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No Man's Sky

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

Contents

No Man's Sky

8 sections
  • Within a day of its launch, players of No Man's Sky had registered more than 10 million distinct species. That beat the roughly 8.7 million species identified on Earth so far. Those creatures were produced by algorithms, not placed one at a time by designers. The game came from Hello Games, a small independent studio.

    This documentary asks how a single number can produce a galaxy, and what a player actually does inside one. It asks how a modest team ended up on the biggest stages in the industry, and what it promised there. Finally, it asks why a game can be adored and resented in the same year, and what the studio did next.

  • A single 64-bit seed number sits behind more than 18 quintillion planets. Stars, planets, plants, animals and alien encounters all come from deterministic algorithms and random number generators fed by that seed. Because the math is deterministic, two players who travel to the same spot see the same thing. Very little data lives on the game's servers, since each element is calculated when a player draws near. Changes such as mining a resource are temporary, and the game stops tracking them once the player leaves the area.

    The player takes the role of an alien humanoid explorer called a Traveller, or an Anomaly. The journey begins on a randomized planet beside a crashed spacecraft, near the edge of the galaxy. The Traveller carries an exosuit with a jetpack, plus a multitool for scanning, mining, and fighting off threats. After repairing and refuelling the craft, the Traveller can cross a planet, reach space stations, fight alien factions, or make hyperspace jumps to other star systems.

    Scanning planets, alien bases, plants and animals earns units, the main in-game currency. A player who is first to find something can upload it to The Atlas and have their name credited for all to see. Players may rename discoveries, within limits set by a content filter. The game can be played offline, but any contact with The Atlas needs an internet connection.

    Planets can be deadly. Extreme temperatures, toxic gases and storms wear down the exosuit's hazard protection module, and shelter in caves or alien bases only slows the damage. Blueprints let the player craft upgrades, but every suit, multitool and ship has a limited number of slots. Sentinels, a self-replicating robot force, patrol planets and punish anyone who plunders resources or harms peaceful fauna. A wanted level decides the response, from small drones at low levels to walking machines called the Walker or the Quad at higher ones.

    Death carries a price. On a planet, the Traveller respawns at the last save point without the exosuit's inventory, and can recover it by returning to the spot of death. In Permadeath mode there is no respawn at all. A death in space sends the Traveller back to the local space station without the goods in the ship. Pirates may reach those goods first.

    Space stations host aliens from three races, and each race speaks its own language, built from word-for-word substitutions. At first the words are nonsense. Frequent conversations and monoliths scattered across planets help the player learn them, and a wrong answer can make a race hostile. Its fleets may then attack on sight. Meanwhile, a free-market galactic store prices the same goods differently from one system to the next, so a patient trader can profit.

    Sean Murray, the founder of Hello Games, estimated about forty hours to reach the galaxy's centre if a player skipped every side activity. He fully expected people to do otherwise, whether by cataloguing animals or by setting up trade routes between planets.

  • Amnesia is where the Traveller's story begins, on a remote planet beside a wrecked starship. The ship's computer guides the repairs and the search for fuel for a hyperspace jump. Along the way the Traveller meets members of the Gek, the Korvax and the Vy'keen. An unknown force pulls the Traveller toward the galaxy's centre. A signal then points to an anomaly in a nearby system, where a special space station called the Space Anomaly houses many strange aliens.

    Two of them, Priest Entity Nada and Specialist Polo, know far more than other aliens do. They can even speak to the Traveller without translation. They describe a being at the galaxy's centre and direct the Traveller to a black hole that shortens the trip.

    Soon a voice named Artemis begins sending messages. Artemis says they are also a Traveller, trapped on a sunless world after stepping through an ancient portal. The Traveller triangulates the position and then discovers that the location does not exist. The transmission ends, and another Traveller named Apollo appears. Apollo asks the Traveller to find the link between the portals and the Sentinels.

    After a skirmish with Sentinels, the Traveller passes through a portal and is pulled aboard a vast vessel. There the Traveller meets the being Nada described, the Atlas. On an unknown planet the Traveller then finds the grave of Artemis, who has been dead all along. A new voice, -null-, claims that Artemis can be saved with a Mind Ark. Once the Traveller builds it, the choice is to upload Artemis into a machine aboard the Anomaly or let Artemis die.

