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Imminent Content Update "Union: Contracts/Hinterland" | SPOILER ALERT



Greetings, Pilots!

Time to get excited about the first EVERSPACE 2 content update! Union: Contracts/Hinterland is scheduled to officially drop on Steam and GOG on April 28! As the suffix suggests, there’ll be new things to discover and do in the second star system. While we don’t want to unveil too much, we know that many early pilots are yearning for some teasers, so here we go—there will be spoilers; you have been warned!

We’ve already shared some information about the two new ship classes, the Bomber and the Vanguard, including some detailed concept art in our previous update. While the Vanguard still needs some work in the ROCKFISH shipyard—it’s now scheduled to be deployed with the next maintenance patch after the content update has dropped—we’re excited to share the first in-game screenshot and some more details of the Bomber with you.

First in-game shot of a Cyclops, Bomber Class, Tier 1 in action. Although some pilots perceive subclasses in EVERSPACE 2 to be like different ship types in other space games, it’s worth mentioning that each ship subclass in EVERSPACE 2 will feature subclass-specific wing types as well as different perks.

The heavy-class Bomber is a bulky demolition expert with a virtually unlimited supply of missiles and mines, including the infamous ARC-9000. This much-loved secondary weapon in the first installment makes a comeback in EVERSPACE 2 as the Bomber’s very impressive Ultimate: It fires a massive ball of destruction that damages ANY ship in its vicinity and explodes on impact, so use it with great caution!

The Bomber’s Special "Conversion" is also nothing to sneeze about as secondary weapons use energy instead of ammunition. In combination with a set of random passive perks, like the ability to convert hostile mines [instead of triggering them] or reduced target lock-on duration, plus the upgradable Expertise to self-repair its hull based on a percentage of damage dealt, the Bomber allows for a unique playstyle.

Meeting An Old Friend

It’s no secret that Elek, our Outlaw friend from the EVERSPACE: Encounters expansion, will have a comeback in EVERSPACE 2. As Outlaws do, our furry friend has got himself in quite some trouble.

You might wonder how Elek ended up hanging upside down... trapped in a cocoon... in a dark, spooky cave deep underground at Cephas Downs... you’ll find out soon!

The main mission rescuing Elek will take combat and exploration gameplay underground a notch further compared to what you have experienced in the tutorial by featuring a bigger and more complex cave with several tunnels as well as a new type of alien creature, fittingly named “Cave Crawlers.” While the pests are individually weak, they compensate through quantity and have some nasty tricks up their sleeve.

While you can easily splatter Cave Crawlers with any weapon, make sure to avoid the stacking corrosion damage from their acid spit attacks. Corrosion goes right through your shield and eats your ship’s armor and hull within seconds if hit by too many times. Better to be safe than sorry; a full stack of large nanobots might come in handy!

Once you have figured out how to make it back to the surface, Elek will drop a clue that’ll help you progress further in the main campaign, leading to an all-new type of mission. Later on, Elek will join your companion roster, where you’ll be able to unlock and upgrade his perks.

The chance of Elek joining the fight when Adam is under attack is the first of several perks to unlock and upgrade for our furry pal. Later in the game, Elek’s connections in the DMZ will come in handy, too.

Veteran EVERSPACE - Encounters pilots who have fought together with Elek know him as a skilled wingman; it’s always good to have him flying alongside you, ready to pull yet another ace from up his Outlaw pilot sleeves when things get hairy.

However, Elek being Elek, he’s not a fan of sitting around at the Homebase, waiting for you to call for help, but being busy. By further investing in your relationship, you’ll be able to increase chances that he’ll take your call. IF he shows up, his space combat skills never disappoint.

Chasing Spaceships

Some pilots wondered what those racing challenges scattered all around in Ceto and Union are all about. After all, EVERSPACE 2 is a looter shooter RPG with spaceships, not Mario Kart, right? While this loose quote from a comment on Steam about race challenges in EVERSPACE 2 might be a bit exaggerated, we also understand that racing in a space combat game could feel out of place, especially to fans of hardcore space sims.

However, our creative vision for EVERSPACE 2 is more like an open-world action RPG in space. We want to provide various gameplay mechanics that you can delve into while progressing through the game in your preferred manner. Much of these side quests are optional objectives to pursue whenever you’d like to take a break from the main story campaign.

