Sandbox

Sandbox

Sandbox Mode puts resources, rivers, terrain and planet counts in your hands. Compare story versus sandbox difficulty and see every accessibility setting Steam lists.

Configurable
Mode Type
10+
Settings
9 listed options
Accessibility

Introduction

Sandbox Mode is Story Mode with the training wheels removed and the dials exposed. Instead of a structured sequence deciding what resources exist and how the plate is shaped, you choose them: which resources are present on Kewa including livestock such as sheep and cows or where deposits sit, whether your game starts with a river or without one at all, whether the terrain is flat, hilly or studded with tall spires and mesas, and how many planets exist along with what resources and biome each one carries. You can also unlock every building from the start rather than researching toward them. Every selection carries an indicator of how it shifts difficulty, with an overall summary for the game, which turns the vague idea of making things easier into a set of concrete choices. On top of that, the game ships with a broad accessibility package that Steam lists explicitly — adjustable text size, camera comfort, contrast controls, custom volume, adjustable difficulty, mouse-only play, play at your own pace, play without timed input, and save anytime. Choosing how much pressure to keep is part of the design rather than a concession.

Sandbox Settings & Accessibility Options

SettingWhat You ControlEffect On The Run
ResourcesWhich resources exist on Kewa, including livestock such as sheep and cows, and where deposits sitRewrites which production chains are viable and how much off-world supply you will need
WaterWhether the game starts with a river or with no river at allRemoves the easiest water access, changing how early you must dig canals and where housing can go
TerrainFlat, hilly, or studded with tall spires and mesasDecides how much reshaping you must do to get adjacency bonuses and short commutes
PlanetsHow many planets exist, and what resources and biome each carriesSets the scale of the outpost layer before you have built a single ship
Building unlocksWhether every building is available from the startSkips the research gate entirely, for players who want to build rather than progress
Difficulty indicatorsPer-selection and overall summaries of how each choice shifts difficultyTurns preference into a readable trade instead of an opaque modifier
Accessibility optionsText size, camera comfort, contrast, volume, mouse-only play, no timed input, save anytimeMakes a relaxed or physically comfortable playthrough a supported configuration

Sandbox Configuration Choices

S

Sandbox vs Story

Choosing a mode

Story ModeA structured main path with teaching beats and an optional tutorial assistant. Resources, terrain and planets are largely decided for you, so the challenge is adapting to a scenario rather than configuring one.
Sandbox ModeYou set resources, water, terrain, planet count and building unlocks, and each choice carries a difficulty indicator so you can see what you are trading rather than guessing.
How To ChooseStory Mode is the better first run because it teaches the systems in an order that makes sense. Sandbox is the better second run, when you already know what you want to change.
Blurred LineBecause Sandbox exposes the same systems Story Mode manages for you, switching later does not require relearning anything — it is the same game with more visible levers.
A

Resources & Water

Starting conditions

ResourcesYou choose which resources exist on Kewa, including livestock such as sheep and cows and where deposits sit, which decides which production chains are even possible in your run.
WaterYou choose whether the game starts with a river or with no river at all. Removing it takes away the easiest water access and forces canal digging earlier than a Story Mode opening would.
Why They Matter TogetherA no-river start with sparse deposits is a substantially harder game than a river start with livestock, and the difficulty indicators reflect that rather than hiding it.
Practical ReadPick these two first, because every later decision about layout, farming and outposts follows from what the plate can actually give you.
A

Terrain Shape

Layout pressure

The OptionsYou can shape Kewa flat, hilly, or studded with tall spires and mesas before you place a single building, which sets the terrain you will be working around all campaign.
What Each CostsFlat terrain makes adjacency bonuses and short commutes easy but removes the elevation play that bridges and elevators exist for. Rough terrain does the opposite.
InteractionTerrain interacts with the terraforming system directly: the rougher your start, the more ecosystem integrity you will be tempted to spend flattening it later.
Practical ReadPick the shape you intend to build for rather than the shape that looks interesting, because reshaping rough ground into a flat grid is exactly the kind of over-exploitation that shrinks habitats.
B

