Ten years. That’s how long No Man’s Sky has been out, and how long Hello Games has been quietly doing the thing almost nobody else in games manages: shipping free updates to a premium, non-monetised title, year after year, until the game’s reputation flipped from punchline to case study.

Speaking around the anniversary, studio co-founder Sean Murray said he feels like he could work on No Man’s Sky “forever,” while acknowledging “there probably is some end date” out there somewhere. In the same breath, he confirmed that Light No Fire — the fantasy open world Hello Games has now been building for seven years — will “absolutely” follow the same model, with new features arriving post-release. He’d like to still be working on it 10 years after launch.

The redemption arc has become a genre

It’s worth separating two things that usually get bundled together. No Man’s Sky’s launch was a disaster of expectation management: features discussed pre-release weren’t in the box, and the backlash was ferocious. What followed was years of updates that gradually delivered — and then wildly exceeded — what people thought they’d been promised. The industry took the wrong lesson from that. “Ship it, fix it later” became a viable-sounding strategy, and a long list of games have since tried the post-launch redemption arc without the redemption.

What made No Man’s Sky work wasn’t the patching. It was the specific, unglamorous economics underneath: a tiny team, no ongoing monetisation pressure, enough launch revenue to fund years of work, and a creative director who genuinely still enjoys the project. Remove any one of those and the model collapses. Most studios don’t have a single one of them.

What this actually signals about Light No Fire

The more interesting read on Murray’s comments isn’t about the past game — it’s about the next one. Saying Light No Fire will be like No Man’s Sky is a design commitment before it’s a support commitment. It tells you the game is being architected as a platform: systems built to accept new features for years, not a curated experience with a finished shape. Seven years in, that’s a long runway even by Hello Games standards.

It’s also, implicitly, a warning about what launch will look like. A game designed to grow for a decade is a game that ships incomplete by definition. Hello Games has earned the benefit of the doubt on follow-through, but the anniversary framing risks pre-loading the same expectation gap that hurt No Man’s Sky in 2016 — this time with players actively told to wait for the good stuff.

The bit nobody plans for

Murray’s “forever, but probably an end date” is the honest version of something the industry rarely says out loud. Indefinite support is a promise no studio can actually make, and the sunset is the part of the live-service model that almost never gets designed. Hello Games has ten years of credibility on the first half of that sentence. The second half is still an open question — for them and for everyone copying the playbook.