If you're remotely considering it, join up. I hop on every month or two and it's a treat.
https://www.youtube.com/watch?v=C9RyEiEzMiU
That presentation was foundational for me personally wrt quite a few things.
What kind of games did you play before and how do you enjoy spending your time now?
As in deterministic circumstances + a historic noise + a formula for civilizational fungi.
you say this as if it is a law of nature, but into my 60s, i still quite enjoy relaxing with a good game. no mans sky is one of them!
the launch was beyond super crappy, and "turned it around" is underselling it.
"the engoodening of no mans sky" was a youtube video that came out ~5 years ago and covers the story of the launch up until the point the video was made. since then they've had several more really amazing (and compeltely free) updates.
https://emshort.blog/2016/09/21/bowls-of-oatmeal-and-text-ge...
[0] <https://nmsspot.com/2023/01/20/upgrading-the-gaming-pc/>
Unfortunately, even with all the updates - they never fixed my main gripe - each planet is just lifeless, and it's basically the same few square kilometres copy and pasted over the whole planet (I'm about 120h played).
I wished they somehow made it more exciting to explore.
I think maybe because there's just so many games being released every single day that this is a sufficiently competitive market. It's not like I'm deciding to never take the city bus again.
In contrast Star Citizen is far more ambitious but shows 0 sign of ever actually landing.
NMS is still a great fun space game to play, the lore / back story of each faction is quite bleak though and the lack of good individual characters does leave it feeling more like exploration sandbox than a really compelling world you care about.
Still entirely fair to have been turned off by the experience. Plenty of developers or publishers I don't purchase from anymore due to similar shenanigans.
I get to play games maybe a few hours per week (mostly in the weekend), so the idea of starting a new Assassin's Creed and spending 80 hours (many months) on a singleplayer game is pretty unappealing. (TBH, I was never super into SP games, but the appeal now dropped to 0).
At the same time, I've been having a blast with "The Finals" since launch and it's pretty much the only game I play. Easy to pick up and play 1-2 rounds :)
https://store.steampowered.com/app/275850/No_Mans_Sky/
Its last major new content was released on May 27th of this year.
https://store.steampowered.com/news/app/275850/view/69538767...
A video from a gaming news channel on it... No Man's Sky Treated Players Right, Now It's Unstoppable https://youtu.be/jxxRXe1hRjQ
And the steam stats for it - https://steamdb.info/app/275850/charts/#6m
As I write this, there are 10,467 people playing it now. (The stats from 2017 where in the 1000 - 2000 players playing it).
Comparing it to Factorio (which is a great game) it has 19,103 players playing it now.
As a person on the far side of my 40s, No Man's Sky occasionally gets dusted off for some play.
Everyone says this and I really disagree. It's been a year or so since I last play but I have been playing off and on about every year.
Whenever I start a new game, it feels basically the same. Once I get into the universe, there are way more things to do but nome of them feel like they matter.
The game is a classic example of a mile wide and an inch deep. Every update just seems to bring a new system that feels, in itself, feels about as satisfying as the game did on launch.
Despite the valiant and admirable effort to continue updating the game (and for free), I still don't think it's come close to the game that was promised. It's still the launch game in my eyes; nothing seems to matter. I can just also build a base (or any of the other new features) that doesn't matter too.
It's a fun game for maybe 30 hours a year (300 hours!) and that's an accomplishment but I don't think it's come close to fulfilling it's original promise.
This. I really feel that the good will they burned up with the launch - and I'm not denying it was very poorly handled - they've made up for 10x over since then. Every expedition is like a whole new DLC, but they've released every single one of them for free.
Obviously it's not purely ego driven (if at all), so I wonder how the financial aspect plays into that narrative.
I suppose the fact that it sold so much throughout the years gave them enough runway to actually work on it with no worries? And I suppose that people would be skeptical of a new game launch by this studio, thus dooming them to work on NMS for eternity... we'll see how Light No Fire's launch will do.
Would be interesting in your observations on the other side of this, but to me it seems related to those studies showing the trough of happiness is on average the mid-30s to mid-50s.