That said, we aren’t implementing all these different types of gameplay mechanics for nothing. Some super-duper loot will require top maneuvering skillz AND brainz to obtain. No worries, we’re not gonna force anyone to solve lots of complex puzzles and tight pursuit missions to progress through the story campaign à la Uncharted or Tomb Raider. However, many in our team enjoy games that challenge players in lots of different ways, so we also like throwing various challenges at pilots that are up for testing their capabilities outside of established gameplay mechanics in the space combat & exploration / looter-shooter genre.

Watch out for sudden obstacles, unexpected turns, and nasty surprises dropping while chasing an informant through a dense field of asteroids.

A great example of how to keep things interesting off the beaten path are those inglorious exotic weapons quests in Destiny 2, throwing bonkers platforming challenges at Guardians before the final boss fight. At first, you might hate them, but once mastered, it’s all the more rewarding when that precious legendary drops.

With that in mind, look forward to a twisting high-speed pursuit within the busy delivery drone flight routes at Prescott Starbase and an adrenaline-rush spaceship chase through a dense asteroid field to test your maneuvering skills.

Ancient Puzzles

As said earlier, puzzle-solving in EVERSPACE 2 has generated a lot of feedback, especially from hardcore fans of space sims. Be sure that we are constantly reevaluating and changing things throughout Early Access. For example: In the new update, the rigged asteroids puzzles will now show the current amount of activated and total detonators. It's a small change, but it will make this puzzle more accessible without rendering it trivial. Again, no challenge, no fun, right?

Anyhow, looking at 92% positive reviews, it’s fair to say that the vast majority of pilots do like puzzle-solving to keep things varied, so good news for most of you: Union: Contracts/Hinterland will also introduce new types of puzzles in combination with the second boss encounter, featuring another old acquaintance from the predecessor, The Ancient Warden.

Veteran EVERSPACE pilots already know that the Ancient Warden is no push-over with his long-range hyperbolic attacks that can hit you even behind cover and its capability to teleport when receiving too much damage. Make sure you have weapons with high energy damage installed, dodge its attacks, and pay attention to the final combat phase that will be even more devastating in the confined space of a cave.

Overhauled Game Balancing

We’ve heard from a few players struggling with the overall game difficulty, especially when coming from space flight sims featuring more atmosphere-style combat with fewer weapon types and ship capabilities. Some are even using HOTAS, which is a more difficult to use setup in the EVERSPACE series compared to mouse + keyboard and gamepads.

According to a recent survey on the ROCKFISH Games YouTube channel, about two thirds of space pilots prefer mouse + keyboard when playing space combat games; based on current player data, we’re seeing a whopping 82% playing with mouse + keyboard in EVERSPACE 2.

On the other hand, we’ve received a lot of feedback from pilots that the game is much too easy, thus reaching the current level cap of 14 far too fast, a point also shown in anonymously collected player data. To improve player progression throughout the story campaign and local challenges, we’ve reduced XP from kills, buffed some enemy’s hitpoints and damage output. Furthermore, drop chances for uncommon and rare items have been reduced, too.

To make things more interesting across the board, enemy levels are now more varied and more commonly above player level. Speaking of player level, we also decided to increase the new level cap to 15, enabling pilots to unlock a new set of perks:

The new set of perks is all about dealing extra damage that might come in handy when venturing into high-risk areas.

Now, to all pilots that had a hard time in EVERSPACE 2 so far, don’t fret! Once we’ve nailed game balancing of the full game for the vast majority of players, we’ll introduce various difficulty levels plus more granular gameplay and accessibility options to tweak the overall difficulty to everyone’s liking.
That said, our creative vision for EVERSPACE 2 is an open-world action RPG with looter shooter mechanics and various side activities. Meaning, just like any other open-world action RPG, anyone just bee-lining through the story campaign would not only miss a ton of content and features, the game will also be incredibly difficult.

