Added a new class of starship, the Corvette. Corvettes are large, fully bespoke ships with furnished interiors, capable of accommodating multiple passengers.
A lightweight tutorial for assembling your first Corvette will activate upon first collecting a Corvette module or interacting with the Corvette Workshop.
A large catalogue of snappable structural and decorative modules is available for Corvette assembly, including habitation modules, hulls, wings, engines, windows, accessways, weapons, reactors, shield generators, connectors and decorative peripherals.
Corvette modules can be unearthed from salvage containers buried on worlds across the universe, as well as discovered in Derelict Freighters.
Modules can also 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 in the inventory and spent directly when assembling a Corvette.
While standing within a Corvette, specialised furnishings and a selection of base decorations can be installed in the ship’s interior.
Internal modules can be installed without limitation, but require resources to construct.* Habitation modules (“habs”) form the main living area for Corvette-class starships. Habs are available in three distinct classes: Titan, Thunderbird, and Ambassador, each with its own sci-fi aesthetic. Installed furnishings reflect the style of their hab, and multiple habs placed adjacently are automatically linked with doorways.
Multi-storey Corvettes can be assembled with the installation of internal stairways.
Several installable Corvette modules have practical functionality, such as the Living Wall, Nutrition Unit, Refiner Unit and Mission Radar.
A number of Corvette modules are linked to technology upgrades, automatically improving the Corvette’s stats alongside its appearance.
Corvette Workshop terminals can be found aboard the Space Station. These terminals provide an interface through which collected Corvette modules can be assembled into a pilotable, habitable starship.
The terminal also provides access to a shop 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 nearby cache will collect any overflow of refunded Corvette modules if there are too many to store in the player’s inventory.
The Corvette benefits 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 can also be set to autopilot along the current 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 fully supported mode of navigation, allowing players to leave their ships (or freighters) and use their jetpack to fly among the stars.
Added a number of Corvette-specific visual effects for engines and landing.
Added new 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 in the local system and earn rewards and standing.
Corvette Expedition
Expedition Nineteen, Corvette, will begin shortly and run for approximately six weeks.
Rewards include new 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 new package of Twitch drops will begin shortly. Sign up 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 a number of input bindings in the controls menu for improved usability.
Added a graphics option to adjust 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 example, when the operating system reports a graphics driver error).
Improved the visibility of the “Switch Base” control, for selecting which base to edit while within the perimeter of multiple planetary bases, or within both a planetary base and a Corvette.
Added the ability to copy and paste No Man’s Sky Friend Codes on PC and MacOS.
Improved the appearance of several dialog boxes on the boot and pause screens.
Added “scroll on hover” functionality to a number of UI buttons that could overspill in non-English languages.
Improved the mouse scroll speed in the base building menu.
Increased the number of planets featuring buried ancient bones.
Increased the number of planets featuring buried salvageable scrap.
Salvageable scrap containers are no longer guarded by corrupt Sentinels.
Prevented Echo Locator hint notifications from appearing when a harmonic camp was already locally marked, or while within the perimeter of a camp.
Improved the system for displaying the estimated remaining time to a destination on HUD markers, resulting in much more accurate time estimates and tick-down speed.
The landing pad readout at 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 boost 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 appearance 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 such as the player’s ship, Multi-Tool and jetpack on the inventory screen.
Improved the appearance of glowing distant objects.
Improved the rendering of semi-transparent mesh particles.
Improved the appearance of cloud shadows, making them denser and more dramatic.
Improved the visual stability of heavy air effects, resolving some flickering issues.
Bugfixes
Fixed an issue that could cause multiple NPC ships to land at the same dock.
Fixed an issue that could cause creatures to teleport onto terrain when navigating underground caverns.
Fixed an issue that could cause some sections of Autophage staffs to remain visible when the player entered a short-range teleporter.
Fixed an issue that caused the “Open Building” button on a Settlement building to be incorrectly greyed out, even when available.
Fixed an issue that could cause some frigate fleet log entries to be omitted from the final list if the frigate expedition was very long.
Fixed a rare timing-specific issue that could cause uploaded cross-platform saves to be displayed in the wrong UI style when backing out of the Cross-Save Manager.
Fixed an issue that caused some Station Core text to appear in the wrong dialog box style.
Fixed an issue that could cause terrain to appear visually corrupted on lower-end systems.
Fixed an issue that could cause distant objects to flicker in Virtual Reality.
Fixed an issue that prevented fishing lines from rendering correctly in multiplayer.
Fixed a rare issue that could cause player names to appear as “…” in multiplayer.
Fixed a number of rare multiplayer crashes.
Abandoned Mode
Added the Mech Hardframe parts to the technology research trees in Abandoned Mode.
Fixed an issue 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 (such as in caves and planetary buildings).
Implemented multi-threaded rendering on PC, significantly improving CPU performance, notably in VR.
Implemented a significant performance optimisation on mature saves with a large number of completed or active missions.
Implemented a large number of performance optimisations across multiple game systems, including the handling of HUD markers, the physics of static objects such as buildings and rocks, audio, the Analysis 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 number of shaders used by the game, improving load times.
For discussion of this update, please check the topic below:
And “Corvettes are large, fully bespoke ships with furnished interiors, capable of accommodating multiple passengers" sounds like friends can come aboard. That won’t affect solo player me, but many will appreciate it.
Fixed an issue that caused non-structural parts to be counted as part of a corvette’s complexity limit.
Thunderbird Landing Thrusters now fulfil the requirements of both an engine and landing gear.
Fixed a number of issues with corvette cockpits that could cause some information panels to fail to update.
Fixed a number of collision problems with the Thunderbird access bay.