Planets & Unlocks

Scale and pacing

Planet CountYou set how many planets exist, what resources and biome each carries, and therefore how much of the outpost layer your run will contain.
Building UnlocksYou can unlock every building from the start, which removes the research gate entirely for players who would rather build than progress through tiers.
Why It Is UsefulUnlocking everything early is the fastest way to test a layout idea without running the research sequence first, which makes it a design tool as much as a difficulty setting.
Trade-offSkipping research also skips the pacing that normally introduces Peep expectations one step at a time, so a fully unlocked run can feel like it starts at mid-game pressure.
B

Camera & Session Comfort

Long-session settings

Camera ComfortBecause you spend the whole campaign judging terrain height and contour to plan districts and canals, camera behaviour is a functional setting rather than a preference.
Text SizeProduction menus carry a lot of small numeric labels, so adjustable text size affects how comfortably you can scan a supply chain rather than just how readable the prose is.
Pacing OptionsPlayable at your own pace, playable without timed input and save anytime together mean the game never pressures a decision or a session length, which suits how much of this game is unhurried planning.
The GapController support is not listed, and players have been asking about it in the discussion forums since launch, so handheld and gamepad play remain unofficial configurations.
B

Difficulty Indicators

Reading the dials

What They AreEach selection and each planet carries an indicator of how it shifts difficulty, with an overall summary for the game, so the effect of a choice is visible before you commit to it.
Why It Is UnusualMost builders hide difficulty in presets or an opaque modifier multiplier. Showing it per-selection turns configuration into a readable trade rather than a guess.
How To Use ThemKeep the parts you enjoy and soften the parts you do not: a run with harsh terrain but generous resources and every building unlocked is a coherent preference rather than a compromise.
Practical ReadIf a run feels wrong, the summary tells you which selection caused it, which is far more actionable than deciding the game is simply too hard or too easy.
S

Accessibility

Comfort settings

What Is IncludedAdjustable text size, camera comfort, contrast controls, custom volume, adjustable difficulty, mouse-only play, playable at your own pace, playable without timed input and save anytime are all listed on the store page.
Why It MattersA colony sim with dense resource menus and elevation-heavy terrain benefits enormously from text size and camera comfort specifically, and the no-timed-input option means the game never punishes you for thinking.
Mouse OnlyBecause there are no timed inputs and mouse-only play is supported, a relaxed one-handed configuration is genuinely viable rather than technically possible.
What Is MissingController support is not listed, and players have been asking about it in the discussion forums since launch, so handheld or gamepad play is not currently an official configuration.

Core Mechanics

Sandbox Mode is a configuration layer over the same systems Story Mode runs. You decide which resources exist on Kewa and where deposits sit, whether there is a river at the start, what shape the terrain takes, how many planets exist and what each carries, and whether every building is unlocked immediately. Each choice reports how it shifts difficulty, and an overall summary aggregates them, so configuration stays legible instead of becoming a hidden multiplier. Because those settings feed directly into the systems that make the game hard — water access determines canal needs, terrain shape determines how much terraforming pressure you will face, resources determine which production tiers are viable, and planet count determines how much of the outpost layer you will play — Sandbox effectively lets you choose which parts of the game you want to engage with. Accessibility settings then work orthogonally, adjusting how the game presents itself rather than how it challenges you, so a relaxed run is a configuration rather than a workaround.

Advantages

Sandbox Mode turns preference into configuration, which is rarer than it sounds. Rather than a single hidden difficulty multiplier, you get per-selection indicators telling you how each choice shifts the challenge, so a run can be hard in the ways you enjoy and gentle in the ways you do not — harsh terrain with generous resources, or a no-river start with every building already unlocked. Because the settings feed the same systems Story Mode manages, nothing you learn in one mode is wasted in the other, and switching does not require relearning the game. The accessibility package is genuinely comprehensive for the genre: text size, camera comfort, contrast, custom volume, adjustable difficulty, mouse-only play, no timed input and save anytime are all officially supported. In a game where terrain contour reading matters and resource menus carry a lot of small numbers, those settings do real work rather than satisfying a checklist.