So, we strongly recommend going for side missions, jobs and random events, solving puzzles to get more rare loot, using crafting to always have items at the current player level, and optimizing your ship and gear loadout depending on the current objective. Most importantly, always keep moving and circle-strafe to avoid incoming fire, lead your shots, and use the environment and all ship capabilities to your advantage! This is how EVERSPACE 2 is meant to be played! ;)

Additional Content, Features, Improvements, and Bugfixes

As teased in previous live streams, the first EVERSPACE 2 content update will also introduce the Bloodstar, an all-new Outlaw sub-faction with different combat capabilities, and the chance to drop special Bloodstar gear introducing set-bonuses. Here’s Erik revealing Bloodstar NPCs in a recent live stream.

Bloodstar items only drop from defeated Bloodstar units and come with unique attributes that can significantly boost gear stats when equipped simultaneously.

Beyond adding new content and features, we’ve also tweaked a ton of things. As of writing this production update, I’m counting over 40 improvements currently listed on our internal changelog, ranging from migrating the project to UE4.26 to potentially fix some stability issues, more sophisticated enemy AI, to numerous QoL and UI improvements across the board.

The all-new Batch Actions feature makes dismantling, destroying, selling, or sending several items to Homebase so much easier!

Closing Remarks About Our Vision

Thanks to a ton of great support from our hardcore fans in two wildly successful Kickstarter campaigns, over two million EVERSPACE 1 pilots since its Early Access release in September 2016, and an incredibly successful Early Access launch for the sequel, we’re living the indie dream. With this success, we’ve been able to forge our creative vision of an open-world space action RPG that everyone on the team is really passionate about, while working closely with our community to make it the best game within our financial and crafting capabilities without having to make compromises based on the agenda of a 3rd party.

Now, commercial success of a predecessor alone is not all it takes to make a great sequel. The most important thing is that everyone on the ROCKFISH Games team is on board for the journey and aiming for the same goal, which is harder than it sounds! Our team is composed of a very diverse type of gamers. While some of us prioritize deep storytelling, casual combat, and deep exploration, others mostly want to blow stuff up and maxout their loadout without too much thinking, looking behind each asteroid for hidden treasures, or watching cutscenes. Whereas some, like our “hardcore” players, mostly thrive on challenges that are absolutely insane, like the way Erik enjoys playing, while still appreciating deep lore and compelling storytelling.

Meaning, building accessible loot & shoot gameplay with intuitive shooter-like controls is the common foundation not only for our team but also our promise to our community. We want to offer a decent amount of depth to the EVERSPACE 2 world in various additional mission types, worthwhile gameplay mechanics, and more further down the line. We know that many design decisions may not make every pilot happy, but we hope everyone can appreciate us being as open as possible about our creative, technical, and commercial decisions.

To help digest all this new information and answer any burning questions you might have, make sure to join our next ROCKFISH Games Show on Twitch and YouTube, on Friday, April 16, from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. Chances are, things go sideways yet again when showing the latest build, plus even more spoilers heading your way, so it should be fun! 🚀👀💥🙌

If you’re new to the franchise or have waited for a great deal, this might be the time to pull the trigger: Get the first EVERSPACE installment at 85% off (DLCs 70% off) and/or the sequel for 10% less on Steam. Both special promotions end on April 21, 10am PST.

Keep it civil on the forums, and see you in space!
Michael and your dedicated ROCKFISH Games Team


Everspace 2 - Roadmap für neue Inhalte und Gameplay-Features veröffentlicht



Die Hamburger Rockfisch Games haben, nach einem erfolgreichen Early-Access-Start von Everspace 2 Anfang des Jahres, dieser Tage eine Roadmap zum Weltraum-Shooter veröffentlicht. Diese beinhaltet Meilensteine für kommende Sternensysteme, wesentliche Gameplay-Features wie schnelles Reisen, weitere Gefährten sowie neue [...]

» Komplette News auf pressakey.com lesen

Roadmap 2021 | New Ship Classes | New Missions | Space Critters



Greetings, Pilots!

Our first patch including community-requested features, tweaks, game balancing, and overall performance improvements, as well as several bugfixes, is out. Steam reviews are sitting at 1700+ with 92% positive, sales are beyond expectations, and current outstanding wishlists are through the roof (as in over 3x compared to the predecessor after 30 days post-launch).

