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EVERSPACE™ 2 News

Hotfix 1.0.34243 | Flak Bug Squashed | Performance Optimizations | Mission Fixes



Greetings, Pilots!

We’ve got good news for all pilots out there: Another small update is coming in hot, fixing the pesky Flak Cannon bug, and some rare mission blockers, as well as bringing various performance improvements. Read on for details, or skip to the end for the full update changelog!

[h2]Performance Optimizations[/h2]
EVERSPACE 2 is a beast of a game, and we’re continuing to look for ways to make it easier on players’ hardware. With this patch, the development team has made headway in optimization improvements in a variety of areas! A few examples are:

  • Solar flares now use a single sample occlusion check instead of a full render target
  • Ship dealer showroom ships now initialize with ticking disabled
  • We’ve disabled global clip plane
  • The mesh emitter spawning for explosion particle systems is deferred
  • We’ve reduced the number of texture samplers in "structures" base material


Now we plan to continue optimizing EVERSPACE 2 as we continue development—more updates on that to come in further updates.

[h2]Flak Bug Squashed[/h2]



The Flak bug, first reported in our launch build, has been a longtime issue that we’ve been attempting to solve internally for quite some time, as you can tell from the massive thread in our Slack. We’re pleased to report that today’s patch fixes the issue!

For those who’ve never encountered it, we had a very nasty freeze bug in the game that could occur, although rarely, during intense battles.

We quickly found out that this issue only occurred when using a Flak Cannon, but we couldn’t reproduce the bug on our end, not even with save games provided by our community members.

One of our community testers could reproduce the bug quite constantly, though; thanks, Flori!

To isolate the problem, we tried a few code changes and built a new version on our development branch (which almost took us a full day each time), then waited for Flori to test this new build and confirm if it still happened.

As we went through a few iterations of this, we discovered EVERSPACE 2 did not freeze when setting the effects quality in the graphics options from Epic to High, adding yet another layer of complexity to the problem.

Over the course of trying to nail down the source of this issue, we were:
  • Porting Flak's projectile VFX from Unreal's Cascade to Niagara
  • Spawning and gunning down thousands of Outlaw Scouts
  • Excluding that it's not bound to specifically AMD, Nvidia or Intel video cards
  • Loading countless user save games to find a common denominator
  • Running a simulation with 100v100 NPC shredding each other with high-fire rate flaks to no avail
  • Testing with different projectiles, no radial damage, disabled loot drop (that @Erik streamed and wondered why no loot is dropping!) as loot could be physically pushed around by the Flak explosion
  • Building a shipping build with no radial damage for the Flak
  • Realigning the build pipeline in order to build a debug build


Over the course of this testing, we discovered:
  • That it happens outside of High-Risk Areas
  • We could exclude that it only happens when an Elite dies and regenerates armor at the same time
  • Noticed that it only happened during the killing blow of an NPC
  • It was not a framerate issue


As part of this, we dusted off a team member's old low-spec computer from 2015 and tried to reproduce the freeze, and it worked. So, we finally had one machine that we could rely on for chasing the bug. We upgraded its RAM to 32GB and attached two external HDDs to run Visual Studio, did the huge Checkout (~100GB), and started the building process on said old computer to attach a debugger to the local build.

We found out that the underlying issue may have something to do with missile locking because sometimes the game would wait for a response from the code infinitely and freeze.

We added some more checks for when the missile lock jumps to a new target, which seemed to fix the issue. We believe it was probably an already dead and partly deinitialized enemy that was receiving a missile lock, and that somehow led to the freeze because some HUD animation would not play.

We still don’t know why this only happened with the Flak and with effects quality set to Epic. But that’s a mystery to discover another day if, for some reason, this issue pops up again.

[h2]Hotfix 1.0.34243[/h2]
Hotfix 1.0.34243 should now be live on Steam, with GOG to follow later this week. An earlier version of this update 1.0.34068 containing all but the Engine Trail LOD has been submitted through Microsoft for our PC players on that platform.

If you encounter any crashes after installation of this patch, these are very likely due to a download/update problem. If the crash message includes the text "Retry was NOT successful", then this is a clear indication for this. Luckily, this can easily be fixed using the Steam Client's "Verify integrity of game files" functionality. Here's how to: https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB

Below, you'll find the complete list of changes included in this hotfix.

[h2]Changelog - 1.0.34243[/h2]
Tweaks
  • Further performance optimizations
  • The location "Drake Passage" does not trigger follow-up side missions anymore
  • Activated ULTs will now continue after a sequence has finished
Bugfixes
  • Fixed rare freeze that would occur when killing enemies with Flak weapons
  • Fixed that some conditions would not stack correctly
  • Fixed the broken state of "Ancient Rune Sockets" caused by saving during the rotation animation of the Ancient Cube
  • Fixed an issue in side mission "Rips in Space" which prevented its completion
  • Fixed an issue that denied the players their reward when leaving a job-location
  • Fixed an issue in main mission "Smoke & Mirrors" which allowed leaving the location despite the ads being played
  • Fixed that some solved Ancient Runes had a broken collision after re-entering the location or loading a savegame (Also fixes the hit-box problem of the Ancient Rune when fighting the Warden in Forlorn Vale)
  • Fixed sun lens flares being invisible on "High" or lower effects settings
  • Fixed NPC engine trail LOD issues


And with that, we wish you a Flak Cannon bug-free journey through the DMZ!