Most studies ascribe this to being the overlap of peak career hustle, childrearing, taking care of aging parents, and personal health scares all hitting at once.
Putting aside the obvious emotional toll, to me it looks/feels like a dearth of free time. Personally I find it hard to find blocks of time to do anything "for myself" that are more than 30-60 minutes. Video games now, compared to my youth, seem to be much deeper and entail much longer time commitments.
You should also look at the LG Dualup if this kinda thing interests you.
I sat down to write about the game, summarizing it and how it has grown over the years at this huge milestone. And then, as I started writing, it occurred to me that ... I -- a person who has been playing this game daily for ten long years -- am probably more of a story that some may find notable than anything I could write on my "just for fun" NMS blog as a general recap of the game's history, with so many mainstream gaming sites surely doing the same in articles and YT videos.
So, instead, I just told about my time playing it. Obviously a lot of people couldn't care less about what I've been up to all this time (that's not lost on me!), but I'm still happy with how I decided to mark the occasion and what I decided to write about.
That said,idk if I would like the fame at all now. Base building seems antithetical to the original nomad-like setting. And there's only loss to have adding identity to the protagonist after having played it as "yourself"
This is an article for fans, with an audience of fans. Explaining the basics would be unnecessary for the vast majority of readers.
Now, maybe posting to HN requires you address your new audience as well, but I'm just pointing out the above.
Technically it's 8:9 so not a perfect square, 2560 x 2880
Also works pretty well for racing games (like Forza MotorSport / Horizon) imo.
Also that Factorio chart is weird: https://steamdb.info/app/427520/charts/#max . I don't think I even saw another game with such steady player count. It is horizontal line after 1.0 to DLC release, and after DLC to present.
The Expeditions can really help with this, as they provide a more traditional linear, quest-driven way of going through the game.
I've been wondering about this for a few years now. Do they really sell enough new copies of the game to fund development of several new expeditions a year? I suppose they must, but it's still surprising - more so as the years went on.
Honestly though, at a certain point, they could've started charging for the expeditions as DLC and I wouldn't have even complained.
but i never stopped playing entirely. in those 30-60 minutes where my wife would watch her weekly show, i would pick up where i left off in a game. i find most games today are pretty well-designed around being able to play in spurts, even if the game is long + deep.
for longer story games, though, i usually keep a notebook beside me to jot down some context to help me pick it back up if i know it will be a while (mainly because my memory isn't what it used to be).
But, so far at least, it really doesn't work for first person games. You end up with a universe that's seemingly, but also endlessly boring.
Improving the quality of the proc-gen won't fix that.
This is a high-tech sci-fi setting! This gameplay space should have been the dev's oyster! Have resources which can be pinpointed with the scanner! Have ones that you have to triangulate the location of! Have clouds that you'd be collecting via ramscoop! Have drones following your ship! Set up a mining station! Mini-games for dealing with alien tech. More ruins and salvage opportunities than just that one species of aliens! Capture animals for questgivers! Have the actual experience of flying not be an on-rails theme park ride that's fun about twice.
I could go on and on.
This obviously costs money and time. But without it, you get a 'game' that's as wide as an ocean, and shallower than a puddle.
Look at something like DF or Rimworld - they generate pretty dense worlds with plenty of lore and things to see. Whereas Minecraft and No Man's Sky just go for physical dimensions with little content.
The real limitation is that virtual worlds get boring. It really doesn't matter how sophisticated they are. Generative AI can't help with that. It's not a problem of the structure, or needing some additional variety, or more sophisticated set of constraints. It's the simple fact that while you can day dream about endlessly flying around a galaxy, landing on planets, eventually it just becomes rote. It's a normal biological process of adaptation and normalization. Like how when you first move somewhere, everything is fresh and full of potential, and then 3 years on everything that was novel and cool has become just background noise.