There’s no denying that things are looking really good so far. On the other hand, avid space pilots from around the globe have already burned through the current content and are demanding MOARRR! Well, that’s definitely a good problem to have, and we’re already working on lots of new stuff.

Roadmap 2021

Our first content update is on track to be released in April, featuring various additional side and mini-missions as well as new activities taking place in Ceto and Union. There will also be new loot as well as two new player ship sub-classes.

The Vanguard is a lightweight, maneuverable reconnaissance starfighter with a high emphasis on speed, mobility, and defensive measures. The Bomber is a missile and mine specialist with access to unique explosive weapons and warheads. Think “shoot first, ask questions later…”

Not enough you say? We agree! Even though we originally didn’t plan to add more main story content beyond what’s already in the Early Access release version, we feel you guys. The “cavehanger” is brutal and totally unexpected, making you go: “NOOOOOO!”

TBH, that’s exactly how I felt when reaching the current end of the story campaign. I knew I hadn’t discovered every location and solved all puzzles yet. I’d already reached level 14 because I’d constantly got side-tracked doing side missions, jobs, challenges, distress calls, unknown signals, and high-risk areas. Good job, team!

However, I didn’t move on while playtesting before the Early Access release because I didn’t want to spoil my first playthrough experience for the rest of Union and instead wanted to look at our WIP game from a consumer point of view. It really left me with a weird feeling. On the one hand, I couldn’t wait to see all the cool stuff to experience for myself that I have missed and be able to write about it here—there’s content for 25+ hours of gameplay in the current version if you’re willing to explore. On the other hand, I wanted to preserve that feeling of discovering new locations when new main and side missions will take me there once the new update dropped. Meaning, I can totally understand everyone who’s yearning for more story content.

Along with new cinematics being further polished with great help from the talented folks at Puppet Works, based in Budapest, look forward to continuing the story campaign in Union, bringing back the beloved WIP TTS voice-overs (and maybe some more 4th-wall-breaking dialogues), only available during Early Access.

Now, we’ve also received a ton of questions about what’s coming and when. We love your excitement, yet we also want to manage expectations, as adding new content and features to a complex “open-world action RPG with spaceships” is no joke for a small indie dev team of 25—we already feel the pressure 😅

Even though we just launched in Early Access, some media outlets are touting EVERSPACE 2 as “Roque Squadron meets Diablo,” being “The Witcher of Spacer Shooters,” “Nailing Those Freelancer Vibes So Far,” praising it as “Descent and Privateer had a baby.” No doubt, we love these kinds of headlines, but as an indie studio, we also don’t want an overblown sense of hype around our game, while we also aim to make EVERSPACE 2 stand out on its own.

To manage expectations, as “the hub” in EVERSPACE 2’s game world, Union will be the largest of our planned star systems. While some will be substantially smaller, each star system will feature a unique look & feel and offer new types of activities.

In the star system Zharkov, EVERSPACE 2 pilots will get to the core of Grady & Brunt's shady business operations when infiltrating their ranks and learning about G&B's dark deeds.

Here are the major improvements, new features, and content additions that we’ve PLANNED for this year:

On the EVERSPACE 2 Steam store page, we’ve listed all major improvements, features, and content additions that are PLANNED for v1.0. However, it’s really hard to share detailed milestones beyond the next 12 months [because we honestly don’t know yet]. Of course, we’ll update the roadmap every three to six months, accordingly.

Space Critters

As some of you have already seen in the sneak peek of our live stream from two weeks ago, space critters will be a thing in EVERSPACE 2:
https://www.youtube.com/watch?v=2iReG0syyUo
We’re still working on their “abilities” and experimenting with how they can interact with the player, but look forward to saying hello to Cave Crawlers (the name might change) in the first content update.