Lee & your dedicated ROCKFISH Games team 🚀💥🙌

Accolades | Best Launch | Shoot For The Stars

Greetings Pilots!

In our last update, we mentioned EVERSPACE 2 has been an amazing success for our studio and today we’re able to share a little more!

TL;DR, watch the EVERSPACE 2 Accolades Trailer!

[previewyoutube]https://www.youtube.com/watch?v=pZRfc1lWtW8[/previewyoutube]

Over the last few weeks we’ve seen a huge influx of new players and long-time Early Access pilots with nearly 10,000 of you playing at the same time at one point! To-date, more than 300,000 EVERSPACE 2 pilots have bought and begun their adventure in our five year project, with an additional 100,000+ players coming in on PC Game Pass. Outside of pure sales and in-game player numbers, there is incredibly strong interest in the game. We’re seeing demo downloads and wishlists like mad which tells us many space fans have their eyes on EVERSPACE 2 for the future.

It’s been very exciting to see everyone loving EVERSPACE 2 on social media and streaming platforms! Many of our favorite streamers like CohhCarnage, Skill Up, and ObsidianAnt have been praising EVERSPACE 2, and we’ve seen an incredible number of content creators pick up and play on YouTube, Twitch, and elsewhere for the first time.

With outstanding Metacritic and Opencritic aggregate scores, it’s apparent the critics have many positive things to say! We’ve had applause from the media with sites like PC Gamer and Gaming Trend saying things like "Everspace 2 is not Freelancer. It's better" and "...the best space game I’ve played in a very long time." A brilliant write up at VICE along with the follow up Waypoint podcast really shows how excited reviewers can be about the game when it really clicks! All these reviews warm our hearts even when they’re peppered with a little criticism.



We can clearly call EVERSPACE 2 a commercial and critical success, and that’s great news for space game fans! As we’ve said in the past, we’ve begun work on our first major DLC and the team is cooking up something very exciting. It is way too soon to share the details of what they’re working on, but for now just know that there is more adventure ahead—the coming expansion will add more star systems, exciting story missions, and, of course, new loot!

Finally, thank you for being an amazing community of space game fans. We couldn’t have created EVERSPACE 2 without your support, especially all you pilots who stuck with us through Early Access. 🫡

Michael & your dedicated ROCKFISH Games team 🚀

Legendary Limiting | State of Gamepass | Hotfix 1.0.33633 | In-Progress



Greetings Pilots!

The launch of EVERSPACE 2 has been an amazing success! We’ve never seen so many pilots in-game at one time—with more than twice the copies sold compared to our first game during launch week and seven times the number of pilots in space, it’s safe to say that this launch is our best yet! We can’t thank you all enough!

[h2]Legendaries[/h2]
Back when we first announced Legendary items in the Ancient Rifts Early Access Update, we said that due to the significantly overpowered and unique natures of these items, we’d be limiting how many can be equipped at one time. Now as more and more players have hit the endgame of EVERSPACE 2, we have been hearing comments about this decision. As we continue development, our teams are discussing if there is a good solution for players who want to use more of them.

The current version of EVERSPACE 2 has only been tested with a maximum of two Legendary items equipped—allowing players to use more than this limit at this time may cause game-breaking bugs, and we’d like to approach any possible expansion of the number of equipable Legendaries with caution. This conversation is ongoing and we’ll share more about any changes that come from decisions in future news updates.

A note from our design team explaining some of the thoughts behind the design of Legendary equipment.

Legendaries are not supposed to be just the next rarity after "Superior" like in a lot of other games, but instead, truly special and game-changing items.

We want your hard-earned Starforged Superior items to remain valuable and for you to feel rewarded for finding fun synergies. With that in mind, by only equipping a limited number of legendaries, it pushes players to make the most out of their options. This goes very much in line with the rest of the game's design philosophy, e.g. the player perks requiring you to choose between three options.

There are currently 18 legendaries in the launch version of EVERSPACE 2, with one or two per equipment category. Removing the limitation entirely would mean that many players who have been diving into Ancient Rifts would likely be flying around with the exact same loadout come endgame, "Bird's Nest" for example is currently the only legendary secondary weapon. Partially because of this limitation, we decided to make legendaries properly unique and extremely powerful items you can find in-game today.

We want you to have a good time in the game and be presented with proper challenges regardless of your playtime. And yes, we know that for some of you a "good time" involves obliterating hordes of enemies with god-like powers and invulnerability, but that's something difficult to provide while upholding a proper balance.


[h2]Gamepass Version 1.0.33479.0[/h2]
Our 1.0 launch on PC Gamepass did not go as planned due to a cert error on our end, and we’re working to correct this. The version made available on PC Gamepass was very near to 1.0, but did have some known issues, including certain achievements not triggering, broken plugins affecting features like DLSS and TrackIR, and most notably, how cutscene videos can’t be played. Saves created in this version of EVERSPACE 2 on PC Gamepass should have no issues when switching to 1.0.

