
Upon my humble beginnings into No Man’s Sky, the latest and innovative title from UK indie developer Hello Games, I was immediately overcome by a sense of wonder and concern. My very basic and generic-looking ship was crash landed on a planet whose name I couldn’t pronounce in a solar system whose name I could only dream of pronouncing and there was a bunch of hardware and mechanical pieces of technology scattered about. The atmosphere of the planet I was intruding upon was rather gorgeous, making excellent use of a wide and interesting color palette in various shades and hues. It is a unique art style that is showcased on the game’s box art—call me biased, but I am a sucker for Tiffany blue—and it’s certainly unlike anything I’ve ever seen before.

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No Man's Sky's latest update, Breach, delivers ship wreck salvaging and expands the recently added ship building mechanic.

We've all heard the No Man's Sky story by now: controversial launch followed by, as commenters often put it, the greatest redemption arc in the history of gaming. Somewhat remarkably, developer Hello Games' exploratory space sim has now received almost forty major updates since its launch in 2016, all helping No Man's Sky turn its initial "Overwhelmingly Negative" rating into "Very Positive" on Steam. But earlier this week, shortly after the arrival of its Voyagers update, No Man's Sky hit another incredible milestone, reaching its highest Steam player count since its launch nine years ago.
Wish other devs supported their games for thos long. There really isn't any excuse for an indie dev to be able to do all this free, but aaa studios cant even fix their games before dropping support.
The problem is that just about everyone's first impression will be "holy hell this is awesome!" And then, either once you leave your home planet or system, you realize everything you were doing on the very first planet is basically all you'll do for the rest of your time playing. At the end of the day it's just another resource grinding game.