No Man’s Sky Voyagers update: Large, customizable, multi-crew starships arrive today

I can’t believe it’s been just over nine years since No Man’s Sky first launched. No Man’s Sky Voyagers releases today, and it’s one of our most ambitious updates.

No Man’s Sky Voyagers update: Large, customizable, multi-crew starships arrive today

I’ve always loved Spaceships. Name a sci-fi film, book or game, and I want to talk to you about the spaceships in it. We know No Man’s Sky players feel the same – they spend countless hours scouring the universe for their perfect ship. But what if you could design your own ship? If you could get out of your pilot’s seat mid-flight and walk around? If you could invite your friends on board as crew?

Perhaps the most important character in No Man’s Sky is your spaceship. It’s your safe haven on hazardous planets, your companion exploring the stars. Your ship is your way of experiencing the universe, and when we change that, it really changes how the game feels.

We call them Corvettes, huge ships with hulls, wings, landing gear, cockpits, engine parts, thrusters and more – arranged to your own unique sci-fi design.

These ships have real interiors, med-bays, sleeping quarters, war rooms, radars, teleporters. It comes with you everywhere, which totally changes how you play. Decorating it with your friends gives you a space that you share together. Whether it’s a brightly coloured tiny explorer, or a colossal dark metallic war ship, it allows you to show off your own personality.

Once you’ve built your ship and fine-tuned the outside look and feel, these larger ships can have multiple interlocking rooms across several storeys which demand the same care and attention. Make sure you leave enough room for a few windows. Enjoy those special moments, watching as the universe flies by outside at warp speed.

When you’ve fine-tuned your Corvette just how you want it, these ships are big enough to invite friends aboard to help crew for you as you cruise around the star systems.  

Having multiple Corvettes flying over a plant together is incredible, especially when you pop the hatch to your ship and spacewalk or skydive from one ship to the other.

By design, Corvettes are encountered a little way into the game and veteran players will be able to unlock them reasonably swiftly. But we wanted to give all players a taste of what they can expect, so the accompanying “Corvette” expedition is specifically designed to get you to the workshop as quickly as possible and to take you on a journey which unlocks some of the parts you’re going to need to build your first creation.

The team at Hello have been working on Voyagers for a long time. The technical challenges they have had to overcome to make any of this possible have been immense. Almost every part of the game has had to be reworked to accommodate these relative spaces. Having your multiplayer crew walking around, calmly editing your ship, as it travels at warp speeds towards a planet that is being generated as you approach. It’s pretty insane what’s going on behind the scenes to make that work.

Much of the technology we’re introducing with Voyagers is shared with our next game, Light No Fire, which is a truly open world, a shared Earth-sized planet, with real oceans to traverse, needing large boats and crews. We love that we get to share this technology with players early.

What excites me most about the Voyagers update though, is that this opens up a whole new path of gameplay that we can take in so many different directions. 

I can’t believe that in the past 12 months we released Worlds Part I, Worlds Part II, and Voyagers – all huge changes to this game we care about so much.

Our journey continues.

No Man’s Sky Voyagers Update Adds Corvette Ship Class, Multiplayer Crew, and Tech That Will Be Shared With Hello Games’ Light No Fire

No Man’s Sky is expanding once again, this time with the free Voyagers update. Interestingly, developer Hello Games said the tech introduced with this update will be shared with its next game, Light No Fire.

Voyagers adds a long list of features, which chief developer Sean Murray said Hello Games had worked on for some time now. Chief among them is the Corvette Ship Class and the possibility for a multiplayer crew.

But there’s much more to Voyagers, revealed in the list below:

  • Corvette Ship Class
  • Assemble Ships
  • Multiplayer Crew
  • Mission Radar
  • Autopilot in Space
  • Space walking
  • New missions
  • StarShip Interiors
  • New Spacesuit
  • Sky diving
  • Graphical Improvements
  • Varied Cockpits
  • New Expedition

Voyagers arrives just over nine years after No Man’s Sky’s troubled launch. Sentiment around the game is positive now, of course, following continued, eye-catching support from Hello Games.

