.
Skyborn Exosuit and Jetpack
- Added the 5-piece Skyborn Exosuit to the Appearance Modifier, including armour, gloves, boots, legs and torso customisations.
- Added the Skyborn Jetpack to the Appearance Modifier.
Twitch Drops
- A brand new package of Twitch drops will begin shortly. Join and connect your platform accounts on the Twitch Drops page, then tune in to Twitch to earn exotic base parts, high-tech starships, fireworks, appearance modifications, and more.
Gameplay and Quality of Life
- Implemented support for rebinding controls on console.
- Rearranged quite a lot of input bindings within the controls menu for improved usability.
- Added a graphics option to regulate the strength of blurring / light scattering on distant objects in underwater environments.
- On PC and MacOS, added text translations for system-level dialog boxes (for instance, when the operating system reports a graphics driver error).
- Improved the visibility of the “Switch Base” control, for choosing which base to edit while inside the perimeter of multiple planetary bases, or inside each a planetary base and a Corvette.
- Added the flexibility to repeat and paste No Man’s Sky Friend Codes on PC and MacOS.
- Improved the looks of several dialog boxes on the boot and pause screens.
- Added “scroll on hover” functionality to quite a lot of UI buttons that might overspill in non-English languages.
- Improved the mouse scroll speed in the bottom constructing menu.
- Increased the variety of planets featuring buried ancient bones.
- Increased the variety of planets featuring buried salvageable scrap.
- Salvageable scrap containers aren’t any longer guarded by corrupt Sentinels.
- Prevented Echo Locator hint notifications from appearing when a harmonic camp was already locally marked, or while inside the perimeter of a camp.
- Improved the system for displaying the estimated remaining time to a destination on HUD markers, leading to far more accurate time estimates and tick-down speed.
- The landing pad readout on the Space Anomaly now indicates where your ship is docked, and accurately reflects landing space availability.
- Robotic creatures now lay metal eggs.
Rendering
- Added support for NVIDIA DLSS4. Deep Learning Super Sampling is a revolutionary suite of neural rendering technologies that uses AI to spice up FPS, reduce latency, and improve image quality.
- Added support for PlayStation® Spectral Super Resolution (PSSR), improving image clarity using AI-enhanced resolution, for ultra-high definition and incredible detail.
- Added support for Intel Xe Super Sampling (XeSS) 2, which uses machine learning to deliver higher performance with exceptional image quality.
- Implemented moment-based order-independent transparency (MBOIT), improving the looks of translucent surfaces, especially when overlapping.
- Added localised “hero lighting” for the player character, improving their appearance in darker environments.
- Improved the rendering and lighting of 3D objects akin to the player’s ship, Multi-Tool and jetpack on the inventory screen.
- Improved the looks of glowing distant objects.
- Improved the rendering of semi-transparent mesh particles.
- Improved the looks of cloud shadows, making them denser and more dramatic.
- Improved the visual stability of heavy air effects, resolving some flickering issues.
Bugfixes
- Fixed a problem that might cause multiple NPC ships to land at the identical dock.
- Fixed a problem that might cause creatures to teleport onto terrain when navigating underground caverns.
- Fixed a problem that might cause some sections of Autophage staffs to stay visible when the player entered a short-range teleporter.
- Fixed a problem that caused the “Open Constructing” button on a Settlement constructing to be incorrectly greyed out, even when available.
- Fixed a problem that might cause some frigate fleet log entries to be omitted from the ultimate list if the frigate expedition was very long.
- Fixed a rare timing-specific issue that might cause uploaded cross-platform saves to be displayed within the unsuitable UI style when backing out of the Cross-Save Manager.
- Fixed a problem that caused some Station Core text to seem within the unsuitable dialog box style.
- Fixed a problem that might cause terrain to seem visually corrupted on lower-end systems.
- Fixed a problem that might cause distant objects to flicker in Virtual Reality.
- Fixed a problem that prevented fishing lines from rendering accurately in multiplayer.
- Fixed a rare issue that might cause player names to seem as “…” in multiplayer.
- Fixed quite a lot of rare multiplayer crashes.
Abandoned Mode
- Added the Mech Hardframe parts to the technology research trees in Abandoned Mode.
- Fixed a problem that prevented learning the Creature Pellets recipe in Abandoned Mode.
Optimisations
- Implemented occlusion culling on Xbox Series, PS4, and PS5, significantly increasing framerate in indoor environments (akin to in caves and planetary buildings).
- Implemented multi-threaded rendering on PC, significantly improving CPU performance, notably in VR.
- Implemented a big performance optimisation on mature saves with numerous accomplished or energetic missions.
- Implemented numerous performance optimisations across multiple game systems, including the handling of HUD markers, the physics of static objects akin to buildings and rocks, audio, the Evaluation Visor, particles, and components that trigger animations or state changes in response to player actions.
- Improved the CPU performance of planetary creatures navigating across terrain.
- Implemented several memory-saving optimisations related to large textures and data table loading.
- Significantly improved load times when loading saves near large planetary bases.
- Further reduced the variety of shaders utilized by the sport, improving load times.