Ok, that’s it for now. If you wanna know more, join our next “ROCKFISH Recap,” hosted by Erik the Shredder, Community Ambassador and ace pilot, on Twitch and YouTube, today from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. Rumor has it that he’ll have some all-new content to show! 🚀👀💥🙌

Keep it civil on the forums, and see you in space!
Michael and your dedicated ROCKFISH Games Team

Patch Notes - 0.4.16428 - Changelog



Hey pilots,

The latest build just left the experimental stage and is ready to download as Patch 0.4.16428, featuring a few new options, a number of tweaks and bugfixes as well as some performance optimizations. Note that we are now using dx11 as default because it seems to run more stable, and we are not yet using any dx12 features, atm. Here's the detailed list of changes:

[h3]Features[/h3]
  • Added centered crosshair mouse controls
  • Added option to show mouse deadzone on screen
  • Added option to show HUD center on screen

[h3]Tweaks[/h3]
  • Improved planet surface performance
  • General performance improvements
  • Savegames are now compressed sizing them down to about 5% of the previous size
  • Added in-game option to delete manually created save games
  • Reduced supralight visual effects intensity
  • Reduced cruise mode visual effect in First-person Mode
  • Improved camera dynamics in Cockpit View
  • Unused Energy Coils and Batteries will now go back to their original position if you re-enter the location/load a savegame
  • Mine Sweeper job can be solved by disarming mines as well
  • During Outlaw Chief boss fight drones now focus the player more so they won't fly away too far
  • The normal shield of the Outlaw Chief boss will not recharge if the "unbreakable" shield is depleted
  • Save headlights on/off state
  • Made option slider percentage bars clickable
  • Show in-game dialogs on top of Unlock Messages
  • Reduced opacity of Early Access banner

[h3]Balancing[/h3]
  • Increased Gunship ULT (Turret) charge amount per kill
  • Reduced Gauss Cannon spread
  • Increased Flak range
  • Increased Thermo Gun energy consumption
  • Reduced Thermo Gun range
  • Reduced EMP Generator debuff duration
  • Capital ships and freighters are now immune to "EMP" and "Webbed" debuffs
  • Reduced Scout Weapon Range expertise bonus

[h3]Bugfixes[/h3]
  • Fixed crash when equipping consumables to another player ship before launching from the Hangar
  • Fixed crash when selling a ship, returning to the Homebase, and then switch ships (also retroactively fixes savegames)
  • Fixed multiple Augments on a single attribute not applying correctly after loading
  • Fixed engine trails sometimes missing after undocking
  • Fixed ship being invisible when playing in no cockpit 1st person view and docking to a station other than the Homebase
  • Fixed focus loss / stuck at the save menu screen when using Gamepad to overwrite an existing save game
  • Fixed gamepad focus loss when buying a new ship and having it transferred to the Homebase
  • Fixed installed equipment not being transferred to storage but being lost when selling a ship from the Homebase
  • Fixed the cockpit seat mesh sometimes being positioned behind the player ship
  • Fixed gamepad autoroll option affecting joystick input (added a separate option for joystick input)
  • Fixed not being able to rebind Left Mouse Button
  • Fixed ships for sale sometimes having falsely increased stats
  • Fixed signal decoders changing rarities in cargo after a new one has been picked up
  • Fixed rebuy inventories of traders not clearing after leaving the location, leading to not being able to sell to traders
  • Fixed Jumpgate VFX render sorting
  • Fixed Energized Boost "Compressor" not correctly resetting duration after changing locations
  • Fixed being able to enter photo mode during landing animation, resulting in a weird state
  • Fixed revealed areas not staying revealed if you re-enter the location/load a savegame (e.g. caves, tunnels, secret rooms)
  • Fixed Drone Spawners sometimes spawning drones inside of level geometry
  • Fixed Downtime Warrior perk not resetting for devices that refund charges or reset cooldowns
  • Fixed multiple stacks of Downtime Warrior perk
  • Fixed targeted devices being usable on "dead" enemies
  • Fixed devices vanishing from shops
  • Fixed fixed container loot not scaling to player level if a location was entered with a lower player level first
  • Fixed Flak projectiles not detonating nearby mines
  • Fixed Recharge Speed Bonus of boosters having no effect
  • Fixed wrong location image for currently active high-risk areas
  • Fixed wrong position of a few HUD elements in ultra-wide
  • Fixed sensor modifier "Tag mines at 1500m range" not working correctly
  • Fixed that some destructible walls cannot be destroyed by rockets
  • Fixed Magnetic Repulsor mode "Serial Pusher" adding multiple charges
  • Fixed Perk Upgrade animation gets stuck and blocks screen
  • Fixed Various navigation and refresh bugs in the crafting screen
  • Fixed some affixes that do not make sense on all weapons
  • Fixed some typos


Alrighty, we hope you'll enjoy all the improvements above. We're currently working on another production update covering our roadmap and some cool new stuff that's already in the works, stay tuned!