    Either way, a distress beacon leads to another portal, where the Traveller learns that the Atlas is dying. The galaxy turns out to be a computer simulation managed by the Atlas, and the Travellers were created to explore it. Nada and Polo are "errors" that became aware of the simulation and hid in the Anomaly to help others.

    The Atlas tells the Traveller that it does not want to die. It asks the Traveller to keep gathering information while moving toward the centre. It judges the progress, and rewards worthy work with the blueprint for another Atlas Seed and with portal glyphs. At the centre sits one last Atlas Interface, and the Traveller must decide whether to restart the simulation or refuse. Refusing ends the main storyline and leaves the galaxy open to explore. Agreeing resets the Atlas, which builds a new galaxy and a new Traveller.

    The cycle has happened many times before, and each restart shortens the Atlas's life. The Atlas tries to look beyond its own death and sees nothing but the hand of its creator on its glass casing.

    The Echoes update later extended the story with a new NPC race. With Worlds Part 2, another story segment led to the creation of Purple Star systems, which hold more sophisticated terrain, gas giants, and water worlds with deep oceans. Confining the new terrain to those planets kept it from disrupting player-made bases, a problem that earlier terrain refinements had caused.

  • The Joe Danger series of games kept Hello Games financially secure while Sean Murray chased a larger idea. He built the original prototype himself. He wanted to capture the optimism of science fiction by Isaac Asimov, Arthur C. Clarke and Robert Heinlein, and the cover art of their books in the 1970s and 1980s. He also hoped to recreate the feeling of exploring the procedurally generated galaxies of Star Control II, Elite and Freelancer.

    By December 2013 the project had grown into a four-person team, and the first teaser appeared that month at the VGX Awards. Gaming press coverage followed quickly. Over the three years before release, about a dozen developers worked on the game. The engine used parameterised mathematical equations to mimic geometry found in nature, and human artists contributed elements that the system then altered.

    Hello Games sought a publisher and drew the interest of Sony Interactive Entertainment, then called Sony Computer Entertainment. Sony offered development funding, but the studio asked only for help with promotion and publishing. At Electronic Entertainment Expo 2014, Sony put the game on its stage. No independently developed game had ever been shown at those centrepiece events. Critics said it stole the show, and a panel of game critics gave it Best Original Game, Best Independent Game, and a Special Commendation for Innovation.

    The publicity kept coming. The New Yorker featured the game at its 2015 festival, as part of the inaugural Tech@Fest event. On the 2nd of October 2015, Murray demonstrated it on The Late Show with Stephen Colbert. In October 2015 rumours spread that a release date would arrive at Sony's Paris Games Week press conference. Murray and Sony denied them, and Sony instead announced a June 2016 target for the PlayStation 4. In March 2016 the studio set the release for the week of the 21st of June 2016 and opened preorders. Shortly before launch, Sony released four videos on exploring, fighting, trading and surviving, and Sony Interactive Entertainment Europe ran a television advertisement starring comedian Bill Bailey.

    Special editions followed. The PlayStation 4 Limited Edition came with an art book and a comic by Dave Gibbons, James Swallow and Angus McKie. Swallow also helped with some of the in-game narrative. A limited Explorer's Edition for Windows, published by iam8bit, included a miniature replica of one of the game's spacecraft.

    Two legal questions hung over the title. Sky Group, formerly Sky plc, had defended its trademark on the word "Sky" against Microsoft's SkyDrive. Negotiations with Hello Games ended in a settlement in June 2016, and the name stayed. A few weeks before launch, Dr. Johan Gielis and his Dutch company Genicap suggested that the game used the superformula he had published in 2003 and later patented. Murray had mentioned that formula in a New Yorker interview. Genicap called the game "very impressive" and said that "if the formula is used we'll need to have a talk". Murray replied that the game did not use it. The patent expired in 2020.

  • About a month before the planned June date, Sony and Hello Games announced a delay until August 2016. Murray said that some key moments needed extra polish. The studio also skipped Electronic Entertainment Expo 2016 to keep working, and Murray explained, "we get one shot to make this game and we can't mess it up." The game went gold on the 7th of July 2016 and was released on the 9th of August 2016.

    Regional dates shifted as well. The United Kingdom release, first set for the 12th of August, moved up to the 10th of August after Sony arranged a new deal with retailers. The Windows release went the other way, slipping to the 12th of August 2016. Murray wrote on Twitter that a simultaneous worldwide Windows launch would serve players best. The extra days let the team finish features such as multiple monitor widescreen support.

