No Man’s Sky Releases New Experimental Branch for August 2025

I, an eager fan, am thrilled about the latest development in No Man’s Sky! After unveiling the colossal Voyagers update, they’ve dropped a new Experimental Branch. The buzz in the player community is immense, particularly with the news of customizable ships. However, it seems that this free expansion has brought along a few challenges. As a volunteer in the Experimental mode, I am excited to be among the first to help sort out any kinks and ensure the game functions smoothly once again.

The new update for the game “No Man’s Sky” was launched on August 27th. This update includes exciting additions such as a Skyborn exosuit and jetpack. However, the main focus of the Voyagers update is allowing players to create their own custom ships using over hundreds of modular components and connectors in a new construction workshop found within space stations. Unlike the traditional starships, these new models offer fully functional interiors that can be personalized with decorations and amenities. For the first time, players are now able to float outside their spaceships while navigating through space.

In the realm of virtual adventures, I’ve got to say, Voyagers is certainly making waves among us gamers. But, diving into the patch notes for Experimental Branch 29/08, it appears this update has been a bit of a roller coaster ride. A whopping 60 tweaks and adjustments are on the list, with the new Corvette system shaking things up big time. However, issues surrounding custom ships only make up a fraction of that number.

On the more challenging side, Corvettes have been spotted struggling to dock at space stations when internal docks are jam-packed, pulse drives mysteriously shutting off as soon as we step away from the pilot’s seat, and parts becoming unusable post-deletion in the construction workshop. And that’s not all! Corvettes are acting like they’ve had a close encounter with a massive asteroid field when cruising through open space.

There’s also been some work done on visual glitches, such as weapon effects from Corvettes clipping the screen during first-person view and cockpits appearing as solid black in the user interface. Quite a list of hurdles to navigate, but here’s hoping the dev team will iron them out soon!

As they work on addressing any remaining issues, experimental players are also privileged to experience some preliminary improvements designed to seamlessly integrate Corvettes within the game world of No Man’s Sky. These enhancements include:

1. The installation of a teleporter at the Atlas Station, enabling players to quickly return to their parked Corvettes.
2. The availability of Corvette Construction Workshops in deserted and pirate Space Stations.

As an enthusiastic player, I’m thrilled about the upcoming Voyagers update, which not only brings exciting new features but also focuses on improving overall stability in Experimental. The patch notes hint at a variety of resolved crashes related to particle effects, frigate missions, combat interactions, autopilot usage, ship summoning, spacecraft management, and warping mechanisms.

Additionally, the team has addressed fresh issues that emerged when players attempted to switch between two Corvettes at a space station or load the Space Anomaly with a vast base. These improvements should be rolled out in the game’s main build soon, enhancing our gaming experience significantly.

No Man’s Sky Experimental Branch 29/08 Patch Notes

Hello Everyone,

To begin with, a big thank you goes out to everyone who has taken the time to play No Man’s Sky and reported any problems you’ve encountered. Your feedback is invaluable!

To access the Experimental mode in No Man’s Sky on Steam, simply right-click on the game from your library, then choose “Properties”. In the options that appear, you will find a tab labeled “BETAS”. Type “3xperimental” into the textbox provided and press “Check Code”. Finally, select this option from the dropdown menu to enter Experimental mode.

The patch notes are as follows:

