
Summary:
Voyagers 6.0 transforms how we explore No Man’s Sky. Instead of hopping between small cockpits and static bases, we now assemble gigantic Corvette-class starships piece by piece and live inside them. Hallways, bunks, kitchens, med-bays, and mission rooms turn each ship into a mobile base you can decorate, upgrade, and share with friends. A new Workshop on space stations lets us sculpt silhouettes, swap modules, and trade advanced parts, while the mission radar turns a Corvette into a co-op hub for scanning opportunities and dropping onto planets together. The update also unlocks spacewalking and even skydiving from your ship, supported by engine changes that let us stand, walk, and build on fast-moving craft. Under the hood, visual boosts like DLSS 4 and MBOIT improve clarity and performance, and PSVR2 gets Spectral Super Resolution. With a time-limited community expedition, Twitch Drops, and the stylish Skyborn exosuit set, Voyagers is both a feature surge and a technical leap that reshapes the feel of travel, teamwork, and starship identity in No Man’s Sky.
No Man’s Sky Voyagers 6.0 at a glance
Voyagers isn’t a small tune-up; it’s a reshaping of what a starship can be. We’re no longer limited to prefabricated hulls and tiny cockpits. We assemble a Corvette from hundreds of structural and decorative modules and then walk those decks freely. That shift reframes everyday play: the ship becomes a home, a hangout, and a mission staging area instead of just a loading screen between worlds. Spacewalking and controlled skydives extend movement into new spaces, while an expedition and Twitch Drops keep the wider community buzzing. Add in new rendering tech, a revamped control rebinding system, and platform-wide support—including Nintendo Switch and Switch 2—and it’s clear this patch aims to touch almost every part of how we fly, fight, and socialize among the stars.
What the Corvette-class changes about exploration
Corvettes are the star of the show, and their scale immediately impacts how we explore. With a powerful pulse drive and autopilot, these ships cruise faster than single-seat craft, but the real magic is what happens when the engines idle. Because the interior is fully traversable, we can gather our crew, plan routes, craft in the refiner, and even cook rations in a nutrition unit while drifting through nebulae. The ship is no longer a black box; it’s a lived-in space. That changes pacing. Long flights stop feeling like downtime and start feeling like shared moments. You might stare out a window at asteroid fields while a friend slots a new shield generator, another sets the mission radar, and a fourth tunes the reactor modules. Travel turns into teamwork, not waiting.
Walkable interiors that feel like a true mobile base
The interiors land somewhere between freighter luxury and outpost practicality. Habs come in distinct styles—Titan, Thunderbird, and Ambassador—each shifting the mood with materials, shapes, and lighting. Place bunks, storage, terminals, and decorations to fit how you play, whether that’s a lean combat craft or a sprawling social hub. The important part: modules aren’t just pretty. Several have real functions, from the embedded refiner to the living wall and mission systems, and larger ships handle differently than small ones. That interplay between décor and performance encourages smart layouts. Want a nimble corvette for low-altitude insertions? Build light, keep corridors short, and prioritize engine and shield modules. Prefer a battleship vibe? Add weight, stack floors with stairways, and anchor power in reactors and weapons—but be ready to feel that mass in atmosphere.
Spacewalking and skydiving: movement reimagined
Being able to pop a hatch in deep space and float outside changes the emotional tone of flight. It’s serene, a little intimidating, and perfect for screenshots, but it’s also practical. You can inspect exterior modules, scout hazards, or meet a friend mid-transfer between ships. In atmosphere, the feature flips to pure drama: parking above a forest and skydiving down feels like a sci-fi paratroop drop. The trick behind the spectacle is new support for multiple physics worlds that keeps players stable on or near fast-moving craft. That engineering underbelly is what lets us walk, place décor, and run missions without popping back into loading screens. Movement has always been a No Man’s Sky strength; now it stretches beyond cockpits and corridors into the raw vacuum itself.