    Two weeks before release, a Reddit user bought a leaked PlayStation 4 copy on eBay for roughly $1,250 and began posting videos. Other users claimed their own copies. Some footage showed frequent crashes, and a trip to the galaxy's centre that took far less time than Hello Games had claimed. Murray responded: "We've spent years filling No Man's Sky with surprises. You've spent years waiting. Please don't spoil it for yourself."

    Some retailers broke the street date, and from the 5th of August 2016 several players, including journalists at Kotaku and Polygon, streamed their opening hours. Polygon noted that Sony had issued no review embargoes by then. Hello Games reset the servers just before the 9th of August to give everyone a clean slate. Sony asked sites to remove early footage, arguing that the studio's vision would only be reached by a day-one patch. Some takedowns accidentally hit users who were merely discussing the game, and Murray and Sony worked to fix that.

    That patch, which Hello Games had worked on since going gold, changed how the universe was generated, so older saves stopped working. It also removed an exploit that let early players finish far faster than intended. Commentators believed some changes answered the early complaints directly.

    Review copies raised alarms too. OpenCritic said there would be none before launch and that any embargo would end on release day. In the industry, that often signals doubt about a game's quality. OpenCritic and Sony then said copies were coming once the prerelease patch was ready. Eurogamer had expected its copy on the 5th of August, but it arrived on the 8th of August, which the outlet tied to Sony's certification process. Critics published reviews "in progress" over several days, and held back final scores.

    Launch brought software bugs on both platforms. A preorder-bonus spaceship could strand players on a planet, and a resource duplication exploit shortened the path to the endings. Windows players reported poor rendering, bad framerates, and a game that would not start at all. Within a day Hello Games had identified common problems and released patches. Murray said the first patches would be "focused on customer support" before any new features.

  • The aggregator Metacritic labelled the launch reviews "mixed or average", and OpenCritic found only 36% of critics recommended the game. Many reviewers admired the technical feat of the generated universe. Many also found the play repetitive, with tedious survival mechanics. Jake Swearingen of New York summed it up: "You can procedurally generate 18.6 quintillion unique planets, but you can't procedurally generate 18.6 quintillion unique things to do."

    Kate Compton, who worked on procedural generation for Spore, offered a name for the problem: "procedural oatmeal". One can pour a near-infinite number of bowls, but each still looks like oatmeal. The engine drew on a finite set of predetermined assets, such as basic creature shapes and planetary biomes, so players exhausted them quickly. Alissa McAloon of Gamasutra pointed out that the code allowed new assets to be added later. Ben Kuchera of Polygon wondered if the game might follow Destiny, which got lukewarm reviews in 2014 and became highly praised after major updates.

    The sales figures told a stark story. On the first day of the Windows release, Steam showed more than 212,000 concurrent players, more than XCOM 2 or Dark Souls III reached. Chart-Track reported that the physical launch in the United Kingdom was the second-largest for a PlayStation 4 title published by Sony, behind Uncharted 4. A week later the concurrent count on Steam fell below 23,000. United Kingdom sales dropped 81% in the second week, and by the end of September 2016 Steam showed around 2,100 players at once. Steam Spy ranked the game third for "hype factor", a measure of player dropoff, among Steam releases from early 2016 to August.

    Still, the money was real. It was the top download on the PlayStation Store in August 2016, and NPD Group ranked it the second-highest selling game in North America by revenue that month. Steam Spy estimated more than 823,000 copies sold in 2016, with gross revenue above $43 million.

    A bigger surprise came at the 2017 Game Developers Conference. Murray said the studio had expected about 10,000 concurrent players at launch, based on comparisons with Inside and Far Cry: Primal. Instead it saw over 500,000 across PlayStation 4 and Windows, about half of them on Windows. That flood overloaded server capacity and the support team. At the same event, Hello Games announced Hello Labs, a programme to fund and support developers of procedural or experimental games, with one or two projects at a time.

  • Matt Kamen of Wired UK called No Man's Sky "perhaps one of, if not the, most hyped indie titles in the history of gaming". Part of the excitement came from a tiny team promising an immense scope. Observers thought it might challenge triple-A development, which Time's Matt Peckham said had become "rich and complacent". David Sims of The Atlantic compared it to Minecraft, but argued that Minecraft's importance took years to emerge while this game carried expectations from day one.

