PC Support

Sorry you are having issues on PC. Let’s try to resolve your problem. Let’s just check some things first…

 

*Firstly do you meet our min spec?*

OS: Windows 7/8.1/10 (64-bit versions)

Processor: Intel Core i3

Memory: 8 GB RAM

Graphics: nVidia GTX 480, AMD Radeon 7870

Storage: 10 GB available space

*Requires OpenGL 4.5, Intel cards are not supported.

*Core 2 CPUs and below are not supported

 

*Secondly, have you updated your drivers for your GFX card?*

AMD

nVidia

 

*Thirdly, have you restarted Steam and No Man’s Sky?*

We updated to include the VC++ Redist 2010 (which was causing many issues).

 

*Still having problems?*

Please mail support@hellogames.co.uk

 

 

Thank you.

Gameplay Support

 

We’re tracking a number of issues, bugs and crashes that players are reporting with No Man’s Sky, and working to resolve as soon as possible.

 

The number of people players, and length of average play session, has been far more than our small team could have anticipated. That said, we’re working quickly to adapt.

 

We sincerely apologise to anyone affected in the meantime.

 

Here are some things to be aware of:

  • We’ve brought a new QA team on board today (larger than the entire Hello Games team!). This will complement the existing Sony QA team.
  • We are working on fixes for the most critical issues, which will be in a patch in the near future.
  • We will be moving to a ticketed support system next week, and have hired someone to manage this starting Monday.
  • Some information will be posted in the Sony forums here http://community.us.playstation.com/t5/Games-Services/bd-p/22190
  • Or contact Hello Games here support@hellogames.co.uk

 

Workarounds

Here are some workarounds for some known issues:

  • If you believe you are stuck, or can’t reach your ship, be aware you can jetpack forever whilst pushing against any surface
  • If you have made a mistake – you can revert to any of your two previous saves in the Options Menu
  • If you have left your ship somewhere inaccessible, you will be able to summon it from landing pads or beacons found at most buildings or points of interest (marked by question marks)

 

It has been reported that some players have not received a pre-order bonus. In most cases so far, the player has either not redeemed their bonus correctly from the PS store or from the Options Menu. Also sometimes players have received the bonus, but the name displayed in-game was incorrect. The Alpha Vector ship is named Domanish S84 in-game, and (in the US) the Rezosu AZ65 is named Final Shadow XIV in game.

 

It has been reported that using the pre-order bonus ship will leave some players stranded, if they purchase or transfer to a new ship that does not have a hyperdrive (if done very early in game). In most cases the player is actually able to continue (107 of the 135 reports emailed so far). The game already detects the player needs a hyperdrive and directs them to a nearby NPC who will give the player the hyperdrive they need. Some other players were able to resolve this issue by restarting their console.

 

Hopefully this helps some players. If you still are having issues, please contact Hello Games support here:

support@hellogames.co.uk

 

For those this does not help, please know we are working to resolve these issues as soon as possible in a patch. This will include crash fixes also.

 

Thank you,

Sean

What do you do in No Man’s Sky?

WHAT DO YOU DO IN NO MAN’S SKY?

We’re coming up to launch and I’m feeling nostalgic, so I went back and I dug out some old builds.

Here’s some screenshots just a few weeks in:

First Screenshot

 

Here it is 6 months in:

312

Sitting down to write the first lines of code five years ago, I had such a clear picture in my mind of an emotion I wanted you to feel. To wander around an alien planet, and to feel you had discovered it.

 

Then I rewatched all the footage we’ve released so far:

E3 2013 (5 minutes of gameplay) 

PSX (5 minutes of gameplay) 

IGN First (18 minutes of gameplay) 

Colbert (8 minutes of gameplay) 

IGN First (25 minutes of gameplay) 

14 more Videos on IGN explaining what you do!

 

You guys – THAT IS WHAT YOU DO IN NO MAN’S SKY!

We planned it from the start, but you can play the game now, and you can have those moments yourself. Lots of little details have changed (so many, SO MANY, for the better!) but the game looks and plays just as we aimed to. The thing I’m so proud of though, is that I’ve managed to gather the most talented team I’ve ever worked with, and they’ve done some of the best work of their lives, to help make this happen.