Fixed an issue that caused deleting flipped parts from a corvette to refund un-usable products to the inventory - the issue will no longer occur, and any currently unusable items can now be reattached to corvettes.
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 an issue that could allow misaligned snapping when editing a corvette.
Fixed an issue that caused corvette parts to be inaccessible if they were deleted from a corvette but the edits were not applied.
Fixed an issue that could cause players to lose items while trading parts at the corvette workshop.
Fixed an issue that caused only one of a particular part to be refunded if removing several of the same part from a corvette in one edit.
Fixed an issue that prevented the installation of some core ship technologies into a corvette.
Fixed an issue that prevented players from manually moving core techs within a corvette inventory.
Fixed an issue that prevented players from spacewalking through the entrance beam of a Space Station.
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 problems with corvette autopilot settings that could cause erratic movement, particularly in space.
The corvette’s autopilot is now more smoothly aligned to its pulse drive destination.
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 rare issue that could cause players to become stuck in collision while spacewalking to a derelict freighter.
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.
Fixed an issue that prevented weapon reload animations from playing correctly.
Fixed an issue that caused NPCs to float.
Fixed an issue that caused some multitool weapon upgrades to fail to display their upgrade level.
Fixed a number of camera pops while driving exocraft.
Fixed an issue that showed compass icons for plants growing within a corvette during flight.
Improved the visuals and navigability of the corvette landing area on the Space Anomaly.
Fixed a rare issue that could cause a planetary base to become flagged as a corvette and take the place of the player’s primary starship.
Fixed a number of issues that could cause players to become stuck when loading a save on board a corvette.
Improved the animations for hatch opening on a corvette.
Fixed a rare issue that could cause the player to jetpack forward unintentionally.
Fixed an issue that could make it difficult to use some interactions within a corvette.
Fixed a very rare mission blocker in the tutorial.
Teleporters for beaming to and from a corvette now have markers with descriptions, and more descriptive labels.
Added a teleporter to return to a docked corvette from the Atlas Station.
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 an issue that caused corvettes to fail to dock with a space station if all internal docks were already full.
Fixed an issue that could prevent corvettes from docking with freighters.
Fixed a rare issue that could cause docking a corvette to a derelict freighter to open all the doors inside the derelict.
Fix a number of colouration issues with the Skyborn spacesuit.
Fixed an issue that caused part of the Skyborn suit to remain visible in first person.
Fixed an issue that caused the Skyborn spacesuit to have the markings options from the Living Stone suit.
Fixed a number of issues with cape animations during spacewalks and skydiving.
Fixed an issue that could cause the inside of the player’s head to be visible while using the starship communicator.
Fixed a number of missing audio issues.
Fixed a number of audio issues while spacewalking.
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 could cause camera flickering inside a corvette.
Fixed a number of small visual issues affecting corvette structural parts.
Fixed a number of rendering issues with transparent objects.
Fixed a visual issue with some chairs in planetary settlements.
Fixed a number of issues with effects on starship engines.
Improved the quality of reflections in the corvette workshop area of the space station.
Improved casing consistency in the control remapping page.
Fixed a number of control issues in corvette cockpits in VR.
Fixed an issue that prevent VR players from using teleport move up the stairs inside a corvette.
Fixed a number of inventory issues affecting Mac.
Fixed a memory-related crash on PlayStation 5.
Introduced a number of asset optimisations for space stations.
Optimised a number of corvette structural parts.
Introduced a number of optimisations for large bases and corvettes.
Optimised a number of internal corvette parts.
Introduced a large memory optimisation for icons.
Introduced a number of particle effect optimisations on the space station.
Fixed a crash that could occur when switching between two corvettes at a space station.
Fixed a crash related to combat effects.
Fixed a crash related to autopilot.
Fixed a crash related to summoning ships.
Fixed a crash related to frigate expeditions.
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.
These are all fantastic fixes and ones sure to make everyone super delighted.
The only thing I’m not happy about is this one
The texture from the barriers looked pretty good on those chairs, especially with the strip of colour key. I was hoping it would stay that way. What would be nice is, since it’s a plain white chair, would be the ability to change its texture to have a variety of styles, e.g with the texture glitch, the sides of these chairs had some nice wood panelling to accent the somewhat metal front/back.
The parts storage right next to the corvette creation terminal is now active and we can store corvette ship parts in it instead of our storage containers or inventories. I really like this and I think something similar should be implemented for relic skeleton parts.
in-game version ** 150560** with save version 4188 (unchanged)
No expedition
No Corvettes
Switch 2
in-game version 151034 with save version 4190
Expedition
Corvettes
I feel sad for NS1 users who have been looking forward to the new content. Hopefully something can be done, even if just limited, instead of completely missing out without any indication ahead of time
As bad as the parity is now between the switch version and the other platforms, I am a little bit relieved the release of Switch2 has allowed HG to forge ahead with things they avoided touching on due to their absence or feasability on switch (settlements finally being revisited etc)
It’s one of those double edged knife situations. Switch 2’s aint exactly cheap either. Nor are gaming PC’s. Nor consoles. *eyes ‘GeForce NOW’ feverishly *
Very nice, but what about the joints in the list that are currently unavailable or the grey background items that seem to be leftover from a previous version of corvettes? I’m more curious as for the reason more so than them becoming anything. Talk shop with me Hello Games
Case in point. What sort of furniture polish did they use? Pledge?! Maybe it was moreso wd40 for the titan interiors than wood and leather polish?
Yes. Now do all base items that should also have this but currently don’t for no good reason
I don’t think I’ve seen this before revisited in a long time. I guess it was sorely needed after that suddenly influx of corvette owners.
This is an absolutely fantastic patch of fixes, additions and improvements