    The studio's ambitions had also escalated in public. Hello Games first described a 32-bit key that would yield 4.3 billion planets. When players doubted that scope, the team moved to a 64-bit number and 18 quintillion planets to prove them wrong. Many commentators set the game beside Spore, the 2008 Maxis title whose procedural promises shrank during production. Murray knew that some critics were wary because of Spore.

    Kris Graft of Gamasutra noted that some people expected the best space sim, the best multiplayer shooter and the best pure exploration game all at once. Kyle Orland of Ars Technica contrasted the studio with the makers of Spore and Fable. Their "saturation PR campaigns" promised features that never arrived, while Hello Games stayed "relatively restrained and realistic". Orland argued that many players and journalists layered their own expectations onto the gaps. Rami Ismail of Vlambeer praised the marketing of scale and magnitude as "a little masterclass in explaining an abstract concept to the largest possible audience". Kuchera agreed, yet felt it may have slipped out of the control of Sony and Hello Games.

    On the day before release, Murray warned that the game might not be "the game you imagined from those trailers". He called it a "very very chill game", a universe-sized sandbox that feels like having "stepped into a sci-fi book cover". He predicted a "super divisive" reaction.

    Fans had gathered in a subreddit to share every scrap of news, and Sam Zucchi of Kill Screen compared the anxious waiting to a religion. The delay from June to August brought death threats to Murray and to Jason Schreier of Kotaku, who first reported the rumour. Murray answered publicly with good humour. Phil Owen of TheWrap blamed marketers for "weaponizing fandom".

    After launch, the mood soured. On Steam and GOG.com, players left negative reviews over crashes, launch failures and missing features. A list of those features, first compiled by members of the subreddit, appeared about a week after release. By October 2016 the game held one of the worst user ratings on Steam, an aggregate "mostly negative" from more than 70,000 users.

    Multiplayer became the sorest point. Murray had estimated that more than 99.9% of planets would never be explored, so chance meetings would be "incredibly slim". In a 2014 interview he described a light matchmaking system, like the one in Journey, in which nearby players entered an "open lobby". By 2018 he said the team had kept trying to include it late in development and found it very difficult, so it was cut. A day after release, two players met on the same planet according to their Twitch streams and could not see each other. European limited editions also had a sticker covering the PEGI online play icon.

    Hello Games then went quiet. Outside patch notes, it was nearly silent on social media until the Foundation update was announced in late November 2016. Murray, who had tweeted often before release, vanished for two months. Kuchera wrote that in the silence, "the loudest, most negative voices are shouting unopposed". Sony president Shuhei Yoshida admitted the game lacked "a great PR strategy", partly because the studio had no dedicated PR staff.

    The subreddit turned hostile, and one moderator briefly shut it down before reversing course. A Reddit user briefly took down the missing-features list after being congratulated for "really sticking it to these 'dirtbag' devs", which was never his goal. Murray faced accusations of lying. In a July 2018 interview he described the period as difficult for the studio, with numerous death and bomb threats. In a 2019 interview he said the team had trusted journalists to understand how small teams work, and instead the press took their words at face value. Hello Games now speaks directly to the community and talks only about updates that are close to release.

  • The Foundation update arrived in November 2016, and Pathfinder followed in March 2017, starting a long run of free major updates. They added base building, multiplayer, surface vehicles, fleet management, cross-platform play and virtual reality. Murray argued that free updates suited a procedurally generated game better than downloadable content. Shahid Ahmad, the former Sony executive who led the effort to land the game, said the studio had a planned update schedule as early as 2013. When the Sentinel update came in February 2022, Murray said, "the team are always coming up with new things that they want to do with the game: new content and features and areas for improvement."

    Later patches borrowed technology from Hello Games' next game, Light No Fire. Murray said the Voyagers update, with customized spaceships whose interiors can expand, used technology also meant for ocean-going vessels in that game. Expeditions, introduced in March 2021, are time-limited events that teach features through milestones. Rewards can be redeemed in any other saved game. One reward unlocked the Normandy from BioWare's Mass Effect series, timed with the Mass Effect Legendary Edition. An October 2021 expedition added giant worms just ahead of Halloween and the theatrical Dune adaptation. The Leviathan expedition in May 2022 brought space whale frigates that players can recruit into a fleet. With the Omega update, players can start an expedition with an existing character and carry their gains back to the original save.

