No Man's Sky

No Man's Sky

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Worlds Part II - 5.57 February 14, 2025.
Worlds Part II - 5.57
February 14, 2025.
Hello Everyone,

Thank you to everyone playing No Man’s Sky – Worlds Part II, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 5.57, which is now live on Steam and will be coming to other platforms as soon as possible.



Bug Fixes

Fixed an issue with the Hazard Pay milestone in the Titan expedition that could cause notification messages to flicker.
Fixed an issue that prevented an underwater crashed freighter from spawning at the second rendezvous point in the Titan expedition.
Implemented a recovery for players who have lost their hyperdrive in the Titan expedition.
Fixed a number of issues that could prevent Exocraft scanners from locating buildings.


Fixed an issue that could cause Specialist Polo to repeat some dialogue in the In Stellar Multitudes mission.
Fixed an issue that prevented the In Stellar Multitudes mission from detecting nearby dissonant planets while aboard the Space Anomaly.
Fixed a rare issue which could prevent the In Stellar Multitudes mission from restoring the first purple star system.


Fixed an issue that caused ships to lose their custom name when brought back from an expedition.
Fixed an issue that caused Multi-Tools to lose their custom name when brought back from an expedition.
Fixed a UI issue that could cause inconsistencies in the hold-to-confirm time for popups if the popup button overlapped a button beneath the popup.
Fixed an issue that could cause a mismatch between the colour of a dialogue box title and the race of the speaker.
Fixed an issue that could cause a significant dip in framerate when practising alien language.
Fixed an issue that prevented the Surge Battery recipe from being learnt in Abandoned Mode.


Fixed an issue that could cause the game to hang when changing graphics options in PCVR.


We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games
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Modified – Binaries/NMS.exe (+7.50 KiB)
Modified – GAMEDATA/PCBANKS/BankSignatures.bin
Modified – GAMEDATA/PCBANKS/NMSARC.Precache.pak (+1.88 KiB)
Modified – GAMEDATA/PCBANKS/NMSARC.globals.pak (-2.92 KiB)
Manifest ID changed – 8088943480982708529 › 2894338696985740810
Smallest update ever, it was like 5 MB for me heh
khul Feb 15 @ 10:41am 
Still issues with sentinel combat:
- In settlement always stuck at level 3 - no more reinforcements. Sometimes "searching" message with no sentinels anywhere.
- On planet missions stuck at any level in random with sentinel count at 0 or even -1.
- At a sentinel pillar sometimes you get all waves. However, in most cases no walker at the end thus getting stuck without gaining the brain.
- When attacking sentinel carrier in spece it disappears from view at close combat and reappears more than 2k away. Unable to attack as going below shields makes the the carrier do the mini jump. However, that does not prevent the invisible carrier from shooting at you.

Also the "Cannot build - Invalid position" issue persist. Luckily the "save, exit game, restart game, retry build" workaround works. Just annoying how ofter it is required.
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Showing 1-3 of 3 comments
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Date Posted: Feb 14 @ 6:55am
Posts: 3