 

Here is what No Man’s Sky definitely is:

  • Exploring a universe of pretty procedurally generated worlds, with beautiful creatures
  • Trading with NPCs
  • Combat against robots/mechs and cool space battles
  • Survival/crafting in a universe sized sandbox
  • An awesome procedural soundtrack from my genuine favourite band (check the NMS album out here)
  • For one small moment, you might feel like you’ve stepped into a sci-fi book cover

 

That means this maybe isn’t the game you *imagined* from those trailers. If you hoped for things like pvp multiplayer or city building, piloting freighters, or building civilisations… that isn’t what NMS is. Over time it might become some of those things through updates.

 

For instance, freighters and building bases *are* coming! Read about updates coming here.

 

At launch though, it’s an infinite procedural sci-fi-space-survival-sandbox unlike anything you have ever played before. If you decide to play it, you’ll see just how closely it plays to those trailers, and to our original vision. It’s a weird game, it’s a niche game and it’s a very very chill game.

 

Reddit and NeoGaf actually have really good guides to what the game is and isn’t, gathered from interviews I’ve done.

Reddit

NeoGaf

This game might not be for everyone, I expect it to be super divisive, but I’m sat here watching playtesters right now who weren’t supposed to be in, but just wanted to play and chill out. I can’t wait for you to experience that for yourselves.

 

If you want to see even more of the game before you buy it, then we’re going to stream an hour, once the first update is live. I’ll try to keep it as spoiler free as I can.

Livestream – 7.30PM GMT Monday

 

Love,

Sean

Update 1.03

Update 1.03

When we went gold five or six week ago, we posted on twitter, and literally every reply was like “hope you are going on a nice holiday!”. Some of us have, but I didn’t want to, not yet. I pictured myself somewhere staring out the window thinking about this game I’ve been working on for five years.

We’re under a pretty intense spotlight right now, and hopefully it’s easy to imagine how hard it would be to switch off from that, or how deeply we care about people’s first impression of the game.

In fact most of us were back here the day after we went gold, working on this update. We’re already proud of what we put on a disk, but if we had time, why not continue to update it?

 

Hello Games will continually update No Man’s Sky this way. This is the first of many.

 

It will be available on Monday for press for review once it exits submission, and on launch for public on PC and PS4. We expect future updates like these to continue to be free.

 

For 99.9% of people, all you have to do is install the update before you begin to play. 

If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating (should be obvious why from notes below). We highly recommend deleting your save if you have played before updating your game (we won’t do this in future, but it’s a day zero update).

 

Servers will be wiped on Sunday and again Monday in the lead up to launch.

 

Beware these notes contain some spoilers. Here are some things our little team has been up to over the last four or five weeks:

  • 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.

 

I grew up reading Carmack’s .plan files for Quake, so it’s fun to be writing one of my own :)

 

Next up we’re adding the ability to build bases and own giant space freighters. Temporal AA and my new cloud rendering tech should be coming soon too. It will really change the game again, and enhance it visually.

 

This universe we’ve built is a pretty large canvas, we’ve got a lot of ideas. This is the type of game we want to be.

 

Love,

Sean

An update on No Man’s Sky

Hello, Sean here, working super, super hard on No Man’s Sky.

Every day, the game is getting better and better, and despite all the late nights (and early mornings) we’re all working to get it finished and in your hands, it’s amazing to see it all coming together.

You might already know this, but we had to delay the game from its original June release date. It’s now August 9 in north America, and August 10 in Europe. We knew that people would be disappointed, and we’ve certainly heard a lot from some who decided to tell us all about that. But we’ve also heard some super nice words of support as we make the final push.

I’ve said it before, but No Man’s Sky is the hardest thing I’ve ever worked on. It’s even bigger 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.

So that’s what we’re doing right now, and every day I feel more sure it was the right decision. Thank you so much for your support and patience. The universe will be yours very soon.

Another month of IGN First

So we have come to the end of a second month of IGN First for No Man’s Sky!

Hopefully you’ve enjoyed the new footage we’ve been able to share, as well as the behind-the-scenes interviews with our team.

We’ve closed the month with our biggest interview to date, a wide-ranging 60 minute ‘Unfiltered’ conversation with IGN’s Ryan McCaffrey, where Sean looks back at the game’s early development (including the flood that almost cancelled the game), his path through the industry, encounters with the likes of Elon Musk and Steven Spielberg at last year’s E3 expo, and much more.

As well as an extended chat with Sean, there were interviews with our talented Art team and close collaborators Dave Gibbons and James Swallow to discuss the game’s approach to Lore.