    Platforms multiplied. Xbox One support came with the Next update in July 2018, and virtual reality support arrived with Beyond in 2019. April 2019 brought a graphics overhaul that replaced OpenGL with Vulkan, helping players with AMD GPUs. Next Generation brought PlayStation 5 and Xbox Series X and S versions in November 2020. The Nintendo Switch version launched with Waypoint in October 2022, running on lower-power hardware after technical challenges. PlayStation VR2 support came with Fractal in February 2023, and the macOS version came out on the 1st of June 2023. In June 2025 the Beacon update added Nintendo Switch 2 support.

    Players responded. Hello Games reported over one million new players a month after the game joined Xbox Game Pass in June 2020. SuperData ranked the Next release the sixth top-selling console game globally for July 2018, with around US$24 million across all platforms. At the 2019 Game Developers Conference, Murray said Next sales matched what would satisfy a large AAA publisher at launch. With Voyagers in August 2025, Steam player counts hit their highest point since launch. Murray said that flying around in a ship you built with your friends carries a certain magic, like exploring in "your own USS Enterprise or Millennium Falcon".

    Players had already built their own institutions. As early as 2016, a community created the Galactic Hub, an in-game system of planets with bases, to compensate for missing multiplayer. Its members catalogued planets to plan resource gathering and trade routes, and later linked colonies with the base-building tools. The Hub set up a Galactic Council to guide expansion after major patches. It also made Hubcoin, a currency running on an experimental Ethereum testnet with no real monetary value but redeemable for in-game resources. About a week after the Windows release, unofficial mods were circulating, and Hello Games later released patches that support them.

    Sound has its own history. The soundtrack Music for an Infinite Universe, by 65daysofstatic, came out on the 5th of August 2016. Its first 10 tracks were composed for the game and later sampled by the procedural music engine. The final six were generated by that engine and then selected. Andrew Webster of The Verge said the track "Asimov" sounded like "taking flight into a Chris Foss painting". On the 18th of September 2025, a second album, Journeys, appeared. It has 32 tracks assembled from loops made for the engine, and some tracks carry spoken dialogue that does not exist in the game.

    The awards piled up. The Game Awards named No Man's Sky Best Ongoing Game for 2020 and again for 2025, and nominated it five times for Best Community Support. The BAFTA Games Awards nominated it six times for Evolving Game, with one win.

    The update list kept growing into 2026. In February 2026 Remnant let players scavenge and move large materials with the multitool. In April 2026 Xeno Arena let players capture alien fauna and pit it against that of other players. In May 2026 Swarm, an expedition, split the whole player base into three factions to fight off the Hive.

Updated

Common questions

What is No Man's Sky?

It is an action-adventure survival game from Hello Games built around exploration, survival, combat and trading in a procedurally generated universe of more than 18 quintillion planets.

Why did the game's launch go badly?

Reviews were mixed, many players found the gameplay repetitive, and several features that had been discussed before release, notably multiplayer, were missing. Hello Games also stayed quiet for months afterward.

How did Hello Games turn the game around?

The studio released a long series of free major updates that added features such as base building, multiplayer, vehicles, cross-platform play and virtual reality, and it later added expeditions and new platforms.

How does the game create so many planets?

Stars, planets, creatures and encounters are generated by deterministic algorithms from a single 64-bit seed number, and are calculated when a player is near them instead of being stored on servers.