Here’s Murray’s note on the Voyagers release:

I can’t believe it’s been just over nine years since No Man’s Sky first launched. No Man’s Sky VOYAGERS is what we’re super busy with right now and is one of our most ambitious updates. It launches today.

I’ve always loved Spaceships! Name a sci-fi film, book or game, and I want to talk to you about the spaceships in it! We know No Man’s Sky players feel the same – they spend countless hours searching the universe for their perfect ship. But what if you could design your own ship? If you could get out of your pilot’s seat mid-flight and walk around? If you could invite your friends on board as crew?

I guess that’s always been the ultimate fantasy for us. An infinite universe to explore with your ship and crew. Something we’ve always wanted to see brought together in one game.

Afterall perhaps the most important character in No Man’s Sky is your space ship. It’s your safe haven on hazardous planets, your companion exploring the stars. Your ship is your way of experiencing the universe, and when we change that, it really changes how the game feels.

We call them Corvettes, huge ships with hulls, wings, landing gear, cockpits, engine parts, thrusters and more – arranged to your own unique sci-fi design.

These ships have real interiors, med-bays, sleeping quarters, war rooms, radars, teleporters. It comes with you everywhere, which totally changes how you play. Decorating it with your friends gives you a space that you share together. Whether it’s a brightly coloured tiny explorer, or a colossal dark metallic war ship, it allows you to show off your own personality.

Adding bigger weapons to your Corvette increases your firepower. Add sleeping quarters and a mission radar, and you are ready to welcome a crew of friends on board. Add a mission radar and you are ready to adventure. A teleporter and you have an away team. Or just a window… and suddenly there are these special moments, watching as the universe flies by outside at warp speed.

Having multiple Corvettes flying over a planet together is incredible, especially when you pop the hatch and spacewalk or skydive from one ship to the other!

By design, Corvettes are encountered a little way into the game and veteran players will be able to unlock them reasonably swiftly. But we wanted to give all players a taste of what they can expect, so the accompanying “Corvette” expedition is specifically designed to get you to the workshop as quickly as possible and to take you on a journey which unlocks some of the parts you’re going to need to build out your sci-fi fantasy.

The team at Hello have been working on Voyagers for a long time. The technical challenges they have had to overcome to make any of this possible have been immense. Almost every part of the game has had to be reworked to accommodate these relative spaces. Having your multiplayer crew walking around, calmly editing your ship, as it travels at warp speeds towards a planet that is being generated as you approach. It’s pretty insane what’s going on behind the scenes to make that work.

Much of the technology we’re introducing with Voyagers is shared with our next game, Light No Fire, which is a truly open world, a shared Earth-sized planet, with real oceans to traverse, needing large boats and crews. We love that we get to share this technology with players early.

The most exciting thing about Voyagers for me is the possibilities it opens in the future for No Man’s Sky, and I can’t wait to see where the team takes it from here.

I can’t believe that in the past 12 months we released Worlds Part I, Worlds Part II, and Voyagers – all huge changes to this game we care about so much.

Many thanks for any support you continue to provide our little game. It really helps us continue to do what we do.

To celebrate our ninth anniversary, we’re also releasing our latest range of No Man’s Sky merchandise, including Gek and Traveller plushies with our friends at YouTooz, a new vinyl soundtrack with new tracks from the game and an exclusive tee, jacket and pin badge collection from Insert Coin.

Our journey continues.

Sean

It’s worth digging into the tiny detail on Light No Fire that Murray offers here. He described Light No Fire as a “truly open world, a shared Earth-sized planet, with real oceans to traverse, needing large boats and crews.” This is the tech we’re seeing in the No Man’s Sky Voyagers update, in spaceship form. There’s no release date yet for Light No Fire.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

No Man’s Sky’s Voyagers update adds in big custom ships crewed by you and your mates

Have you ever wanted to swim out of a spaceship’s backside while it sits in orbit, the sound of two dear friends arguing over whether it really needs a fifth teleporter room not seeping with you into the inky blackness? You know, because space is a famously scream-free zone. Well, the latest in No Man’s Sky‘s endless string of free updates has you covered. It’s called Voyagers, and adds in custom multi-person ships dubbed corvettes.