The Corvette Workshop and module system
Workshops on space stations are the beating heart of ship building. This is where we define silhouettes, swap wings and hull plates, and paint or place exterior trim. The ergonomic assembly camera makes it easy to nudge a connector into position or align a glass window for that perfect star-viewed lounge. Module sourcing is its own game: salvage buried on planets, pry parts from derelict freighters, trade at the Workshop, and chase rare drops from pirates and missions. Because structural modules are spent directly during assembly, drafts matter—save a work-in-progress and come back later when you’ve bartered for a cleaner cockpit or a better reactor. There’s even a cache for refunded modules if your inventory overflows, so you never lose hard-earned pieces during a redesign.
Multi-crew mission radar and social play
Where freighters lean into logistics, Corvettes lean into co-op. The mission radar lets us gather onboard, scan for local opportunities, and choose a plan together. Think of it as a floating base: drop to a planet to harvest, clear a nest, or raid treasure, then climb back aboard for safety, crafting, and debriefing. Crew roles emerge naturally. A pilot handles positioning, a systems officer watches shields and power, another player tracks objectives from the radar, while the away team handles ground work. Because the Corvette’s interior is always “alive,” we never leave the social space when swapping tasks. It’s a smoother rhythm than meeting at a station every time, and it makes even short sessions feel coordinated and purposeful with friends.
Performance and visual upgrades (DLSS 4, MBOIT, PSVR2)
Voyagers pairs its big ideas with technical polish. MBOIT transparency untangles glass rendering, so windows and aquariums look crisp without shimmer. On PC, DLSS 4 boosts performance and clarity, which helps in VR and in interiors packed with geometry. PSVR2 players get Spectral Super Resolution—Sony’s AI-assisted upscaler—for sharper visuals and a steadier read on cockpit instruments and interior signage. Localized hero lighting improves how our character reads against different environments, which you’ll feel during spacewalks when starlight catches armor edges or inside habs with soft panel glow. None of this steals the spotlight from the Corvette itself, but together these upgrades make the whole experience cleaner, more readable, and easier to enjoy at speed.
Expedition Nineteen: time-limited goals and rewards
The expedition fast-tracks us into the Corvette loop with themed milestones and a tightened story frame. Your old ship is wrecked, the Sentinels are closing in, and the Corvette is your only lifeline. Chasing those goals unlocks cosmetic and functional rewards: the Plasma Starship Trail for all vessels, the Deadeye cannon module for precise space combat, and the cheerful Mecha-Mouse companion. Expeditions work because they make discovery feel curated without restricting freedom. Here, the structure nudges us to try more systems—crafting a mission radar, testing skydive insertions, refining on the fly—and then hands over toys that keep paying off long after the event ends. If you’ve been away for a while, this is a perfect on-ramp to everything Voyagers brings.
Quality-of-life improvements and control rebinding
When an update shifts play this much, small touches matter. Full control rebinding across platforms means we can tailor inputs around frequent Corvette actions, from seat transfers to mission confirmation. Autopilot destinations—stations, planets, mission markers—reduce busywork and free us to enjoy the view or reorganize a room mid-flight. Interior décor placement feels snappier, and the assembly camera makes precise adjustments painless. These aren’t headline grabbers, but they’re the glue that holds the bigger ideas together. Pair them with the embedded refiner and nutrition unit, and daily play becomes faster: cook crew rations after a tense drop, process materials during a warp, and keep the ship moving while your team tinkers, chats, or plans the next objective.
Getting started: your first Corvette, faster
Voyagers doesn’t bury the lede. The moment you find a Corvette module or touch a Workshop terminal, a lightweight tutorial kicks in to guide assembly. Start small rather than sprawling—compact hulls handle better, cost fewer resources, and let you learn how stats shift when you slot reactors or shields. Prioritize essentials: a cockpit you like, accessways, basic hab modules, and the mission radar. Save drafts early and often as you experiment with wing configurations and connector pieces; a tidy silhouette is easier to upgrade than a chaotic one. Once the bones feel right, layer style with Titan’s militaristic cockpit or Ambassador’s retro-future glass and clean lines. You’ll quickly see how function and fashion intertwine.
Strategy: layouts, roles, and loadouts that work
Design around roles to avoid a gorgeous but awkward maze. Create a short route from cockpit to mission room so pilots can coordinate drops quickly. Place storage near the refiner and kitchen to streamline crafting and rations. If your crew leans combat-heavy, push power and weapons forward with easy access to shield generators; if you’re explorers, build windows and observation decks along the hull and keep the ship light for atmospheric control. Don’t neglect the vertical axis—multi-storey builds add character but can slow response time if key systems live on different floors. As for loadouts, think in “plays”: a stealthy scan-and-drop corvette versus a heavy orbital bruiser. Both work; consistency is what turns a nice ship into a great one.