IGN First

There was also a whole solar system to share. We showcased a 24 hour time lapse and some never-before-seen planets, over 20 minutes of brand new, continuous gameplay, a first look at crafting, while IGN provided new impressions of the game from two hours’ play.

We also tasked them with surviving on a freezing cold planet and filmed the results!

The team has been really proud of what we’ve been able to share, and we want to thank IGN for their support for bringing it together a second time. It’s been a blast!

shape

Where you can pre-order No Man’s Sky

You can pre-order No Man’s Sky ahead of release on June 21 in North America, June 22nd in the Europe, and June 24th in the UK in the following ways.

On PS4, it’s available:

On PC, you can get it through:

The Lore of No Man’s Sky

Today, we wanted to show you something new, a little bit of how we approach lore and storytelling in our universe. It’s a bit different to what you might be used to with some other games.

Sean Murray

With a universe as open as ours – with a near infinite number of planets out there to see – we want players to discover everything on their terms. We don’t have huge cut scenes or a traditional linear story.

There is, however, a real lore in the game. Hopefully everything you find has a reason for existing. When you see a building, we’ve tried to think of who might have built it, and why. It’s something we’re excited to see fans uncover as they play, and put their own interpretations on.

We’ve been lucky enough to get the privilege of working with two very talented storytellers, people we’re huge fans of – Dave Gibbons (Watchmen, Kingsman, 2000 AD) and James Swallow (Deus Ex: Human Revolution, Star Trek).

They have tried to create their own stories in our universe, hopefully just like players will. We called it the ‘Adventures in No Man’s Sky’ comic (part of the game’s Limited Edition).

We all share a deep love of sci-fi, so for them to create their own tales in our universe – and to share their knowledge and help us develop some of the nitty gritty of the lore at the same time – felt like the perfect collaboration.

Dave Gibbons

You’ll see why in the above video, which Dave was gracious to let us film in his studio.

If you found that interesting, you might like seeing this other video, where we chatted about the game’s art, explaining its inspirations and how procedural generation makes it happen.

The Art of No Man’s Sky

No Man’s Sky is procedurally generated, but we always want it to have a unique recognisable style, to look like a science fiction book cover come to life.

Art of No Man's Sky

This is only possible because of our super-talented art team. When we talk about No Man’s Sky, we like to talk about the maths involved in creating the visuals, but really it’s our artists that give the game its beautiful style.

We wanted to try and explain how it works with a quick video, because it’s very different to any other game we’ve worked on.

We recently let a recording crew loose in the Hello Games offices, and not only did they film us hard at work on the game, but our team also helped to answer a few of the questions many of you have been asking over the years.

Hopefully you like it!

Art of No Man's Sky

Once you’ve finished watching, you might be interested in some new footage we recently showcased for the game, where Sean gave Anthony Carboni, friend of the studio and fellow sci-fi geek, a tour of some of some new features and also let him have a quick play.

Be warned – the body count is high!

We let Anthony Carboni play No Man’s Sky, immediately regret it

Last month saw the biggest reveal for the game since our nerve-wracking debut at the VGX Awards.

We showed a small demo to hundreds of journalists from around the world, who called the game “breathtakingly beautiful” (Wired) and “insanely exciting” (io9).

It was lovely to show the game to real people – including IGN as part of a second (!) First showcase – and see so many gamers play in so many different ways (and be surprised by what they discovered!).

sean-murray-anthony-carboni

One of those folks was fellow sci-fi nerd Anthony Carboni. Sean was super excited to catch up with him, and after he finished asking him a million questions about meeting the cast of Star Wars (he hosted The Force Awakens premiere), he thought it’d be fun to let him play.

It was so nice to see Anthony really enjoy the game, and we figured it might be nice to show you what happens when someone other than Sean plays. 

Note: Some alien life was harmed in the making of this video.

We’re doing IGN First – again!

We have some exciting news to share! We’re doing IGN First once again, making No Man’s Sky the only game to do so for a second time. Needless to say, we’re honoured!

It’s kicking off with easily the biggest look at the game to date. Sean recently sat down with IGN’s Ryan McCaffrey to present 20 minutes of new gameplay that delves into some never-before-seen features – including NPCs, languages and crafting – as well as explaining how you will be exploring, fighting, trading and surviving in our vast universe.

IGN loved what we had to show, and we hope you do too.

There’s a lot more to come throughout April, and you can follow everything they’re covering right here.