I talk about it and using it on a Mac with HiDPI display modes in this blog post from several years back:
https://bytecellar.com/2022/11/08/4k-scaling-is-not-a-proble...
ps: no thanks to trading names :)
A story I've told too many times at work: I was born in 1991. The first game console I owned was an NES which we got one year, for Christmas, new in box.[0]
I can't imagine I was any younger than 5 or 6, first off because I remember the Christmas and second off because I don't think my parents would have bought a game console for me as a toddler. So that means they'd have bought it in 96 or 97.
But the N64 released in '96! So we were two console generations ahead of the NES by that year. So when I tell this story to co-workers, I always end: "where did they find it??
Anyway, the 360 was also a sort of signpost in my gaming career. I don't think it was the first console I self-purchased, but it was kinda the first "grown up" console, I guess. Many happy evenings spent during high school with friends on XBL.
tl;dr - thanks, I hate your fun fact
[0]: From some quick research it appears to have been the "NES Challenge Set," and I saw reports of people buying them as late as 1997, so maybe I'm not as unique as I thought.
I think it's the fact that NMS has a lot of systems, but they are just separate, and they have a lot of limitations. Ships are separate from bases which are separate from freighters. They sometimes interact if it's explicitly coded, but nothing is allowed to be emergent.
In Minecraft I can put 100 nether portals in my basement if I feel like it, and I can set up a sheep farm in hell. I can pour water into my base and have a mini pool with fish. I can make copper golems that move items, and that opens a whole can of worms.
In NMS, it feels like I have no freedom to experiment at all. For that reason, it's been pretty hard to get into. Everything feels so baked in place. The only thing that really scratched that itch of mine was making big farming factories. But I was not interested after that.
Dwarf Fortress also does an excellent job of this
https://www.flickr.com/photos/blakespot/albums/7217772030208...

Today marks the 10-year anniversary of the launch of Hello Games’ space exploration survival game, No Man’s Sky. On August 9th, 2016 the game landed on the Playstation 4 (with the PC version arriving a few days later). I remember getting home from work that evening, firing up the PS4, and making the online purchase and download of the game I had been anxiously awaiting, but had no idea I would still be playing ten years later. But, here we are, over 5,000 hours in.
And what a ride it’s been.
I became aware of No Man’s Sky early in the summer of 2016, not very long before its release on the PS4. What I saw in previews looked quite compelling: an infinite universe to discover, with planets that could be approached from space, landed upon, explored, and left behind—all seamlessly. It sounded too good to be true…but that’s what the game delivered for me. I was instantly hooked and I became utterly immersed in the No Man’s Sky universe. I quickly began to consider it the best game I had ever played. (* I was not one of the many who were disappointed with the state of the game at launch; I loved the solitude as delivered and still truly miss some aspects of the very early versions.)
As I wrote a few weeks after jumping into the game,
All my life I have dreamed of exactly this in gaming — an interesting, alternate universe, massive in scale, in which I can freely wander and explore at my own pace. That is what No Man’s Sky is to me, and it’s my observation that many others are similarly moved by the game. The fact that the universe is procedurally generated and that even the game’s creators can’t describe everything that’s out there to be encountered adds to the incredible sense of the unexplored, the alien. There is a lovely feeling of solitude to the whole experience of discovering a world, leaving your mark on it, and moving on to the next.
In fact, I was so fond of the game from the start that I soon created what I believe is the only No Man’s Sky blog on the internet: NMSspot: A No Man’s Sky Travellers bLog. (You’re reading it now.) Detailing some of my exploration and discoveries and sharing game news, tips, and techniques along the way has been a lot of fun over the years, and remains so today.
Wanting to have more of a “cockpit” gaming experience than casually playing from the couch afforded me, I pulled the PS4 out of the entertainment center and put it on a desk with a large, curved monitor. That was a good move but, wanting to take things further (higher framerates, adjustable FoV, better visuals, mods as an option), after about three weeks in, I built a gaming PC to better explore the universe. That was another good move. It started out as an i7-6700K + GTX 1080 and has been upgraded over the years as the game grew in complexity and hardware demands steadily increased with consecutive updates, and it is now running a Ryzen 7 7700X + RTX 5080, with a Rift S headset to let me occasionally walk a world in VR.
