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Despite the sheer size and isolation that comes with the setting of space, Starfield's galaxy is overall a very hopeful and sweet one with tons of moments sure to make your heart soar.

As a moments subpage, all spoilers are unmarked. You Have Been Warned!

  • The entirety of the Kid Stuff trait. If this trait is chosen, you will have a pair of sweet, caring parents staying in New Atlantis, and you can visit them whenever you want. This is sweet enough on its own, but it's the smaller touches that come with this trait that make it absolutely adorable.
    • Your parents are incredibly proud of you. Not just for joining Constellation, but also for... Pretty much everything else, really.
    • They fondly reminisce on memories they have of you growing up, frequently talking about your accomplishments from before the game's beginning and happily talking about some of the funnier things that come with raising a child.
    • Your parents will frequently give you gifts, both as a way of saying thank you for your financial support and as a way of supporting their child. These gifts include...
      • An antique pistol. This one makes its way to you because your parents couldn't help but spread the word to their friends about you getting into Constellation, and said friends wanted to give you something to celebrate, so they got Sir Livingstone's 1911 spruced up for you.
      • Your grandfather's secret meatloaf recipe which is not only one of the best food healing items, but gives you amazing damage resistance, and a xp boost for two hours. Also, you get to learn about your sourpuss of a grandfather and the near legendary diner he ran and the good memories your father has of working there.
      • An extremely good spacesuit and helmet that once belonged to your Space Marine grandmother. This one is given to you by your mother through a sweet conversation where she fondly remembers her mother's way of teaching math.
      • An entire spaceship. And it's a good spaceship. This one is given to you by your father, who played for it in a poker tournament and won it all. The way your father is practically beaming with joy as he gives you the ship is what really sells it.
  • One of the random encounters is a ship going by the callsign "Grandma", which asks you to board for supper. Instead of being some kind of trap, this ship is actually helmed by a grandmother who is spending her retirement exploring the galaxy and is excited that you came onboard so she has someone to talk to.
  • The UC Vanguard storyline is mostly a horror story, but it does feature a few heartwarming moments.
    • The Armistice Archives, where the forbidden knowledge of the technology that led to the Colony War's greatest atrocities is stored, can only be accessed with the full agreement of all three of the Great Powers. You're asking for data from the UC BioWeapons team on Terrormorphs. While the Freestar Collective is hesitant- given that they were the chief victims of these Bioweapons- they do eventually agree, so long as they can monitor what the UC is doing with the data. The House Va'ruun ambassador? While it comes after a lengthy traipse through the overgrown and robot-infested embassy to rescue him, he gives you it with only one condition: a promise that you use it to do good. No oversight, no sharing of data, just a simple promise. By the end of the story, you've very much lived up to that promise.
    • Service in the Vanguard usually takes a number of years to grant U.C. Citizenship. Your efforts are so appreciated by the U.C. that they not only fast-track your citizenship, at the end of the story, they make you a "Citizen First Grade", which comes with even more benefits (including a penthouse in one of New Atlantis's many residential towers).
    • At the end of the story, you have solved one of the great mysteries of the Settled Systems: why Terrormorphs inevitably appear on every human-inhabited world (50 to 70 years is the stated timeframe), where they're originally from, and how they spread. In uncovering that, you have in essence solved how to greatly mitigate- if not outright end- the Terrormorph problem, permanently. And the U.C. doesn't even flinch from making sure that the other Great Powers of the Settled Systems- the Freestar Collective and House Va'ruun- will also get access to and benefit from the discovery and developments driven by the newly-formed Terrormorph Management Division.
    • On the more amusing side, if you finish the questline before doing Sergeant Yumi's various odd jobs, he and other characters will comment of your work with the Vanguard, usually in the form of, "This is way beneath your paygrade, but thanks for your help!" Nice to see people remember all the stuff you do once in a while.

  • After completing the "Overdesigned" quest and obtaining the Kepler-R, you can encounter a satisfied customer in space. If you tell her you designed it, she'll gush about how much she loves it. She'll even mention her friends jabbing at her when she bought it but one trip aboard and they all want one now. Especially heartwarming because most of the feedback you get from the designers at Stroud-Eklund, pundits on SSNN, and Walter Stroud himself may leave you with the uneasy feeling that you may have created a space-going version of The Homer, but the positive feedback from people who actually fly the Kepler-R indicates that you've instead helped give Stroud-Eklund a Sleeper Hit.

  • Minor one when acting as a Collections Agent for GalBank. A retired merc is resigned to go down fighting as he has no means of paying off his loans as he's too old to keep up anymore and can't keep up with the payments. If you offer to just pay the loan back for him he actually gets choked up a little and gives you his own sidearm that he doesn't need anymore.

  • The New Game Plus exclusive quest "Foreknowledge". After witnessing The Hunter kill one of your companions in a previous universe, you have the option of warning Vladimir that you need to move the Artifacts somewhere safer. Doing so will prevent The Hunter from attacking Constellation and ensures all of your companions stay alive. The Hunter himself even shows up and compliments you on the novelty of this move, noting that all the Emissaries he's dealt with never bothered to try this themselves. The real heartwarming part though comes when you return to the Lodge after building the Armillary: All of Constellation is gathered in the bar sharing stories, laughing and joking, blissfully unaware that they just avoided a tragedy.

  • Space Frog! It starts off with you helping a girl put up her artwork she did out of boredom around Cydonia. She pays you 12 credits for it but you have the option to turn even that little amount down. However the artwork starts cropping up over various stations and planets you visit with people saying how they like it. And there's even an announcement over the intercom on Cydonia saying they've granted the posters a retroactive permit.
    • To add more fluff, you can now put up these posters at any of your outposts.
    • If it's not your player character's first time posting Space Frog posters, you'll know beforehand that Space Frog posters will start popping up all over the Settled Systems. You have a Starborn dialogue option saying you have a feeling it'll catch on beyond Cydonia, which will light Renee's mood right up.

  • If you romance Sarah, when the story makes it clear that you will be granted the opportunity to enter the Unity, Sarah is torn. On the one hand, it recognizes the greatest possible exploration opportunity Constellation could ever hope for: becoming Starborn and exploring alternate universes. On the other, she's terrified that when you pass through the Unity, you'll be separated and never find each other again. You can reassure her that you can either not pass through the Unity, or do it together, hand-in-hand.
  • One of the random encounters is a ship going by the callsign "Friendly Captain," who hails you because his daughter wishes to ask you a question. Then the most adorable little girl jumps on the comms to ask if you would be interested in buying lemonade for five credits (or "five-zero-zero" credits). If you choose to buy the lemonade for 500 credits, the little girl excitedly declares that she has enough money to buy herself a ship, and you can move on to your next adventure with a drink pack that's not even lemonade (it's actually orange juice) and the knowledge that you just made a little girl's day — and that she has probably made yours as well.
  • During your travels, you may encounter a ship called the Haemosa, whose pilot and husband are celebrating their anniversary by going from system to system to hand Ship Parts over to whoever may need them, free of charge. As it turns out, the pilot's ship had broken down once upon a time, and the man who would become his husband was the good samaritan who helped him with the repairs, and handing out Ship Parts is their way of commemorating their relationship.
    • Also, if you hang out and interact with them a little, it becomes pretty clear just how much Sickeningly Sweethearts they are with each other.

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