Challenges

The obvious cost of exposing the dials is that Sandbox removes the pacing that makes the early game teach you anything. Unlocking every building from the start skips the research sequence that normally introduces Peep expectations one step at a time, so a fully unlocked run can feel like it begins at mid-game pressure with none of the preparation. The settings also interact in ways the indicators summarise rather than explain: a no-river start on spire-heavy terrain with sparse deposits is a different game from any one selection suggests, and the overall summary is a direction rather than a difficulty rating you can target. Controller support is absent, which is a real gap for handheld players given how much of this game is comfortable, unhurried decision-making. And because the developers have not published underlying numeric thresholds, Sandbox lets you configure pressure without letting you understand exactly what you have configured.

Frequently Asked Questions

What is the difference between Story Mode and Sandbox Mode?+
Story Mode gives you a structured main path with teaching beats and an optional tutorial assistant, and it largely decides your resources, terrain and planets for you. Sandbox Mode hands you those decisions: which resources exist on Kewa and where deposits sit, whether your game starts with a river, whether terrain is flat, hilly or spire-studded, how many planets exist and what each carries, and whether every building is unlocked from the start. Both run the same underlying systems, so nothing you learn in one mode is wasted in the other. Story Mode is the better first run because it teaches in a sensible order; Sandbox is the better second run, when you know what you want to change.
Can I play without combat or time pressure?+
Yes, and the game is explicitly built that way. Beyond These Stars has no combat system at all — there are no enemies, no raids and no fighting to manage — and Steam lists playable at your own pace alongside playable without timed input. Save anywhere is supported as well, so you are never locked into a session length. Combined with adjustable difficulty and the Sandbox configuration dials, that means a completely relaxed run is a supported configuration rather than something you have to engineer. Community impressions from the launch window consistently describe the game as cozy and unhurried rather than stressful.
Is there a creative or free-build mode?+
Sandbox Mode is the closest equivalent, and it is more configurable than a typical creative mode. You can unlock every building from the start rather than researching toward them, choose which resources exist and where deposits sit, set whether a river is present, shape the terrain flat or rough, and decide how many planets exist and what each carries. That combination gives you a free-build experience in practice, with the caveat that the surrounding systems — Peep happiness, Kewa’s wellbeing, production tiers — still apply. Skipping the research gate is the fastest way to test a layout idea, since it lets you try buildings you would otherwise spend hours unlocking.
What accessibility and difficulty options are there?+
The store page lists adjustable text size, camera comfort, contrast controls, custom volume, adjustable difficulty, mouse only, playable at your own pace, playable without timed input and save anytime. In a game where you are constantly reading terrain contour and scanning resource menus, text size and camera comfort are the two that matter most in practice, and the no-timed-input option means the game never pressures a decision. On top of that, every Sandbox selection carries a difficulty indicator with an overall summary, so you can adjust challenge per system rather than on a single global slider. Controller support is the one notable absence, and players have been asking about it since launch.

Quick Tips

💡

Choose your resources and water setting before anything else, because every later decision about layout, farming and outposts follows from what the plate can actually give you. A no-river start with sparse deposits is a substantially harder game than a river start with livestock, and the difficulty indicators show that trade rather than hiding it.

💡

Pick the terrain shape you intend to build for rather than the shape that looks interesting. Rough ground means more terraforming pressure later, and reshaping a spire-studded plate into a flat grid is exactly the kind of over-exploitation that degrades the biome and shrinks the habitat you were trying to expand.

💡

If you want to test a layout idea, unlocking every building from the start is far faster than running the research sequence to reach the same tools. The trade-off is that skipping research also skips the pacing that introduces Peep expectations gradually, so a fully unlocked run can feel like it begins at mid-game pressure.

💡

Read the difficulty indicators per selection instead of treating the overall summary as a score. They let you keep the challenge you enjoy and soften the parts you do not, so a run with harsh terrain but generous resources and instant unlocks is a coherent preference rather than a compromise you settled for.

💡

Turn on the accessibility settings that matter for long sessions even if you do not need them physically. Adjustable text size and camera comfort make a real difference in a game where you read terrain contour constantly and scan resource menus full of small numeric labels, and there is no cost to enabling them.

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