Complex game systems, made findable
The deeper you go into a game, the more scattered its information becomes. Patch notes, videos, and years-old guides pile up until it is hard to tell what still applies. This site pulls that scattered material together, checked against the current patch, so you can find it in one place.
Recently updated
- No Man's Sky · Guide Settlements — Running One and Getting Out of Debt
No Man's Sky settlements as they work after the Beacon rework: managing up to four, the five metrics and the debt loop that drives everything, what each building actually gives you, and why a settlement is a hub rather than an income source.
- No Man's Sky · Guide Space Combat — Controls, Weapon Choice, and Dreadnoughts
Space combat in No Man's Sky: the five controls the game itself teaches you, how to tell shield-breaking weapons from hull-breaking ones, the attack order for pirate dreadnoughts and the Hive of Glass, and the trap that costs you your freighter-rescue reward.
- No Man's Sky · Guide Alien Standing and Language — The Ladder and How to Talk
What standing with the Gek, Vy'keen, and Korvax actually unlocks in No Man's Sky, why guilds are the more efficient ladder, and how far learning alien words is worth taking. Includes the rule for picking safe dialogue options.
- No Man's Sky · Guide Earning Units — How the Economy Works and Where the Money Is
Making Units in No Man's Sky. The two loops star system economies run on, where to sell without losing money, how fast markets crash, and what to do in the early, mid, and late game.
- No Man's Sky · Guide Cooking and the Nutrient Processor — Ingredients and Value Multipliers
No Man's Sky cooking explained. Unlocking the Nutrient Processor, the chain from raw processing up to pies and cakes, headline recipes with their value multipliers, and the nanites Cronus pays out — plus an honest answer on whether cooking is actually good money.
- No Man's Sky · Guide Base Building Basics — Layout and Power
How to plant your first base in No Man's Sky and keep the lights on. Base computer and build range, solar vs. biofuel vs. electromagnetic generators, batteries and wiring, and what to check when the power cuts out.
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