As always, don't miss our weekly “ROCKFISH Recap,” hosted by our one-and-only Community Ambassador and ace pilot Erik Schrader, on Twitch and YouTube to watch the latest dev build in action, Fridays from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. 🚀👀💥🙌

Keep it civil on the forums, and see you in space!
Michael and your dedicated ROCKFISH Games Team

PS: If you'd like to see a screenshot of yours featured, like the one above by EVERSPACE 2 pilot bwlambrecht, join our discord and drop them pretties.

Rocket Launch | Troubleshooting | Pricing | Disliked & Wanted Features | Outlook



Greetings, Pilots!

PHEW, what a launch week! EVERSPACE 2’s start in Steam Early Access exceeded our wildest expectations. So far, we’ve received overwhelmingly positive feedback from fans and press all over the world. After we started Early Access with more than 260,000 wishlist entries on Steam, we were very confident. However, we would never have dared to dream that we would land at number 1 on the global Steam Charts in no time and stay in the top ten for six consecutive days, resulting in EVERSPACE 2 becoming Steam's #2 top seller of last week.

Last week’s sneaky reveal: You wanted it, you got it: EVERSPACE 2 is available on NVIDIA Geforce NOW!

After a few hours, we saw over 3,000 concurrent players, which is more than double the record of the lower-priced, original EVERSPACE during its first big summer sale. With currently 93% positive reviews, we seem to have hit the bulls-eye with tens of thousands of space shooter fans. The critical consensus from the media and content creators is also overwhelmingly positive, and we’d like to share a few articles and our favorite video previews with you:

“Everspace 2 is close to being the new gold standard for space shooters | I like tinkering with graphs and plotting galactic domination as much as the next guy, but I'm enjoying Everspace 2's singular focus on energetic combat and exploration. Even though it's an Early Access game that Rockfish says still needs 12 to 18 months of work, Everspace 2 is absolutely worth buying when it releases on January 18.” - PC Gamer

“I’m already heavily impressed by Everspace 2 and think Rockfish Games is doing an incredible job. The combat is excellent, the graphics look great, and the game naturally explains all of its mechanics in an extremely clear manner that makes it more than easy to grasp all of its many facets. The only worrisome thing is that, yes, you’re going to lose your save if you play now. Aside from that, though, the game is very much well worth picking up, as it’s a blast.” - PC Invasion

“EVERSPACE 2 | The Best Space Adventure In A Looong Time. This space shooter brings along a single-player galaxy exploring adventure, fluid controls, worthwhile upgrades, and great combat.” - Boomstick Gaming
https://www.youtube.com/watch?v=-HHeJKBYzf8
Everspace 2 - Excellent Already! Karak with ACG does a 5 point rundown of differences and details he likes in this 5 point inspection preview of the early access. - ACG
https://www.youtube.com/watch?v=SDFYTrhTWqU

Troubleshooting

As with every “major” launch, quite a few users ran into technical issues, especially as the game is still in Early Access. A lot of the issues discovered are on our list already; some require deeper investigation on our side; for others, there are workarounds, a few are engine-related issues where we have to rely on our friends at Epic Games.

[h2]Mouse + Keyboard, Gamepad, and HOTAS Input [/h2]
Some pilots have mentioned MKB input feeling laggy or sluggish, which was surprising since we had received a lot of praise for the tight shooter-like WASD-controls in the predecessor. It’s one of the few code snippets that we didn’t rewrite for EVERSPACE 2, but we made some adjustments as the sequel’s combat is slightly slower-paced. If you prefer a more direct input, go to settings->input->mouse+keyboard and set "mouse position" to "operating system."

If you’re a veteran space pilot coming over from a classic space flight sim and just can’t get the feel of EVERSPACE’s primary gimbal weapons and twitchy aiming, we got good news for you: Due to popular demand, the option to have the crosshair always centered when using the mouse, as well as options to show or hide the mouse deadzone and a small dot indicating the screen center, will be available in the next patch.