I play almost entirely on that pretty much dedicated No Man’s Sky PC but, being mainly a Mac user, I also have the Mac version installed on an M2 MacBook Air to play when I travel. It plays the game quite well. I also have NMS on the Nintendo Switch, and still fire it up on the PS4 from time to time, but only to play the initial, unpatched DVD release from 2016 in order to wander a very different universe.

Speaking of No Man’s Sky’s updates, there have been 286 of them since launch. Hello Games has released 54 major updates as well as 232 smaller patch/updates across these ten years. That is a total of 286 updates—and every one has been free. Hello Games has never introduced paid DLC, microtransactions, loot boxes, or any such thing. Over the life of the game, they have been updating it at basically a fever pitch—and always for free, and free, the updates shall remain. This is pretty unheard of in the game industry.
About the recent and massive No Man’s Sky Worlds two-part update that brought dramatic improvements to the rendering of many aspects of the universe as well as an entirely new type of star system that added considerably to the proc-gen variation, Digital Foundry’s Richard Leadbetter said,
Ok, so this kind of came out of nowhere and, what can I say, I think it’s pretty terrific. No Man’s Sky received a massive update this week and it looks like — the argument seems to be from Hello Games — that, it’s like, “Ok we’ve developed this fantastic new rendering technology for our brand new game that’s coming up [Light No Fire] but what we’ve actually done is to kind-of inject it into our old game, and it’s been transformed in the process.”
…and I think what’s fantastic about this particular update is that they didn’t really need to do it. All eyes are on the next game, right? But, they’ve turned what they’ve invested time-wise into this new game into an update for No Man’s Sky — and it’s just phenomenal. I just can’t quite get my head around it. Is this unprecedented?
Besides playing the game and blogging about it, I’ve had a lot of fun in a few other NMS-related ways over the years. I’ve been pretty active from the start over in the NMS Discord, being one of the OGs over there, I guess you could say. I also do a lot of posting on the No Man’s Sky subreddits, Facebook groups, and on Mastodon (@blakespot). I’ve met some truly awesome folks along the way.
I enjoyed taking part in the 2017 Waking Titan ARG and, though I didn’t end up getting an Atlas Pass IV in the mail, I did receive something I would say is much nicer—a signed poster from the Hello Games team along with a note of appreciation, sent to me from across the ocean. It’s my most cherished No Man’s Sky artifact, I think understandably. (Not only was I writing blog posts about my enjoyment of the game, but also actively filing detailed bug reports—and in the early days, there were quite a few—to help as I could.) It’s the king of the fairly sizable pile of NMS merch I’ve collected over the years.
Well, perhaps just after the lovely NMS Father’s Day card my daughter made for me a few years back…
Aside from No Man’s Sky, my other big hobby is retro computing (I run a blog about that too) and, early on, I tied these together in what I felt was an interesting way by creating a slideshow of some of my better screenshots (I believe I’ve taken about 35,000 shots over the years) on the Amiga 1000 computer from 1985, rendered in it’s at-the-time unparalleled 4096-color mode. It seems Hello Games chief Sean Murray also enjoyed the effort, based on a series of tweets he posted in reaction to it.
Beyond this, I’ve appeared on several video game podcasts to talk about No Man’s Sky, including a streamed tour of my Lighthouse base in the NMS Discord player hub—in VR—with VR Spaceman on his NMS Wonders show. Leo Laporte had me on This Week in Tech to discuss my NMS PC build, once upon a time. And, I was lucky enough to get a few nods from Hello Games in a few update pages’ Community Spotlight sections, one for a particularly dark Settlement screenshot shortly after they were added to the game, and another for a second Amiga-related work, this time a piece of original pixel art.

And, about all of those screenshots–in-game photography is one of my main pursuits in No Man’s Sky, so striking are the vistas encountered at every turn. I keep a public gallery of what I consider to be the best among them, ranging back to my first days in the game.
Looking back, it’s hard to believe that ten years have passed since I first stepped into the universe of No Man’s Sky. I would not have guessed way back then that, outside of just a handful of missed days, this is a game I would still be enjoying—and exploring—every day.
Thank you, Hello Games.