Today, Microsoft accepted our 1.0.33479.0 version for PC Gamepass and it will be available to players very soon. This build, unfortunately, still contains a few of the current video issues that will be fixed in a hotfix update. Today, we’re submitting our latest build (details below), which we are confident will pass, bringing PC Gampass players fully up to par with version 1.0 of EVERSPACE 2.

We’re sincerely sorry about the delay. It is a fairly complex process with many changes under the hood since our last submission to full(!) certification for the Microsoft Store five years ago. We will continue to update on this topic on Discord and our social media accounts.


[h2]Hotfix 1.0.33633[/h2]
Thank you to everyone who has reported an issue, especially if it was done so in our Steam Community Hub bug reporting area. Today’s minor update brings a number of requested fixes and tweaks to existing features.

Please note that we have not yet been able to find and fix the cause for the quite nasty and elusive "Flak Crash/Freeze". We are still investigating and hope to be able to release another hotfix for the issue soon. We cannot entirely confirm, but it may help to play in DirectX 11 instead of 12 to get rid of the problem for now.

You can find the full changelog below:

[h2]Changelog - 1.0.33633[/h2]
Tweaks
  • Further performance optimizations
  • Tweaked Faction Battles in Drake that could be lost within seconds
  • Integrated localization changes suggested by Crowdin community
  • UI: Added Unreal Engine logo to startup screens
Bugfixes
  • Fixed that main missions stopped after completing "Blakemore's Wrath" if continuing from an auto-save that was created right after mission completion. (Players affected by this can now dock to homebase and the follow-up mission will start.)
  • Fixed main mission blocker in "Crash and Burn" when managing to quickly undock from Ships & Supplies before the "undock" task was activated
  • Added missing "Change Compare Item" default binding ("Left Trigger") for Gamepad Scheme A
  • Updated one of the "vision" videos which still was an older version before
  • Fixed that "Show Current Gamepad Bindings" screen was empty for "custom" bindings
  • Fixed that achievements could fail to register when two or more achievements were unlocked at the same time
  • Fixed that force feedback effects did not get triggered when cam shakes were turned off
  • Fixed that inversion and other axis settings of some axes (especially when used with modifier buttons) did not work
  • Fixed red screen vignette flashing up when repairing hull at low HP
  • Fixed that in some instances a level up was not triggered even though XP requirements were met
  • Fixed a crash that was related to the dynamic job system
  • Fixed an edge case in side mission "Vaultworthy" which blocked the mission progress
  • Fixed "two drones with one mine" challenge not working with Teleporter's "Parting Gift" mine
  • Fixed that some bonus attributes were not working for flak cannons
  • Fixed that the warden in the main mission "Smokes & Mirrors" in Forlorn Vale could not spawn properly, resulting in a blocker
  • Fixed a missing mission hud marker in side mission "A Custom-Made Error"
  • Fixed that two "kill from a distance" challenges could not be achieved with flak cannons
  • Fixed excessive VRAM usage when playing via wine/proton and viewing animated cutscene videos
  • Fixed FSR2 plugin not being loaded on the Gamepass version
  • Fixed TrackIR not working on Gamepass due to missing NPClient.dll
  • Fixed that an intended loot drop at the end of Battle Support events did not occur
  • Fixed that in rare cases the Ceremonial Drone was still present at the end of Side Mission "The Convert"
  • Fixed that female scientist on BRI Bioplant neither had a name nor portrait assigned
  • Fixed being able to activate signal decoders in Ancient Rifts
  • Fixed that a Lava Bomb could be dropped at the 4th Socket before the 3rd in Side Mission "Gang Wars II"
  • Fixed an issue in first mission stage of "Parasite" side mission in which all awoken ships must be destroyed
  • Added missing dismantling quality bonus attributes to legendary cargo units
  • UI: Fixed that tutorial boxes could not be dismissed using keyboard or gamepad in some cases
  • UI: Fixed that ships at homebase could be changed in customization screen which could break ship layout in some cases
  • UI: Fixed that modify show preview action was active after modifying an item sometimes, even though it should be disabled
  • UI: Fixed a bug that multiple modify operations could be executed right after another in some cases
  • UI: Fixed that menu header credits delta amount could get stuck during animation


[h2]In-Progress[/h2]
As the team works on coming PC updates and our console release, we’ve got a number of other projects on the go! The EVERSPACE 2 digital soundtrack is in production as is a very hefty artbook; more on both of those soon. We are exploring bringing French and Japanese voice acting to EVERSPACE 2. As it takes some time to find 20+ talents, record the four-hour-long script, edit recordings, add SFX, and implement the sound files in-game, we expect this new V/O will be added either in the free update or alongside our console release this summer.

Physical rewards for our Kickstarter backers are in production and we expect to be able to start delivering items around or shortly after our console release. We are working with as many European and North American manufacturers as possible to reduce potential shipping delays. We’ll share more on this front with a Kickstarter Update in the near future.