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Atari Snaps Up 5 Dormant Ubisoft Franchises, Says It Will Re-Release Them On New Platforms

Atari has acquired five chiefly dormant franchises from developer/publisher Ubisoft: Child of Eden, Cold Fear, Grow Home, Grow Up, and I Am Alive.

Atari said it will “reintroduce iconic creations, bringing them to new platforms and renewed publishing frameworks.” They’ll all be re-released under Atari’s own publishing label and be available “on new platforms.”

“Millions of players have experienced these worlds over the years, and this will open the door for long-time players to revisit those memories while inviting new audiences to discover them for the first time,” said Deborah Papiernik, Ubisoft’s VP of new business.

“Atari has a rich gaming legacy and deep appreciation for these classic titles, we’re excited to see how they’ll evolve and connect with players in fresh, meaningful ways.”

This isn’t the first strategic partnership Ubisoft has struck this year, of course. Back in March, Ubisoft created a subsidiary company based on its Assassin’s Creed, Far Cry, and Tom Clancy’s Rainbow Six brands, with a €1.16 billion (approx. $1.25 billion) investment from Chinese megacorp Tencent.

The company has also partnered with Saudi Arabia’s Public Investment Fund for additional Assassin’s Creed Mirage content.

These agreements follow a number of high-profile flops, layoffs, studio closures, and game cancellations in the run-up to Assassin’s Creed Shadows‘ release, and there was enormous pressure on it to succeed after the company’s share price hit a historic low.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Yes, Another Clair Obscur Game Is Coming — ‘Expedition 33 is One of the Stories That We Want to Tell in This Franchise,’ Teases Director 

Good news, Clair Obscur: Expedition 33 fans! Clair Obscur is not just the shortened name for developer Sandfall Interactive’s blockbuster RPG — it’s also the name for an entire franchise.

“Clair Obscur is the franchise name. Expedition 33 is one of the stories that we want to tell in this franchise,” director Guillaume Broche told MrMattyPlays (thanks TheGamer).

“Exactly what it will look like and what the concept will be is still too soon to announce, but what is sure is that this is not the end of the Clair Obscur franchise.”

And if that wasn’t quite obvious enough for you, he also specifically talked about his process for when he “writes sequels,” too, leaving us with little doubt that a follow-up game is on the way. Watch this space.

In IGN’s 9/10 review of Clair Obscur: Expedition 33, we described it as a “modern RPG classic,” adding: “In so many ways, Clair Obscur: Expedition 33 reminded me of numerous classic and contemporary RPGs I love, but developer Sandfall truly understood why those games are special and made the pieces it borrowed its own.”

If that’s convinced you to give it a go, be sure to check out our tips for the important things to know before going into Clair Obscur: Expedition 33.

We already knew that Daredevil star Charlie Cox feels like a “total fraud” anytime someone gushes to him about Clair Obscur: Expedition 33, but now, it seems, the voice of Gustave is determined: “I wanna play the game.”

Sandfall recently published Clair Obscur: Expedition 33 update 1.4.0, adding key features like a Battle Retry option alongside a host of quality-of-life changes, visual improvements, and bug fixes. However, the studio stopped short of detailing exactly what will be in the next Clair Obscur: Expedition 33 update, simply telling fans that “there is more to come in the future.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Atari Acquires IP Rights To Five Ubisoft Games, Including 2011’s ‘Child Of Eden’

All will be made available on “new platforms”.

Atari and Ubisoft have announced that Atari has acquired the IP rights to five Ubisoft-published games with a view to make them available on new platforms.

The games in question are Cold Fear, I Am Alive, Child of Eden, Grow Home, and Grow Up. Notably, none of these have ever seen a release on Nintendo consoles, but with Atari’s focus on multi-platform titles in recent years, it’s reasonable to assume that some (if not all) may gain new life on the Switch and/or Switch 2.

