
No Man’s Sky, the survival crafting game developed by Hello Games set in a colourful, massive and procedurally-generated universe, has been around for many years. It is long enough for many to have completed its main storyline and fully explored its mechanics.
However, this is where “expeditions” come in. An expedition is a free, temporary game mode with a new storyline with altered mechanics. It is like playing a modded version of the game but with full support from the developer and only available for a limited time.
The current and seventh expedition, “Leviathan”, has five phases, each comprising eight goals. Some goals are story-focused, usually travelling to a point on a planet or using a crafted item. Some are mechanical, like collecting rare items, acquiring a pet or clearing a derelict freighter. A few are community-based and repeatable, encouraging players to help everyone.
Unlike the regular game, this expedition is rogue-like, meaning you start anew each time you die. You lose inventory, bases and upgrades. However, you can recover unlocked phases and goals, or “memories”, after restarting. Death is more a setback than a reset.
Leviathan uses survival mechanics. It limits your item stack space per inventory slot. Base building components require more salvaged data to unlock.
Leviathan is challenging. Most quest planets have dangerous conditions, mountainous terrain and aggressive sentinels. Pirate attacks are frequent when flying. Thankfully, completed goals give you the needed tools, such as a Minotaur exosuit and weapon upgrades, but you need the knowledge to use them or risk returning to the expedition’s start.
Progression is faster. Completed phases give copious new slots and almost overpowered upgrades. For example, I had multiple +10,000% scan bonus upgrades, meaning I earned millions of units for scanning one planet’s fauna, flora and wildlife.
These rule changes and restrictions focus the player toward the expedition goals and core mechanics of exploration and travel, not on the ancillary mechanics like base building. It opposed my usual playstyle of relaxed exploration, gathering, hoarding and occasional quest advancement, but it was a refreshing tone shift once I twigged.
The increased challenge is unusual for No Man’s Sky. For example, you can dogfight by pressing two keys: brake and fire. However, this expedition’s difficulty works because the rogue-like death mechanics are otherwise impotent. The expedition is aimed at a limited audience, looking for trophies, and not the broader, more casual player base.
Leviathan’s storyline examines themes of existentialism and the cyclical nature of existence. Story has never been No Man’s Sky‘s focus. However, it integrates well into the mechanics, reinforcing each other, and is consistent with the regular version of No Man’s Sky‘s storyline.
Expeditions like Leviathan invigorate No Man’s Sky, giving players something familiar yet novel. I tried out new weapons and upgrades and cleared a derelict freighter for the first time. Starting again with experienced eyes, accelerated progression and a different purpose is motivating and fun.
Beyond cosmetics, the reward for successful completion is a biological frigate for your freighter, the titular “Leviathan”. The community goals also encourage people to hang around, building a feeling of community.
No Man’s Sky‘s Leviathan expedition takes about fifteen hours to complete without external assistance, although a few goals may take longer if you are unlucky or unobservant. Old hands will find it rewarding. New players may find its challenges and rogue-like aspects unforgiving.
However, the best thing about expeditions is Hello Games’ continued experimentation, potentially leading to new game features. It also shows that Hello Games can keep delivering frequent, high-quality content for a six year old game without paid DLC. Like many of the No Man’s Sky‘s planets, Hello Games is almost unique. Let’s hope it stays that way.