All sources

374 references cited across the entry

  1. 5A brief tour of a tiny corner of No Man's SkySamit Sarkar — 1 April 2016
  2. 6MagazineNo Man's Sky would take 5 billion years to exploreChris Higgins — 18 August 2014
  3. 910 Things We Learned About No Man's SkyMeghan Sullivan — 17 June 2015
  4. 1441 Amazing Things About No Man's SkyAlex Wiltshire — 3 August 2015
  5. 16MagazineGalactic Map Puts Scale Of No Man's Sky in PerspectiveJeff Cork — 8 December 2014
  6. 19No Man's Sky: 15 Tips For Dealing With SentinelsMichael Christopher — 7 June 2021
  7. 23No Man's Sky: How the Economy WorksDaniel Krupa — 8 July 2015
  8. 24MagazineThe Path To No Man's Sky's 'End Game'Jeff Cork — 15 December 2014
  9. 25MagazineStop Thinking Of No Man's Sky As A Multiplayer GameBryan Vore — 10 December 2014
  10. 27Sean Murray talks about the future of No Man's SkyBenjamin Kratsch — 9 August 2016
  11. 28No Man's Sky Could Get Paid DLCEddie Makuch — 16 August 2016
  12. 35NewsNew No Man's Sky expedition adds a time loop, 'space whales'Christopher Livingston — 25 May 2022
  13. 46No Man's Sky's NEXT update is bigMatt Wales — 20 July 2018
  14. 52No Man's Sky "Visions" Update Releases TomorrowHirun Cryer — 21 November 2018
  15. 53No Man's Sky Beyond Is Coming in Two WeeksGita Jackson — 2 August 2019
  16. 55NewsNo Man's Sky: Beyond update to expand multiplayerAlice O'Conner — 15 March 2019
  17. 63No Man's Sky "Living Ship" Update Sails TodaySean Murray — 19 February 2020
  18. 70No Man's Sky now lets you have your own alien space dogMichael McWhertor — 17 February 2021
  19. 74No Man's Sky: Frontiers is out nowRich Stanton — 1 September 2021
  20. 83No Man's Sky finally has ship customizationJody MacGregor — 27 March 2024
  21. 98No Man's Sky's Atlas Interfaces, story path and youJeffrey Parkin — 17 August 2016
  22. 99MagazineThe Secret Story Behind No Man's SkyJeff Cork — 19 December 2014
  23. 101NewsWorld without end : creating a full-scale digital cosmosRaffi Khatchadourian — 18 May 2015
  24. 105'No Man's Sky' Sounds Amazing, LiterallyMike Diver — 18 February 2015
  25. 107NewsWhatever You Do, Watch This: Hello Games' No Man's SkyAlec Meer — 8 December 2013
  26. 108Joe Danger Dev Announces No Man's SkyMarty Silva — 7 December 2013
  27. 112No Man's Sky is launching next JuneAndrew Webster — 27 October 2015
  28. 114No Man's Sky Launching June 21st on PS4Sean Murray — 3 March 2016
  29. 116'No Man's Sky' finally takes off on June 21st for $60Jessica Conditt — AOL — 3 March 2016
  30. 117No Man's Sky delayed to AugustMichael McWhertor — 27 May 2016
  31. 119MagazineHello Games Has Officially Completed No Man's SkyKyle Hillard — 7 July 2016
  32. 120No Man's Sky game lifts offBBC — 9 August 2016
  33. 122No Man's Sky PC release pushed backAllegra Frank — 25 July 2016
  34. 128MagazineIntroducing Tech@Fest!17 September 2015
  35. 137Method and apparatus for synthesizing patterns
  36. 141No Man's Sky isn't 30 hours long, sillySamit Sarkar — 4 August 2016
  37. 142No Man's Sky game copy 'leaked'BBC — 1 August 2016
  38. 144No Man's Sky servers being wiped before launchSamit Sarkar — 5 August 2016
  39. 145Watch the first hour of No Man's Sky (update)Ben Kuchera — 6 August 2016
  40. 150No Man's Sky was a PR disaster wrapped in huge salesBen Kuchera — 16 September 2016
  41. 151The No Man's Sky Review Copy DebacleJason Schreier — 5 August 2016
  42. 153No Man's Sky Review in ProgressDan Stapleton — 8 August 2016
  43. 154No Man's Sky Review in ProgressPeter Brown — 8 August 2016
  44. 155Yes, 'No Man's Sky' has a few issuesJessica Conditt — 11 August 2016
  45. 156Don't buy No Man's Sky on PC yetBen Kuchera — 12 August 2016
  46. 157No Man's Sky Is Pretty Rough On PCKirk Hamilton — 12 August 2016