That’s all from our side today! See you pilots in space!

Lee & your dedicated ROCKFISH team 🚀💥🙌

EVERSPACE 2 out now, devs focus on Proton for Linux - Steam Deck optimizations planned

ROCKFISH Games have now launched EVERSPACE 2 and it looks awesome! One of their original Kickstarter promises did not make it though, with Native Linux support being cancelled as they will support it with Proton instead.

Read the full article here: https://www.gamingonlinux.com/2023/04/everspace-2-out-now-developer-focus-on-proton-for-linux-steam-deck

V1.0 Out On PC | Looking Back | What’s New in 1.0 | Outlook | Scope Changes

Pilots, brace for impact! Launch day is here!

After more than five years of development, with over two years in Early Access, v1.0 is finally ready to download on Steam, GOG, and the Microsoft Windows Store! What a ride it’s been… and we’re not done yet! More on that below!

We’ve put together an absolutely amazing EVERSPACE 2 PC Launch Trailer. Longtime EVERSPACE 2 players might spot new scenes in already-seen areas. Let’s see if you catch them all.

[previewyoutube][/previewyoutube]

With 1.0, we’re adding the final chapter of the campaign, which lets you explore the new star system Khione, unlock tier 4 ships, find the best trading deals for commodities, and face new bosses, plus a whole host of other neat additions. But before you start a new game (strongly recommended) and delve in, let’s stop for a moment and take a look back at the very beginning to appreciate just what an insane journey we’ve been together on.

[h2]Looking Back[/h2]

[previewyoutube][/previewyoutube]

Boy, oh, boy did we look young… In fact, things started even earlier than August 2019. Our Creative Director Uwe created the EVERSPACE 2 page on our internal documentation system, Confluence, on January 26, 2017. However, pre-production started in November 2017 when the entire team sat down together to define the core features of the massive game we’d all be working on for the next six-ish years—really amazing to see that pretty much everything that we envisioned back then made it into the final game:



For those of you with really good eyes, here’s the high-level concept, last updated June 30, 2020, mostly due to changes in the story synopsis (SPOILER WARNING):



Now, reading through my interview with Gamesindustry.biz right after the 2019 announcement about “Everspace 2: Rockfish's not so difficult second album” again, I do have to smile, I was NOT wrong. Piece-by-piece over the last few years, EVERSPACE 2 has fallen into place. Throughout development, we’ve had articles published on all our favorite sites, seen amazing content creators show EVERSPACE 2 to space fans all over the globe, and read through fantastic suggestions from the community, much of which helped us shape the game as we headed towards 1.0. Throughout, the team has released update after update containing massive new star systems, new ships, additional companions, story and side quests, more languages, gameplay features, and so much more.

Not to say that we didn’t have the occasional hiccup. While we had massive success on Kickstarter, it was a very tight photo finish—so close that the top German media outlet had us written off already! But beyond any stumbles, we had a dozen pumping gameplay trailers, 150+ game dev streams, a global #1 selling Early Access launch, six major content updates, and a massive GamePass deal! Now here we are!

This is a humbling moment for our entire team; we’re incredibly proud of what we’ve accomplished and extremely grateful for all the amazing support we’ve received from our fantastic community. So thanks again! We could not have done this without you!

[h2]New Star System [/h2]
Khione, the new and final star system in EVERSPACE 2, is all about frozen water, from vast iceteroid fields and massive space glaciers to ice caves deep underground. As if that environment wasn’t harsh enough, the system’s cold sun emits devastating solar flares that deplete shields in no time in locations close to the region’s central star. This makes the new treasure hunt mechanic particularly interesting, as pilots need to take cover from those bursts to get around while following specific electromagnetic pulse signals.



[h2]Final Story Chapter [/h2]
Pilots who’ve played every story mission in EVERSPACE 2 so far still have a ways to go. The plot leads back to Drake, where you must convince another companion to join your party. His special combat ability will come in very handy in large-scale battles of the final main missions. Before Adam gathers all his allies for the final fight, he’ll be stranded in the new Khione system and has to figure out a way back all by himself. This is also where he’ll be confronted with his past, the very place where everything began.



[h2]New Boss Fights[/h2]
As we’ve teased in the PC Launch Trailer, there are new boss fights in EVERSPACE 2 to go along with the story's final chapter. These unique challenges will throw everything you’ve learned so far back at you and even introduce new mechanics at the same time. These are our favorite moments in the game; the whole team is particularly excited to see how you all handle these. Let us know in Discord and the Steam community hub, but please do use spoiler tags!

[h2]New Legendaries [/h2]
It just wouldn’t be the endgame without new Legendary items! We’ve added a bunch of new gear that can be earned as mission rewards and through Ancient Rift challenges. Last week, our Community Ambassador showed off a powerful Legendary shield that spawns two holographic decoys when depleted—there are a host of other Legendaries for the community to find, each with a unique perk that can completely change the way you play. Thanks to all our backers who provided ideas for this top-tier gear!