If you play with a gamepad controller and are used to it, you should feel fine with at least one of the presets that you can still customize. We also invested quite a lot of time and effort into getting HOTAS/HOSAS support right from the start. While it works fine for all Logitech (Saitek) and Thrustmaster models we tested, the devil seems to be in the details. If you run into any HOTAS issues, please try disabling Steam Input, which did the trick for quite a few HOTAS pilots. If things still don't work properly, we kindly ask for your patience. We will look into these issues soon, but it won't be an easy task. We plan on opening a dedicated thread on the forums regarding key binding issues, and with your help and feedback, we should be able to find out why it isn't working for everyone.

Even if HOTAS input is preferred by “only” 12% of pilots according to our recent poll, we understand it is important for them. We really want to nail this, but we need your feedback if things don’t work as expected and hope for your patience. If anyone wants to add their vote, the poll is still live.

[h2]Ongoing Optimization Efforts[/h2]
Before we go into the details, please bear in mind that playing EVERSPACE 2 with max settings puts a lot of strain on both your CPU and GPU. We’ve done a fair amount of performance optimization, and while there is still some room for improvement, don’t expect any miracles when playing on older hardware. We’ve been working closely with our friends at Nvidia and AMD to performance-test builds - both rated the Early Access version with “good” - and utilize their in-depth feedback for further performance optimization. To get the best experience, always make sure you have the latest graphics drivers installed and try running the game with DX11 if your GPU is older than two years.

Most crash reports were submitted by players running EVERSPACE 2 at max settings on older hardware or Windows versions or on overclocked GPUs. Here’s a pretty good article on how to troubleshoot. Please note that we most likely will not support Windows 7 or Windows 8 as we cannot guarantee that future versions of Unreal Engine 4 will still support those operating systems.

Pricing

One of the biggest discussions on the Steam forums and on social media is about the pricing of EVERSPACE 2 in Early Access. While we understand $39.99 / €37.99 might feel steep compared to typical indie games in Early Access, please bear in mind that EVERSPACE 2 is a AA production with a development cycle over 4+ years by a veteran team of 25, plus a handful of long-term contractors as well as additional external AAA art services. We feel our asking price is right for the current production quality and the amount of content and features already in the game. At full release, we plan to reasonably increase the price to what is common within the genre of high-quality open-world space games.

If the price is not right for you, that’s totally fine. You might pull the trigger sometime down the road or never at all. To manage expectations: We plan to run only a few moderate sales between 10% to 15% during Early Access as we respect and value the financial commitment of our backers who shelled out up to $38/€35 for a digital copy on PC during our crowdfunding campaign back in 2019 when we had only a prototype to show.

Now, we noticed that in some countries, the price for EVERSPACE 2 is somewhat higher, which sucks. However, much like any indie dev, we followed Steam’s suggestion for regional pricing, and we don’t want to open a can of worms by adjusting prices in certain countries. This would inevitably cause outrage in other regions where we don’t adjust the price. Constantly monitoring and adjusting regional pricing, factoring in exchange rates, and purchasing power is big publisher territory.

Disliked Features

Even though EVERSPACE 2 is currently sitting at a staggering 93% positive reviews out of 1275+ right out of the gate even without a day #1 patch, we’re not surprised about some negative feedback, especially from pilots that prefer a more hardcore, “realistic” space sim experience over our arcadey spacer shooter approach. We created EVERSPACE 2 with a focus on high accessibility and fun gameplay mechanics set in a game world with vibrant colors. Well, here’s the good news first: if you prefer a more simulation-style flight mechanic to cut engines and drift through space, etc., you can already do so by binding a key for this in the customize controls menu. The action does not have a default binding right now as we don't want to confuse players who might accidentally press the key and wonder why their ship all of a sudden keeps drifting.

Now the not so good news for space truckers that are not fond of puzzles in EVERSPACE 2. In the widest sense, simple puzzle-solving, like shooting generators to deactivate shields or activating several generators on the clock to power up a service space station, has already been a side gameplay mechanic in the predecessor. Those have all been optional and were intended to add some variety to the overall combat & exploration experience while yielding special rewards without breaking the flow of playing a fast-paced arcade space shooter.

