While my guided tour of the new MMO Stars Reach began in the stars, Raph Koster, the veteran behind Ultima Online and Star Wars Galaxies, wanted to quickly get to the surface of a planet. Not to show me combat. He wanted me to see the weather.
“This is the game I have wanted to make for 30 years,” Koster told Polygon.
In Stars Reach, rain falls. Water pools. Rivers carve paths through terrain. Lakes freeze in winter. Trees propagate. Forests burn. Cave ceilings collapse due to overmining. Every cubic meter of every planet has temperature, humidity, geology, and hundreds of material properties. Koster proudly explained how players can melt stone into lava, cool it into new rock formations, or accidentally create ecological disasters. I had a pretty simple question, devoid of judgment: Why?
“We are about bringing back that dream of an alternate world where you can be someone you aren’t in a place that’s impossible with your friends and have adventures and discover unreality,” Koster said.
It’s a line that sounds almost quaint in 2026, when online games are increasingly built around battle passes and engagement loops. Koster has never really been chasing games in the traditional sense, though. He’s a scholar of design and has multiple MMOs to his name, but what’s propelled him through nearly every era of video games is the idea that virtual worlds can feel alive. And if done in such a way, socially meaningful. Most of us won’t live long enough to see mankind step foot on Mars let alone Earth-like planets discovered beyond the Milky Way, so Koster really wanted to help us out before we’re all dead. The dream begins in earnest when Stars Reach enters early access this summer.
Koster says he originally pitched a version of the project as a follow-up to Ultima Online in the late 1990s. The idea survived through decades of technological change and shifting trends in online games. Only now, Koster believes, has the technology finally caught up to the ambition.
Watching Stars Reach in motion can feel overwhelming. The game spans thousands of planets connected by wormholes that can appear and disappear over time. Entire regions of space can become inaccessible. New worlds are discovered as the game evolves. Players can mine asteroids, terraform landscapes, build cities, craft starships, run businesses, become entertainers, establish governments, or simply explore.
Koster doesn’t seem that interested in telling you what to do. During the demo, he repeatedly emphasized that the game is designed around emergence rather than prescription. He is not coming for World of Warcraft’s lunch.
“MMOs aren’t a game genre,” Koster said. “They’re virtual places in which you put games.”
For Koster, one of the defining mistakes of the genre’s last two decades was narrowing the possibilities of what an MMO could be. From his perspective, text MUDDs beget Everquest beget WoW. Early sandbox worlds departed from the formula and experimented with player housing, economies, social spaces, and crafting systems (which he takes full blame for). But when WoW became one of the most successful games ever made and that all kinda went out the window.
Read Full Article At Source