[h2]New Player Perks [/h2]
With v1.0, pilots can rise to level 30 and unlock three new player perks. Pilots should be able to complete the campaign at level 25, give or take a few levels depending on gear and skill. This final set of perks is aimed at going super aggressive in Ancient Rifts and was deliberately designed to add some new VFX and SFX—unleash mayhem and let the fireworks begin!



[h2]Tier 4 Ships[/h2]
Investing in Tareen’s Ship Dealer perks will provide access to the highest tier ships at the ship dealer at Kato Palace in Prescott Starbase. We’ve still got a few models in the works—watch out for those in the free update coming later this year.



[h2]Commodity Trading [/h2]
A much-asked-for feature over the course of development has been improved Commodity Trading. We’ve added features in 1.0 that help make the universe’s market seem more alive. Different trade goods now have varying values in different places. Once you’ve figured out a few trade runs, earning credits can now be easier than ever.



[h2]Nightmare Difficulty [/h2]
Some pilots wanted an even greater challenge, and we’re happy to give it to them, BUT they’ll have to finish EVERSPACE 2 first to unlock it. Nightmare difficulty cranks enemy stats way up, so beware, but with this risk comes great reward. Players on Nightmare will occasionally see Legendary gear that is usually only found in Ancient Rifts drop during regular play.

We know that some pilots also wanted New Game+, but that has never been a viable option because it would simply be impossible to balance properly due to the endless combinations of builds and loadouts pilots can have after beating the campaign. We know it’s not the same, but we hope Nightmare mode satisfies some folks asking for New Game+.



[h2]What Comes Next?[/h2]
We’ve made no secret that there will be more EVERSPACE 2. We’ve got big plans, but for now, let’s talk about the year ahead.

First up, now that 1.0 is in the hands of all you PC players, our immediate focus is to ensure there are no reports of critical or game-breaking bugs. In the event there are any, or we see a slew of fixes we can make in a short timeframe, we’ll release a patch to take care of the problem.

Beyond any immediate hotfix needs (the game is in a great state, so we don’t anticipate a need for a hotfix, but EVERSPACE 2 is a very complex game, after all), we’ll be turning our sights to release on Xbox Series X/S and PlayStation 5. We don’t have a release date to share just yet, but we are on track for launch on these platforms this summer.
We’ve partnered with Maximum Games to produce a physical edition for both platforms, which will come in a Steelbook case along with a small artbook and digital soundtrack download.



As development progresses on the console edition, we’ll be planning out the contents of EVERSPACE 2’s major free update and what will be in our first paid expansion.

Major update 1 will bring any additional voiced languages we produce for the console edition to PC and new gear, bug fixes, and more customization options. The team is busy planning this out, and we’ll be sure to share more on this ahead of time.

The German government has been very generous with its new grant program focused on supporting the video game industry in our country. Back in January, we shared that we were given 1.65 million Euros to help produce the first major expansion for EVERSPACE 2, and we plan to match that with our own funds. While our creative team isn’t yet ready to share what this new adventure will be, safe to say this will not be a small expansion.

[h2]Scope Changes[/h2]
Now, with all those great additions, we also need to talk about features that didn’t make it into the final game. This might ruffle some feathers, but this is always part of a multi-year-long development where things can change due to unforeseeable technical issues, budget constraints, or changes in the creative vision.

While EVERSPACE 2 became a much bigger game than we initially anticipated, there are still things we would have loved to have more of or be included at all, like more item sets, more catalysts, cockpit customization, and difficulty settings affecting not just stats.



While additional item sets and catalysts are planned for the free major update later this year, we decided to add the option to change the tint of the cockpit windows and engine trails as well as put a pilot model body in the pilot seat even though we now might get complaints that the character is not animated—but it looks much better when taking screenshots, so we think that’s a significant plus overall. The visual impact of the external effects is far greater than we could have done with mere cockpit customization.

In the original EVERSPACE, we had difficulty settings that went way beyond tweaking enemy hit points and damage output, so we wanted to have that in the sequel, too. However, since we dropped the linear roguelike formula for an open-world action RPG approach with looter-shooter mechanics and nine player ship classes instead of three, game balancing became by an order of magnitude more complex, so we had to cut a few corners here. However, we’re very happy with the end result, so not a loss, at least in our book.



However, the biggest change is that the Leviathan and the Dreadnought that we teased with concept art will not come with the free update but the paid expansion in the second half of 2024. Both have been rough ideas at the beginning that turned out to be really hard to implement in a meaningful way without having a proper storyline in place and also come with proper boss mechanics and/or worthwhile replayability. In other words, instead of adding just two very expensive set pieces to an already meaty base game, we rather turn them into iconic endgame activities in the paid expansion that we’ll be working on for at least another year (it’s also the only way to make those part of the German government grant covering 40% of the development cost of the paid expansion as their rules say we must not have started with development of what’s going to be part of the new product).

The latest change is that we won’t have native Linux support even though we’ve committed to that many times. We did spend quite a lot of time and effort on a native Linux build. Still, it turned out that due to the broken and incomplete nature of the Vulkan implementation in Unreal Engine 4, our graphically complex game runs at 50% - 80% performance compared to simply running the DX12 Windows version in Proton. At the same time, some features like SSGI cause frequent crashes due to video RAM leaks.



