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No Man's Sky Beyond Patch Notes Live

Poorna Shankar Updated: Posted:
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No Man’s Sky’s much anticipated Beyond update is now live, and brings with it a host of patch notes.

See below for a selection. Click here to read them in full.


  • No Man’s Sky is now fully playable in virtual reality.

  • Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.

  • Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.


  • OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.

  • Significant optimisations to asteroid generation.

  • Significant optimisations to planet generation.

  • Improved loading times.

  • Significant optimisations to 2D rendering.

  • Reduced memory usage across the game generally.

  • Significant optimisations to cloud and terrain shaders.

  • Significant optimisations to the animation LODing system.

  • Added level-of-detail mesh optimisations to the majority of in-game assets.

  • Significant optimisations for large bases.

  • Revised HDR support, updated output curve in line with advances in HDR calibration.

  • Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.

  • Players with more than one GPU can now select which is used from Video Options.

  • Many graphics settings no longer require a restart to apply.

  • The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.


  • Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.

  • Day/night cycles are now deterministic and synced between players.

  • Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.

  • Added a new photo-mode style building camera to allow easier placement of complex structures.

  • Added the ability to scale some base parts.

  • Added the ability to rotate some base parts around more than one axis.

  • Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.

  • Added wiring, allowing you to connect base parts that need power to your generators.

  • Removed the manual fueling of many base technologies and replaced it with power grid requirements.

  • Added power requirements to existing parts such as lights.

  • Added a range of logic gates and switches, allowing for creative control of powered parts.

  • Added new large-scale mineral and gas extractor base parts.

  • Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.

  • Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.

  • Overhauled the gravity simulation, improving the experience on dead planets.

  • Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.

  • Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.

  • Added the ability to jetpack while the Build Menu is open.

  • Improved the visual effects of the Terrain Manipulator.

  • Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.

  • Added several new roof pieces, allowing players to build complete sloping roofs.

  • Added new exocraft-sized doors that can be powered to open and close automatically as you approach.

  • Added new interactable props, including customisable light boxes and audio frequency generators.

  • Added a powered Sphere Generator that allows players to generate large movable spheres.

  • Improved the visual effects when constructing base parts & technology.


  • Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.

  • Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.

  • Fixed an issue where the third person player model would never look directly at the camera.

  • Fixed an issue where ship rain audio was being played when it was not raining.

  • Added creature sounds to the weird biome creatures.

  • Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.

  • Change Asian numerical separators to be correct format.

  • Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.

  • Fixed a number of item duplication exploits.

  • Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.

  • The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.

  • Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.

  • Miscellaneous text fixes.


  • The Exosuit torch can now be turned on whatever the time of day.

  • While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.

  • Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.

  • Technology can now be moved after installation.

  • Significantly overhauled the system for pinning instructions for building technologies, products and base parts.

  • Added the ability to pin a substance and receive directions for where to find it.

  • Removed the Advanced Mining Laser requirement from large trees on lush planets.

  • Added an Antimatter Reactor base part that generates antimatter over time.

  • Added specific efficient Starshield Batteries for use in starship combat.

  • Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.

  • Increased the base mining speed of the Mining Beam.

  • Fixed a bug that caused resource notifications to stack up while playing without the HUD.

  • Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.

  • Added alerts when new items are encountered or recorded to the Catalogue.

  • Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.

  • Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.

  • Added an extra slot to the starting Multi-Tool.

  • When installing an upgrade module, the correct inventory is automatically selected.

  • Adjusted the probabilities of low, medium and high security planets in Normal Mode.

  • Adjusted the timers of Sentinel patrols on lower security planets.

  • In normal mode, allowed some planets to never spawn Sentinel drones.

  • Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.

  • Increased the base speed of all Refiner units.

  • In normal mode, increased the slot storage limit for substances from 250 to 10,000.

  • Increased the wealth levels at which higher tiers of pirates will attack.

  • Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.

  • Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.

  • Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.

  • Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.

  • Added a note on the interaction label of NPCs that have already been visited.

  • When craftable products are the current mission objective, they are automatically pushed to the top of the product list.

  • Adjusted the frequency of rare asteroids.

  • When buying a freighter, it now comes with some basic cargo already in the inventory.

  • Increased the minimum speed while in space combat, creating better combat handling in most conditions.

  • Increased the maximum speed while flying in space.

  • Added a degree of roll when banking in planetary flight.

  • The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.

  • Added a cockpit throttle indicator to show current thrust settings.

  • The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.

  • The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.

  • When charging the Pulse Engine, the current autopilot target marker is now highlighted.

  • Missions now add hints to highlight the relevant items in the build and crafting menus.

  • Inventory popups are now closed automatically if you click outside of them.

  • Tweaked the weighting of mission selection in the mission board to give a better range of available missions.

  • Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.

  • Added several new environmental protection Exosuit upgrades.

  • Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.

  • Increased the default stack size for Ammunition.

  • The Mining Beam now has a much higher base heat capacity.

  • Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.


Poorna Shankar

A highly opinionated avid PC gamer, Poorna blindly panics with his friends in various multiplayer games, much to the detriment of his team. Constantly questioning industry practices and a passion for technological progress drive his love for the video game industry. He pulls no punches and tells it like he sees it. He runs a podcast, Gaming The Industry, with fellow writer, Joseph Bradford, discussing industry practices and their effects on consumers.