  47. 158No Man's Sky PC and PS4 Patches Out NowEddit Makuch — 18 August 2016
  48. 159No Man's Sky is heading to Switch this summerMatt Wales — 9 February 2022
  49. 164No Man’s Sky is coming to the iPhone and iPadAndrew Webster — 2026-10-12
  50. 169MagazineAn Assortment Of Lesser-Known No Man's Sky FactsBrian Vore — 26 December 2014
  51. 173Close-up on the 'most ambitious video game'David Lee — 19 June 2015
  52. 181No Man's SkyOpenCritic — 12 August 2016
  53. 182Review: No Man's SkyChris Carter — 11 August 2016
  54. 183MagazineNo Man's Sky reviewMatt Buchholtz — 18 August 2016
  55. 185No Man's Sky ReviewMatt Utley — 15 August 2016
  56. 186No Man's Sky ReviewPeter Brown — 12 August 2016
  57. 187No Man's Sky reviewMatt Elliott — Game Revolution — 15 August 2016
  58. 188No Man's Sky ReviewDan Stapleton — 16 August 2016
  59. 189No Man's Sky ReviewChristopher Livingston — 18 August 2016
  60. 190No Man's Sky reviewPhilip Kollar — 12 August 2016
  61. 193No Man's Sky ReviewJamie Trinca — 12 August 2016
  62. 194NewsNo Man's Sky (for PC)Matthew Buzzi — 19 August 2016
  63. 195NewsReview: 'No Man's Sky' Isn't What You Wanted. Thank GodMatt Peckham — 11 August 2016
  64. 197Wow. No Man's Sky Just Stole the Show at the VGXOwen Good — 9 December 2013
  65. 199'No Man's Sky': the game that 'won' E3 2014Ben Gilbert — 18 June 2014
  66. 200How No Man's Sky stole the show at E3Martin Robinson — 25 June 2014
  67. 201Evolve takes top E3 2014 critics awardsColin Campbell — 1 July 2014
  68. 205No Man's Sky Review – Falling SkiesJim Sterling — 10 August 2016
  69. 206No Man's Sky reviewOli Welsh — 12 August 2016
  70. 207MagazineThe Power of No Man's Sky Is Making You Feel InsignificantDaniel Starkey — 13 August 2016
  71. 209No Man's Sky: The Kotaku ReviewKirk Hamilton — 17 August 2016
  72. 213'No Man's Sky' Is Like 18 Quintillion Bowls of OatmealEmanual Maiberg — 21 August 2016
  73. 214No Man's Sky is the new DestinyBen Kuchera — 18 August 2016
  74. 216No Man's Sky Review (Switch)PJ O'Reilly — 11 October 2022
  75. 224No Man's Sky Sony's 2nd biggest ever PS4 launch in UKWesley Yin-Poole — 15 August 2016
  76. 225No Man's Sky's Number of Players Have Dropped by 89%Paul Tamburro — 24 August 2016
  77. 226'No Man's Sky' Week 2 Sales Are Not Looking So HotJustin Andress — 24 August 2016
  78. 227No Man's Sky is rapidly losing playersMarshall Lemon — 28 September 2016
  79. 231NewsNPD: Madden NFL 17 is August's biggest sellerRachel Weber — 15 September 2016
  80. 233Steam announces its best sellers of 2016Owen Good — 2 January 2017
  81. 234How much money did Steam's best-sellers earn in 2016?Colin Campbell et al. — 6 January 2017
  82. 236The Unexpected Success Of No Man's SkyStephen Tolito — 9 April 2019
  83. 245NewsGolden Joystick Awards 2016 voting now open to the publicSam Loveridge — 15 September 2016
  84. 247D.I.C.E. Awards By Video Game Details No Man's SkyAcademy of Interactive Arts & Sciences
  85. 249Watch The Game Developers Choice Awards Right Here TonightEddie Makuch et al. — 1 March 2017
  86. 250All The 2017 SXSW Game Award NomineesEddie Makuch — 25 January 2017
  87. 252NewsGolden Joysticks 2018 nominees announced, voting open nowTom Hoggins — 24 September 2018
  88. 254NewsPUBG claims Game of the Year in the 2018 Steam AwardsAndy Chalk — 8 February 2019
  89. 256The Game Awards 2018: Here are all the winnersChristopher Grant — 6 December 2018
  90. 257Here Are Your 2019 SXSW Gaming Awards Finalists!Logan Trent — 11 February 2019
  91. 261The Game Awards 2019 Nominees Full ListJeremy Winslow — 19 November 2019
  92. 2622020 SXSW Gaming Award Winners RevealedGrayshadow — 25 March 2020
  93. 266NewsRed Dead Redemption 2 is Steam's game of the year 2020Jody Macgregor — 3 January 2021