After talking to our friends at Epic Games, there’s little hope that these issues will be fixed in UE4 since all their focus is now on UE5. As probably everyone will understand, fixing source code of the engine ourselves is completely out of question for us—even if we had the development resources, it would make future updates even more cumbersome as we’d have to build a custom engine while maintaining two separate code bases (a painful lesson we had to learn from native Linux support in the first EVERSPACE).

However, we’re still working on optimizing the experience using Proton for Linux pilots nonetheless. Any backers who pledged on the PC version not being happy with this solution can request a full refund on Kickstarter, no questions asked (refunded keys will be revoked). Native Mac OS support is next on our list, followed by Steam Deck optimization.

Last but not least, we also have a few features that the community begged us to have in the game over and over again, but we turned those down for various technical and/or game design reasons; until we didn’t, and now they are in the v1.0 release: the aforementioned pilot body in the cockpit, naming saves (on PC), and the possibility to continue old saves even though we cannot offer technical support and pilots would miss out on certain content/features that have been added between the Early Access launch and now—use at your own risk, you have been warned!

With all that out of the way, enjoy the full changelog below!

[h2]Changelog - 1.0.33479[/h2]
Features
  • Added new main missions (completing the storyline)
  • Added new star system: Khione
  • Added new ship customization options (ship modules, engine trails, window tint)
  • Added level 30 perks
  • Added achievements
  • Added codex
  • Added markers that can be placed in locations to tag points of interest
  • Added Tier-IV player ships
  • Added backer rewards: Legendary items
  • Added backer rewards: Stranded Pilots
  • Added backer rewards: Special backer-compiled ships with unique names are now occasionally offered at ship dealers
  • Added backer rewards: NPC names chosen by backers (used in "Hitman" jobs)
  • Added new enemy type: Outlaw Teleport Drone
  • Replaced all remaining Text-To-Speech audio with proper English voice recordings
  • Added German voice recordings
  • Added Color Vision Deficiency modes
  • Made keybinding screen navigable with controllers and updated look
  • Added a few more stats to the data/player stats screen
  • Added option to configure auto-aim strength for mouse+keyboard (previously only available for gamepad/joystick)
  • Added better commodity availability, new price ranges, stack sizes, and price information for improved trading opportunities
  • Added a feature to acquire jobs occasionally on the map
  • Re-enabled collisions and atmospheric drag in supralight
  • "Nightmare" difficulty is now unlocked after having completed the storyline
  • Added force feedback effects (vibration) for controllers
  • Manual save games can now receive a custom name
  • Added loot drop at the end of a faction battle event
  • Added more situational dialogues
  • Added more variations to NPC pilots' background chatter
  • UI: Added animations and transitions to ingame, main, and pause menu
  • UI: Added difficulty selection menu when starting a new game
  • UI: Added savegame info widget to load and save screen
  • UI: Added gamepad controls scheme selection when starting a new game with gamepad
  • UI: Added new screenshots gallery for every "The Story So Far" plot point entry
  • UI: Added start screen before the main menu
  • UI: Added team credits to the main menu
  • UI: Added "Mark all as read" feature to data tab and codex subcategories
  • UI: Added "Mark all as seen" feature to crafting tab affecting crafting resources and blueprints
  • UI: Added gamepad controls overview action to pause menu when opened with gamepad
Tweaks
  • Replaced or refined all ingame sequences
  • Tweaked some main and side mission base levels and XP rewards
  • Levels of NPCs in random supralight encounters are now determined by the average location level of the system region in which they appear
  • Don't offer jobs with difficulty higher than the highest current location level of the respective system
  • Random encounters except for shooting challenge now won't grant XP anymore (depending on type renown and/or credits are given)
  • Time-sensitive events and puzzles are now made easier on lower difficulties
  • Sort missions in missions screen depending on the time of activation or completion
  • Black Market Dealer now sells Signal Decoders
  • Tweaked mesh, cockpit window, and trail colors of elite and normal G&B fighters to distinguish them further
  • Hardened ore patches, plasma harvesters, and location challenges will now count toward the location progression
  • Improved plasma harvesters' visibility and interaction
  • Time is now slowed down when selecting equipment via gamepad or when key is assigned (can be turned off in options)
  • "Play It Safe" perk will now only trigger with warfare devices
  • "Relentless" perk is now based on the number of installed support devices
  • Register resource for map info the moment it is registered by the ship's sensor, not only when mining it
  • Improved Flak radial damage hit registration
  • Slightly reduced number of enemies during "Scavenger Baiting" random encounter
  • Increased amount of attackers at Nepthys Plains during "Spares & Scrap"
  • Enemies in Ancient Rifts now show an "ancient-possessed" graphical effect
  • Balancing: Increased Flak energy consumption and slightly decreased fire rate to compensate for improved efficiency
  • Balancing: Reduced Vindicator drone base damage