Experimental Branch 29/08

  • Fixed an issue that prevented players from spacewalking through the entrance beam of a Space Station.
  • Fixed an issue that caused non-structural parts to be counted as part of a corvette’s complexity limit.
  • Fixed an issue that caused the pulse engine autopilot to fail without feedback when attempting to navigate to the Space Station while within a planet’s atmosphere.
  • Fixed a number of missing audio issues.
  • Teleporters for beaming to and from a corvette now have markers with descriptions, and more descriptive labels.
  • Introduced a number of asset optimisations for space stations.
  • Thunderbird Landing Thrusters now fulfil the requirements of both an engine and landing gear.
  • Fixed an issue that caused corvette cockpits to appear solid black in the UI.
  • Improved the rendering model used to show items in the UI (e.g. in the inventory).
  • Fixed an issue that caused part of the Skyborn suit to remain visible in first person.
  • Improved casing consistency in the control remapping page.
  • Fixed a number of issues with cape animations during spacewalks and skydiving.
  • Added a teleporter to return to a docked corvette from the Atlas Station.
  • Fix a number of colouration issues with the Skyborn spacesuit.
  • Fixed an issue that could cause the inside of the player’s head to be visible while using the starship communicator.
  • Fixed a rare issue that could cause players to become stuck in collision while spacewalking to a derelict freighter.
  • Fixed a number of issues with corvette cockpits that could cause some information panels to fail to update.
  • Fixed an issue that made corvette docking zones visible when flying regular spaceships.
  • Fixed an issue that caused corvettes docked at special landing zones alongside freighters and abandoned stations to be launched into the station on take-off.
  • Fixed an issue that caused the corvette’s automatically deployed teleport endpoint to make odd-shaped terrain edits.
  • Fixed a number of control issues in corvette cockpits in VR.
  • Fixed an issue that could cause camera flickering inside a corvette.
  • Optimised a number of corvette structural parts.
  • Fixed an issue that could cause ship weapon effects to clip the screen when firing from a corvette in first person.
  • Fixed a number of issues that could occur when warping as a passenger inside a corvette.
  • Fixed a number of small visual issues affecting corvette structural parts.
  • Fixed an issue that caused corvettes to fail to dock with a space station if all internal docks were already full.
  • Fixed a number of rendering issues with transparent objects.
  • Fixed a number of collision problems with the Thunderbird access bay.
  • Fixed a number of problems with corvette autopilot settings that could cause erratic movement, particularly in space.
  • Fixed an issue that caused the Skyborn spacesuit to have the markings options from the Living Stone suit.
  • Fixed an issue that could cause the pulse drive to be accidentally disabled when getting out of the corvette pilot seat.
  • Fixed an issue that could cause a softlock when interacting with the captain’s terminal after spacewalking onto a frigate that you do not own.
  • Abandoned and pirate space stations now have corvette construction workshops.
  • Fixed an issue that could cause corvettes to occasionally act as if they’d had a dramatic collision while flying through space.
  • Introduced a number of optimisations for large bases and corvettes.
  • Fixed an issue that caused deleting flipped parts from a corvette to refund unusable products to the inventory – the issue will no longer occur, and any currently unusable items can now be reattached to corvettes.
  • Fixed an issue that could prevent corvettes from docking with freighters.
  • Fixed a rare issue that could result in a blank ship after exchanging an existing ship for a corvette.
  • Fixed an issue that could cause some corvette parts to be embedded in the floor of the space station.
  • Fixed a rare issue that could cause docking a corvette to a derelict freighter to open all the doors inside the derelict.
  • Fixed an issue that prevented weapon reload animations from playing correctly.
  • Fixed an issue that caused some multitool weapon upgrades to fail to display their upgrade level.
  • Fixed an issue that caused corvette parts to be inaccessible if they were deleted from a corvette but the edits were not applied.
  • The corvette’s autopilot is now more smoothly aligned to its pulse drive destination.
  • Fixed an issue that showed compass icons for plants growing within a corvette during flight.
  • Fixed an issue that could allow misaligned snapping when editing a corvette.
  • Optimised a number of internal corvette parts.
  • Fixed a number of camera pops while driving exocraft.
  • Fixed a crash related to particle rendering.
  • Fixed a number of inventory issues affecting Mac.
  • Fixed a crash related to frigate expeditions.
  • Fixed a crash related to combat effects.
  • Fixed a crash related to autopilot.
  • Fixed a crash related to summoning ships.
  • Fixed a crash that could occur when switching between two corvettes at a space station.
  • Fixed a crash that could prevent players with large bases from loading into the Space Anomaly.
  • Fixed a crash that could occur when driving Exocraft, particularly the Minotaur.
  • Fixed a rare crash that could occur when warping.
  • Introduced a large memory optimisation for icons.

Once more, a heartfelt thanks to everyone utilizing Experimental, for your diligence in reporting any difficulties you may stumble upon.

It’s important to be aware that experimental builds could potentially introduce new problems not detected during testing. Therefore, we strongly advise all players to safeguard their save files by creating a local copy of the st_[userid] folder, which can be found on PC at %appdata%\HelloGames\NMS\ and on mac at ~/Library/Application Support/HelloGames/NMS/.

Keep in mind that we don’t foresee any problems in this case. Yet, creating your own backup may prove crucial – it could allow you to continue playing straight away, or else you might have to wait until the next update arrives.

Should you choose to abandon the experimental version and revert to the primary branch, it would be wise to continue from a previously saved state on the main branch instead of moving an experimental save back to the main branch. This could potentially lead to unforeseen issues.

It’s great if you come across bugs or issues while playing on the Experimental version. Please share them by responding to this thread or opening a support ticket at https://hellogames.zendesk.com/. Make sure to include “Steam Experimental” in your ticket title. If you have any mods installed for the game, don’t forget to mention them along with your report.

This way, the developers can address and fix the issues more efficiently!

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2025-08-30 01:42