  94. 267The Game Awards 2020: All the WinnersAdam Bankhusrt — 11 December 2020
  95. 268BAFTA Games Awards 2021 Nominations AnnouncedAdele Ankers-Range — 2 March 2021
  96. 271NewsThe Game Awards 2021 Winners: The Full ListAdam Bankhurst — 10 December 2021
  97. 273MagazineHere are all the Golden Joystick Awards 2022 winnersSam Loveridge — 22 November 2022
  98. 276Here are all the Golden Joystick Awards 2023 winnersSam Loveridge — 10 November 2023
  99. 280NewsThe Steam Awards 2024 Winners RevealedSteve Watts — 2 January 2025
  100. 283NewsAll the Golden Joystick Awards 2025 winners revealedSam Loveridge — 20 November 2025
  101. 284NewsHere are all The Game Awards 2025 winnersClaire Lewis — December 11, 2025
  102. 287How To Get To The Galactic Hub In No Man's SkyGita Jackson — 26 October 2017
  103. 290'No Man's Sky' Players Are Reinventing MoneyGita Jackson — 28 June 2022
  104. 292MagazineDoes No Man's Sky live up to the hype?Matt Kamen — 10 August 2016
  105. 2933 first-impressions of No Man's SkyKris Graft — 10 August 2016
  106. 295The Infinite Possibility of No Man's SkyDavid Sims — 10 August 2016
  107. 296The Bold New Age of Space SimulatorsNathan Lawrence — 30 March 2016
  108. 300Forget No Man's Sky. I'm Getting Hyped To Play Some SporeChris Suellentop — 28 October 2015
  109. 302MagazineHello Games Addresses No Man's Sky's Comparisons To SporeBen Hanson — 31 December 2014
  110. 303How to sell your game like No Man's SkyBen Kuchera — 16 August 2016
  111. 310NewsNo Man's Sky Windows port launched today, is kind of a messSam Machkovech — 12 August 2016
  112. 311NewsBroken Promises of No Man's SkyBrendan Caldwell — 17 August 2016
  113. 315How to Play No Man's Sky: A Detailed BreakdownRob Crossley — 3 March 2016
  114. 317Making Sense of No Man's Sky's Massive UniverseAlex Newhouse — 2 July 2016
  115. 321The No Man's Sky Hype DisasterJason Schreier — 18 August 2016
  116. 325Sony's Shuhei Yoshida on No Man's SkyDan Silver — 16 September 2016
  117. 330Inside the Nasty Backlash Against 'No Man's Sky'Patrick Klepek — 18 August 2016
  118. 331No Man's Sky subreddit shut down, community eruptsWesley Yin-Poole — 5 October 2016
  119. 337Sony Exec Responds to No Man's Sky ControversyEddie Makuch — 4 November 2016
  120. 340ASA Ruling on Valve30 November 2016
  121. 342No Man's Sky 'Foundation Update' is coming soonAllegra Frank — 25 November 2016
  122. 344No Man's Sky: Foundation update – a solid base to build onJordan Erica Webber — 2 December 2016
  123. 345Reading The Game: 'No Man's Sky'Jason Sheehan — NPR — 11 December 2016
  124. 346The No Man's Sky Subreddit Is Happier NowGita Jackson — 6 December 2016
  125. 349IT'S A GREAT TIME TO JUMP BACK INTO NO MAN'S SKYAndrew Webster — 18 August 2017
  126. 350Is No Man's Sky Worth Revisiting For Atlas Rises?Justin Clark — 23 August 2017
  127. 351NewsNo Man's Sky Is Good NowGita Jackson — 30 August 2017
  128. 359No Man's Sky just keeps getting betterGita Jackson — 3 November 2023
  129. 363The 5 best gaming industry redemption arcsFarhan Subi — 2022-12-30
  130. 366'Cuphead' and its deal with the devil pushed into 2017Timothy Seppala — 11 October 2016
  131. 367The Most Hyped Board Game of 2016 Earned ItBen Guarino — 16 September 2016
  132. 368Looking back at Spore in a post-No Man's Sky worldRick Lane — 18 September 2016
  133. 370Valve says you now have to show your game to sell itAllegra Frank — 1 November 2016
  134. 371Valve cracks down on Steam 'bullshots'Jake Tucker — 2 November 2016
  135. 372Building a space sim in a post-No Man's Sky worldMartin Robinson — 7 October 2016
  136. 375No Man's Sky changed the video game hype train foreverWesley Yin-Poole — 27 December 2016

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