  • Balancing: Reduced Homing Missile fire rate
  • Balancing: Slightly reduced Gunship Coil Gun Turret base damage
  • Balancing: Ancient Rift stage mutators are now stacking
  • Balancing: Reduced Annihilator explosion delay and increased its infection rate
  • Markers are now added to the last two remaining targets of a "destroy base" task
  • Prevent stacking of consumable effects by applying a cooldown after use of at least 3 seconds or the consumable's effect duration
  • Redeemer turrets are now immune to EMP
  • Photo Mode camera can no longer clip through geometry
  • Added pilot model for third-person view
  • Added optional task to tutorial mission to use the cruise drive
  • Lots of performance improvements
  • Axis dead zones and sensitivities are now working on "logical action axes" instead of physical ones (different settings can, for example, now be used for the right stick for "Pitch" and "Camera Pitch")
  • Let AI ignore player during jump gate activation and also grant invincibility
  • Spawn some Elite Squad ships instead of regular G&B ships during "Into The Forest" side mission, as they are mentioned in dialogue
  • Show consumables in HUD with low opacity when they are disabled (just like for devices)
  • Removed "work in progress" and "early access" banners
  • UI: Optimized ship customization navigation, including animations and sfx
  • UI: Customization tab - Changed style selection to better communicate custom editable styles
  • UI: Customization tab - Locked decal color selection as long as no decal was selected
  • UI: Added mainframe expansion invest info glow animation
  • UI: Removed modify action for legendary items since they can't be modified anyway
  • UI: Added, tweaked, and fixed numerous menu sound effects
  • UI: Added currently selected difficulty to pause menu and game over screen
  • UI: Added new indication marker logic for shop tab to better highlight mission-relevant items during campaign
  • UI: Improved widescreen support for many ingame menu tabs and sub-screens
  • UI: Re-enabling "new" indicator animations
  • UI: Removed crafting inventory from modal crafting widget
  • UI: Enabled multi-item select for loot container screen
  • UI: Implicitly turn on companion perk tracking after upgrade in case it was turned off
  • UI: Added "new" indicators for reward items (job and renown) that were just claimed
  • UI: Added feature to get back from a data subpage by clicking on the data tab again while it's opened (instead of pressing back)
  • UI: Removed "shine" icon animation from already unlocked device items
  • UI: "Remove level restriction" option is now pre-selected for restricted items when opening the modal modify widget
  • UI: "Buy and equip" of level-restricted items won't show an options dialog first but an error banner right away
  • UI: Optimized button hold durations in ingame menu and consistently block input while held
  • UI: Changed some default key bindings of ingame menu actions to be consistent across all menu screens
  • UI: Gamepad - Increased dead zone for right analog stick to avoid unintentional scrolling
  • UI: Fading background music when loading a savegame or going back to main menu
Bugfixes
  • Fixed that turrets of revived enemies would still attack the player
  • Restrict opening of ingame menu while being pulled into a rift
  • Fixed a problem in which temporary "Lost Cargo" job locations could show up in space again as invalid locations shortly after having left them after task completion
  • Fixed that Destabilizer, EMP, and Web Missile durations were not reduced when fired automatically by special weapon attribute on critical primary weapon hits
  • Fixed cases in which during an "Item Retrieval" or "Destroy Base" job a HIVE line could play even though HIVE wasn't unlocked
  • Fixed that Fusion Hook could not be used when having no primary weapons installed
  • Fixed "Shadow Strike"/"Pango's Pride" cloaking conflict
  • Fixed Retaliator Bomber front shield not getting disabled by EMP
  • Fixed that damage modifiers were twice as effective on instant-hit weapons
  • Fixed Vindicator Re-Animator special not scaling correctly
  • Fixed Vindicator Re-Animator buff not persisting after docking at a station
  • Fixed mines launched by weapons persisting after re-loading or re-entering locations
  • Fixed that Clerical Corvette was invisible when loading a save that was created when docked there
  • Fixed Bloodstar Raid Booster not being dropped by Bloodstar units
  • Fixed that changing the difficulty in rifts affected hitpoints of already spawned enemies
  • Fixed Redeemer bosses in high-risk areas dropping too few items
  • Fixed side missions not correctly leveling up with locations
  • Fixed multiple issues related to ingame sequences
  • Fixed Quantum Tether indirect damage triggering critical hits
  • Fixed that Fusion Hook could not be used when no primary weapon was installed
  • Fixed Interceptor "Crit chance on energy orb collect" passive not triggering under certain conditions
  • Fixed "Omni Manus" legendary attacking targets behind obstacles
  • Fixed async-firing weapons sometimes omitting a fire sound
  • Fixed Outlaw Damage Boosters applying too many damage buffs that would not get removed after the booster was destroyed
  • Fixed proximity mines launched from weapons restoring in a broken state after leaving and re-entering locations
  • Fixed EMP not disabling front shields of Zurilia Bombers
  • Fixed that there was auto-aiming on a "center point" of a jellyfish swarm
  • Fixed some camera issues that could occur when switching between ship dealer and hangar screen on stations
  • Fixed that inertia dampeners could be turned off/on remotely steered drones which made ramen drones easy to steer