Read the full article on nintendolife.com

Amid Backlash to Vampire: The Masquerade – Bloodlines 2 Locking Clans Behind DLC, Paradox Says It’s ‘Making Adjustments Ahead of Launch’

The backlash to Paradox’s decision to lock two clans behind DLC for Vampire: The Masquerade – Bloodlines 2 appears to have prompted a rethink.

The furore began with the confirmation that Bloodlines 2 would feature four clans: Brujah; Tremere; Banu Haqim; and Ventrue. While this selection provides four different starting options for how you build your protagonist, it’s a more limited offering compared to the cult classic original Bloodlines, which featured seven clans.

Developer The Chinese Room has added a further two clans to Bloodlines 2 (Lasombra and Toreador), but these are currently only available as part of the Shadows and Silk add-on pack, which costs $21.99 as DLC, or included as part of the $89.99 Premium Edition. The standard edition costs $59.99.

This DLC is available from day one, which has created the impression that the “full” roster has been carved up, with only those paying extra getting the complete launch experience. As you’d expect, fans were quick to express their dissatisfaction.

Then, at gamescom 2025, a representative for publisher Paradox told IGN the decision was a “business” informed choice, prompting further outcry. But a post on Discord suggests a significant change may be coming ahead of launch.

As spotted on ResetEra, Paradox community developer DebbieElla addressed the game’s community with the following message:

“We are listening to your feedback about the Lasombra and Toreador clan access, and we’re making adjustments ahead of launch to reflect this.

“We will share more information about what this means as soon as possible.”

What this means is unknown for now, but the hope of course is that Paradox throws in the two clans for launch at no extra cost. Certainly, that would go some way to calming down the fanbase ahead of the game’s release on October 21. But what would that then mean for those who have already paid for the more expensive Premium Edition?

Vampire: The Masquerade – Bloodlines 2 has suffered a difficult development and a number of high-profile delays, but it is a crucial release for Paradox. The publisher will be keen to give it the best chance possible to succeed, and backtracking on its DLC plans may be the only viable option at this stage. While you wait to find out, check out IGN’s Vampire: The Masquerade – Bloodlines 2 hands-on preview.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Paradox are “making adjustments” to Bloodlines 2’s day-one vampire clan DLC plans, following backlash

Well, there you go. Vampire: The Masquerade – Bloodlines 2 publisher Paradox look like they might be sticking a stake in their rather unpopular plans to sell two of the game’s vampire clans as paid day-one DLC. I say “might be” because nothing specific’s been committed to yet, beyond some nebulous making of “adjustments ahead of launch” in response to fan feedback on the gating-off of Lasombra and Toreador bloodsuckers.

In case you missed the announcement of these two clans being packed away into the £18.69/€21.99/$21.99 coffin of Bloodlines’ Shadows and Silk DLC pack, it came right as the long-in-the-works RPG got a fresh trailer and what should hopefully be its final release date. The only ways to get the clans were to buy that pack on top of the base game, or splash out £74.99/€89.99/$89.99 for the premium edition.

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Amid Battlefield 6’s Commitment to ‘Gritty Realism,’ Activision Makes Shock Call of Duty Change for Black Ops 7: ‘We Hear the Feedback’

It sounds like all change for Call of Duty with the release of Black Ops 7, amid pressure from Battlefield 6 and its commitment to “gritty realism.”

Call of Duty’s foray into goofy skins territory is not a new phenomena, although recent releases have certainly amped up the conversation around them. With the likes of Beavis and Butt-Head and American Dad hitting the game this year shortly after weed-obsessed bundles starring Seth Rogen, some fans have said they’ve had enough of what they call the ‘Fortnite-ification’ of their beloved Call of Duty, and have pleaded with publisher Activision to return to its mil-sim roots.

Enter Battlefield 6, a game EA is pitching as having a “gritty realism” aesthetic. Developer DICE has indicated it has no plans to release crossover skins that would break the aesthetic Battlefield 6 is going for, and promised the developers were listening to fan feedback.