Platforms and availability, including Nintendo Switch
Voyagers is live across platforms, and the official site lists both Nintendo Switch and Nintendo Switch 2 among its “Buy now” options. On Nintendo hardware, patch notes mirror the headliners—Corvette ships with walkable interiors, mission radar play, and the expedition—so Switch players can join the building and co-op fun without missing the core experience. While performance features vary by device (DLSS 4 is PC-only and Spectral Super Resolution targets PSVR2), the design goal remains consistent: make Corvettes feel like a first-class way to explore, socialize, and express style no matter where we play. If you’ve been running a save on Switch, cross-platform quality-of-life upgrades like control rebinding still make an immediate difference.
How Voyagers reworks core systems under the hood
The reason Corvettes feel so natural is that movement, physics, and cameras were revisited to support them. The game now treats interiors, exteriors, and spacewalk volumes with the stability needed for fast-moving platforms. Specialized camera handling accounts for tight corridors and wide windows without the jank that big builds sometimes risk. Audio blends interior ambience with engine rumble so rooms feel alive, and visual effects sell mass with bespoke landing and engine cues. None of this is glamourous on a bullet list, but it’s exactly why we can stand up from the pilot seat, walk to a window, and see our friends preparing a drop without stutters or immersion breaks. It’s foundational work that will pay off beyond this update.
What this update signals for Hello Games’ future
There’s a clear thread from Voyagers to what Hello Games has said about its next project. Sharing technology between titles isn’t just efficient; it’s a philosophy of letting players feel new engine breakthroughs early. Walkable, customizable ships; stable physics on moving platforms; large, social interiors—these are the kinds of systems that can anchor many experiences. For us, that means No Man’s Sky keeps evolving in player-driven directions: more expression, more shared spaces, more meaningful travel. Whether you’re here to role-play a crew, photograph nebulae through a glass pane, or min-max a Corvette’s reactor layout, Voyagers opens doors and then invites us to step through together.
Conclusion
Voyagers 6.0 turns ships into places. By letting us build, furnish, and crew Corvettes, No Man’s Sky reframes travel as living, not just loading screens. Spacewalking, skydiving, and mission radar loops make exploration collaborative and tactile, while visual and performance upgrades keep everything smooth and sharp. The expedition jump-starts the experience, and quality-of-life tweaks reduce friction so the ship—and the people aboard it—stay front and center. If you’ve ever wanted your base to move with you, this is the update that finally makes that fantasy feel effortless and real.
FAQs
- How do I start building a Corvette?
- Find a Corvette module in the wild or interact with a Corvette Workshop on a space station. A short tutorial explains assembly, and you can save drafts as you go.
- Can friends join my crew and run missions from my ship?
- Yes. Use the onboard mission radar to register a crew and pick objectives together. Friends can ride along, drop to planets, and regroup aboard your Corvette.
- Is spacewalking available everywhere?
- You can open the accessway and float outside in deep space or skydive from atmosphere. The update adds stable physics for moving platforms to support this safely.
- Do interiors change performance or handling?
- Several modules tie into ship stats. Larger, heavier builds handle differently than compact frames, so design with your intended role—combat or exploration—in mind.
- What platforms get the visual upgrades?
- DLSS 4 is available on compatible NVIDIA RTX PCs. PSVR2 gains Spectral Super Resolution. All platforms benefit from improved transparency rendering via MBOIT and other polish.
Sources
- Voyagers: Introducing Update 6.0, Hello Games, August 27, 2025
- New No Man’s Sky update is so big “the game has had to be reworked”, GamesRadar+, August 27, 2025
- Sean Murray says the Earth-sized planet in Light No Fire will have ‘real oceans’, PC Gamer, August 27, 2025
- No Man’s Sky (Switch, Switch 2): all the updates (latest: Ver. 6.0 – Voyagers), Perfectly-Nintendo, August 27, 2025
- No Man’s Sky “Voyagers” update now live, GoNintendo, August 27, 2025