  • Fixed that during "The Emissary" the emissary's Corvette was invisible when loading a save that was made while docked
  • Fixed that "lock target" tutorial could remain onscreen indefinitely if enemies in tutorial were killed too fast
  • Fixed that damage bars were sometimes longer than max hitpoints bars
  • Fixed that when encountering Coalition units while having accepted but not finished the "Becoming Invisible" side mission they were friendly, and their HUD markers were hidden
  • Fixed that for neutral low-level "harmless" enemies that turn hostile a wrong "harmless" marker (a square) was shown
  • Fixed that shield bar in cockpit was sheared after a shield break
  • Fixed wrong opacity of health bars of damaged enemies that are neither hovered nor targeted and less than 2km away
  • Fixed that Kato Palace was showing "jobs" indicator at HUD marker and map info widget even before job board was unlocked there
  • Fixed that location entry dialogues for unknown signals would repeat for manual saves made at the location after task was finished
  • Fixed that it was possible to save during some still active tasks at random encounter locations
  • Fixed that one of the locations in which The Flying Dutchess could be called was missing the shop indicator on the map
  • Fixed that button labels for "Left Ctrl" and "Pg Up" where overlapping button
  • Fixed that "input smoothing" setting in menu had "percentage bars" shown, although it is an on/off toggle
  • Fixed axis inversion problems when using the right stick with left-handed gamepad schemes
  • Fixed that menu was invisible when having opened pause menu on top of ingame menu and adjusting gamma, and quickly closing the pause menu
  • Fixed a problem when trying to bind Gamepad Left/Right Trigger to menu actions that are internally defined as axes with two actions for positive and negative scale
  • Fixed a few typos
  • Fixed a few cases in which dialogue text did not match recordings
  • Fixed some audio issues related to the ship's engine SFX
  • Fixed enemy-mounted turrets not receiving damage buff from lunacy in Ancient Rifts
  • Fixed focus loss with gamepad when opening a loot container right after another has been closed
  • Fixed missing ship dealer offer refresh in case there are multiple in one single location
  • Fixed that the autonomous cargo perk did not work in some cases right after upgrading Tareen's storage extension perk
  • Fixed explicit reset of all active device cooldowns after docking
  • UI: Fixed numerous overlapping text issues when using languages other than English
  • UI: Fixed multiple alignment issues and inconsistencies across all screens
  • UI: Fixed that the ingame menu could become invisible or transparent in some cases
  • UI: Fixed that the location info widget could flicker or resize in an ugly way right after hovering a location in the map screen
  • UI: Fixed that photo mode button was shown in pause menu during supralight even though the feature is not available there
  • UI: Fixed a bug where perk actions like "invest" could be opened repeatedly even from other tabs
  • UI: Fixed that scrolling with mouse sometimes wasn't working properly in data sub-tabs
  • UI: Fixed a bug that crafting a lot of items through the inventory tab could lead to memory issues
  • UI: Fixed that perks could be shown as completable even though resources were still missing
  • UI: Fixed that the player perk unlock banner did not open the player perks panel but companions instead
  • UI: Fixed a bug that prevented players from claiming job rewards even though there was enough cargo space available
  • UI: Fixed that restricted items could not be properly marked in expand cargo view due to accidentally showing "equip" action
  • UI: Fixed a bug where a broken compare info widget could be triggered for devices in some cases
  • UI: Fixed that the discard confirmation modal widget in the options menu was triggered twice and led to wrong destination after confirm
  • UI: Fixed that the "craft missing components" action was shown for locked blueprints as well
  • UI: Fixed that affordability of items within shop tab wasn't updated in some cases
  • UI: Fixed that setting waypoints to under-leveled HRAs was possible using double mouse click
  • UI: Fixed that the game over screen was interactable even before it became fully visible
  • UI: Fixed that some items restock costs could be negative in some cases, which led to unavailability of the whole restock functionality
  • UI: Fixed multiple issues and inconsistencies of the action buttons within the tutorial box
  • UI: Fixed confusing UI states in case a blueprint was found and shown before crafting was even unlocked
  • UI: Fixed some visual hiccups of the item info widget right after selecting a new item slot in some cases
  • UI: Fixed a bug regarding the "equip" action that was accidentally shown for unqualified items in ship cargo
  • UI: Fixed that the location info widget wasn't properly updated when reopening the map in some cases
  • UI: Fixed that the scrolling indication handle of a scrollbar could be shown as distorted
  • UI: Fixed some issues regarding display of already-known resources in the crafting inventory


That’s a lot of changes! We hope you all decide to create new save files and begin EVERSPACE 2 from the start because there’s so much we’ve added since our original Early Access launch. Experience new cutscenes, added V/O, new puzzles, and most importantly, MORE LOOT as you play through the final version of EVERSPACE 2’s story.

Join us for a Launch Day live stream on Twitch and YouTube, today from 11am to 1pm PT / 2pm to 4pm ET / 8pm to 10pm CET 🚀💥🙌

Michael and your dedicated ROCKFISH Games Team