In a recent interview with DBLTAP, Battlefield 6 design director Shashank Uchil doubled down on EA’s commitment to grounded realism, and even pointed to Call of Duty’s infamous Nicki Minaj skin as something Battlefield 6 doesn’t need.

“It has to be grounded,” he said. “That is what BF3 and BF4 was — it was all soldiers, on the ground. It’s going to be like this,” Uchil said, pointing at the key art featuring soldiers in soldier gear looking out over a wartorn New York City.

He added: “I don’t think it needs Nicki Minaj. Let’s keep it real, keep it grounded.”

With Battlefield 6 set to go up against Call of Duty: Black Ops 7 later this year, Activision has now issued a community update that indicates it’s ready to make significant changes to the types of bundles it releases for the game.

But there’s perhaps even more significant news here: Activision confirmed that Operators, Operator Skins, and Weapons from Black Ops 6 will no longer carry forward into Black Ops 7.

This comes as a big surprise to players who had expected content they’d bought for Black Ops 6 to carry forward, as it has done with previous entries, and given Black Ops 7 directly follows last year’s Black Ops 6. Explaining the decision, Activision said Black Ops 7 “needs to feel authentic to Call of Duty and its setting.”

“That is why Black Ops 6 Operator and Weapon content will not carry forward to Black Ops 7. Double XP tokens and GobbleGums will still carry forward, because we recognize your time and progression are important.”

(This change applies only to Black Ops 7. Call of Duty: Warzone is not affected, and all your Black Ops 6 content stays usable there.)

What impact will this have on Black Ops 7? It means that at launch, at least, you won’t see all those goofy skins running around Multiplayer. It sounds like Multiplayer will look like Black Ops 7, at least at the start of things.

Where will Activision go from here? Its community post suggests it’s ready to tone down the goofiness for Black Ops 7’s entire lifecycle, although it’s worth pointing out we don’t have specifics here.

“We know there’s been a lot of conversation recently about the identity of Call of Duty,” Activision said. “Some of you have said we’ve drifted from what made Call of Duty unique in the first place: immersive, intense, visceral and in many ways grounded. That feedback hits home, and we take it seriously. We hear you.

“Throughout development, Treyarch and Raven’s north star has been to deliver a spiritual successor to Black Ops 2 while taking some big swings. You’ll see it across Black Ops 7’s Multiplayer, Zombies, Co-Op Campaign (including Endgame), and even Dead Ops Arcade 4.

“Over the years, we’ve had a variety of games and experiences that fans have enjoyed from the Modern Warfare series to the Black Ops series and beyond. Today, we wanted to share with you some of the ways we’re approaching things with Black Ops 7.”

Activision went on to say that Black Ops 7 bundles and items “will be crafted to fit the Black Ops identity.” “We hear the feedback,” the mega publisher added. “We need to deliver a better balance toward the immersive, core Call of Duty experience.”

If Activision truly leaves goofy skins behind, then it’s leaving a lot of money on the table. The company wouldn’t release Teenage Mutant Ninja Turtle and Nicki Minaj skins if they didn’t make loads of money. Perhaps, with the release of Battlefield 6, Activision felt it had reached a tipping point, and it needed to take drastic action to respond.

Whatever the case, reaction is a mix of shock, excitement, and frustration. There’s shock that Activision actually canceled carry forward for Black Ops 7, excitement about getting back to Call of Duty’s roots, but for some a frustration that the time and in many cases money spent earning cosmetic items in recent months die with Black Ops 6.

There’s also a spot of scepticism from some within the Call of Duty community, who suspect Activision may hold the line for Black Ops 7’s first few months of life, but eventually retreat into goofy skin territory once again.

Activision ended its community update by promising more information on all aspects of Black Ops 7 soon. Battlefield 6 comes out October 10, with Black Ops 7 following in November. It’s going to be really interesting to see how this all shakes out.

We’ve got plenty more Black Ops 7 coverage coming out of gamescom 2025, including Treyarch shrugging off “lazy” accusations and the threat of Battlefield 6.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.