
Game Update v0.60
Release Date Announcement: 6th September! Greetings Outlanders! We are happy to announce Stars End will finally enter Early Access on the 6th September (yes, that is 2019!) We have come a long way from our humble beginnings of an experiment to see if procedural planets were within our abilities, into a full fledged, combat based, multiplayer hardcore survival game with territory capture! Expect to see many updates from us over the coming weeks as we make the transition from Private Beta to a public release!
Territory
Due to player feedback, territory has been changed to be less reliant on player crafted structures, and instead are comprised of purchased structures available via the Territory Management UI (accessible on the claim)
Upon approaching a territory, if it has no owner only the control tower will be present. Approach the claim and initiate the capture timer to take over (which takes 10 minutes currently.) A defending clan can cancel this timer and send it in the opposite direction, in order to retake the territory.
Unlockable buildings include:
-Crew Quarters
-Refinery
-Landing Tower
Unlockable Defenses include:
- Inner Wall
- Outer Wall
- Outer Shield + Shield Generator
- Mech AI which patrols the inside of a territory and attacks non clan members
Unlockable Vendors include:
- Land Vehicle Vendor
- Air Vehicle Vendor
- Weapons Vendor
*Additionally, territories still support placement of custom crafted objects, such as landmines, defenses and custom structures. It is not required anymore but can be used to add extra fortifications to your territory.
**For this weekend, only 1 territory is enabled in order for extensive testing. This is Redberry located beside Clayton Shire Spaceport. The other territories in the shire will be reactivated on Monday.

A capturable territory (Redberry) with a shield enabled, and all the components purchased

Clayton Town has been finally enabled in the middle of Clayton Shire
Changelog
The database has been wiped.
AI
- Refactored some AI actions to be reusable with multiple AI types.
- Navigation mesh on capturable Clayton.
- Mech rotation fixes when in a planet.
- Fixed layout and nav mesh in capturable Clayton and finished implementing ProtectTerritory AI Action for the Mech.
- Navigation meshes for the rest of the territories.
- Improvements on target visibility detection for AIs.
Updated MechClanNew material.
- Separated some Mech action code into an AIActionManager class.
- Fixed an issue that could make the Mech not attack the player some times.
- New Mechs applied everywhere.
- Implemented behaviour for new static mechs. After losing the attack target or killing it, they will go back to their spawn position and stand there.
- Network fixes to Mech AI and small optimizations.
- Added navigation meshes to all POIs that have mechs.
Swimming
- Swimming added for above water (under water swimming is still in progress! will be activated in the near future!)
- Swimming states added on network (will upload actual control code tomorrow)
- Colliders finally added for water on planets, the player detects this and enters swimming mode
- Transitions are still required for getting in and out of water this is a first pass on swimming!
Water
- Changed UV mapping type for water in BetaPrairie to fix jittering and implemented UV scaling in the planet itself.
- New water shader added which includes many new features such as dynamic tessellation, foam, refraction and other features.
- New water added on Tigon and Beta Prairie
- Adjustments to Water LOD levels.
Items
-BowDrill: removed Nails requirement
-WoodContainer - WoodPanks 8, Nails 4, removed requirement for Iron Bar
-Bread - creates 3 meals
NEW RECIPES!
-Smoked Meat (rawmeat + salt, done on fire)
-BugEggStew (clean water, bugegg, salt) - creates 3 meals
-MeatStew (clear water, meat, salt) - creates 3 meals
-Timing Changes - currently many items at Workbench require only 1 second to produce, updated to 8-15 seconds
-Make X to collect placed craftable item from the ground take 10 seconds instead of 0.
Grass
BetaPrairie grass:
- Wind direction is always parallel to the ground.
- Wind speed decreased.
- Grass properly bends instead of stretching.
- Player will move grass aside.
- Smaller grass, and implemented wind and player step animation to most BetaPrairie plants.
- Improvements to vegetation shader: now it supports AO, Emission and Detail Normal.
- Improved mushroom trees in Tigon: wind applied, emission adjustments, mesh fixes and optimizations, recreated impostors.
- Implemented Wind, step animation and LOD fading to plants around Tigon. Some optimizations along the way.
Misc
- Early Access notice added to menu
- Due to territory changes, MakeshiftClaim’s now support placement of any crafted object, include WoodFloors/custom structures!
- Landmines now only damage players who arent in your clan
- Punch sound plays trough Audio Mixer.
- Fixed up a bunch of shirt textures that had some major seam issues
- Changed the starter Tshirts to more visually appealing options
- Custom structures can be placed on MakeshiftClaims, not just territory claims
- Area 22 POI added to clayton shire as an option for high powered weapon loot without having to travel to the orbital
- KallusStationShirt bug fixed
- New planet LOD distance calculation system, and applied new LOD distance values to all the planets.
- Rain and blizzard effects now have a transition instead of starting suddenly.
- Improvements in weather transitions, fixed rain audio that would never stop, some refactoring.
- Set a bunch of AudioSources to play through Audio Mixer.
- Fixed camera rotating by itself when in a vehicle in 3rd person and when the world offsets.
- Fixed spawn code so gravity doesn't affect the player while loading after a teleport.
- Small fix during intro.