Since exploration and discovery play a much bigger role In EVERSPACE 2, we wanted to test the waters in Early Access and take puzzle-solving a bit further by having a greater variety of puzzles utilizing the new grappling mechanic. This concept was introduced during our Kickstarter campaign back in 2019: https://youtu.be/AxxRcCRo4GA
Long story short, puzzles will stay, but also know that we plan to balance the distribution of these puzzles with combat and other gameplay mechanics we add in the future. We plan to add more engaging puzzles, but the vast majority will still be optional. However, since accessibility is also really important to us, we consider the addition of a gameplay option to adjust puzzle timers.

Furthermore, a few pilots, mostly coming from die-hard space sims, find the short loading screens when entering a new location annoying or at least immersion-breaking, and we understand where you guys are coming from. We too would love to have no loading screens and will look into further optimization towards the full release, but it is not a priority as a lot of things are still subject to change during Early Access. To manage expectations, there will always be a lot of data to be loaded into memory when entering a new location in EVERSPACE 2 for technical reasons. Since we cannot hide the loading process by riding in an elevator or traversing through a tunnel, like in other games, and as streaming is probably not gonna do the trick either as you already can see the destination right in front of you before leaving supralight travel, don’t expect any miracles to happen.

The second "disadvantage" of having a handcrafted game world in an arguably pseudo-open space game is that locations have to have boundaries because space… Well, maps in EVERSPACE 2, or locations as we like to call them, are 10 km x 10 km x 5 km in size and bigger than in any other space game featuring handcrafted locations that we are aware of. We cannot go that much further without running into severe gameplay issues at the far ends of the maps without implementing dynamic world origin shifting, which would be a huge undertaking and may even break the game.

We’re not saying that isn’t technically feasible; we think it is just not worth the effort and the risk. In fact, we’re pretty happy with the size of the locations as they are since it fits our vision to design a great gameplay experience within a controllable area, featuring great maneuvering with robust 3D collision physics while flying at high speed in open space but also inside narrow spaces, like hollow asteroids, derelict space stations, tunnels etc., precision-maneuvering in centimeters - yeah, let this sink in, it’s nuts, we know! :D

Last but not least, bear in mind: EVERY one of those fixed locations you can see on the map in EVERSPACE 2 was carefully designed, manually crafted, and tested by our team. For the final game, we plan to have some 100, each one featuring at least one challenge or mission objective plus various optional activities. In video game development, you gotta pick your battles, especially if you don’t have deep pockets. We went for quality over quantity.

Wanted Features

The closing sentence of the previous topic is also a great intro for this one: We already made a big leap in game development by taking EVERSPACE from an indie roguelike space shooter to an AA open-world space looter shooter with RPG elements plus endgame content. We know space game fans always want more, but there is only so much we can do as a 100% self-funded team of 25.

Consequently, big features like multiplayer (PvP, Co-op, shared online space, you name it), EVA (extravehicular activities aka Space Legs), piloting capital ships, and VR support have never been on our list. There is a plethora of technical, game design, and business reasons that have already been discussed at great length for each one of them, so no need to delve into each topic again here. We are 100% committed to the promises we made in our Kickstarter, and we’re laser-focused on our creative vision to make the best single-player open-world space looter shooter that we possibly can. Yet again, we’re putting everything on the line with EVERSPACE 2, and we don’t have any other irons in the fire. We don’t have any filthy-rich investors, big AAA publishers, or platform holders paying our bills in case things go sideways. This is just us and you, our fans! If you want to know where we’re coming from, here’s our story.

Outlook

With this update, we had planned to share our high-level roadmap with you guys. However, we’re still digesting the enormous amount of feedback we’ve received so far on the Steam and GOG forums (2000+ open threads even after us merging threads wherever reasonable), our discord, and social media channels. While we’re already working on a lot of new content and additional features, we also want to make QoL improvements based on community feedback. There is some really good stuff being shared, so keep it coming!

Now, we don’t want to leave you hanging in the air with this update: System 3 is already in the works and scheduled to drop in summer because we’re not done yet with System 2! We still have some cool new stuff for Union up our sleeves with our first major content update in April. You can also look forward to piloting two new ship sub-classes as soon as the update drops.

Concept Art: Right now, visitors will find a side mission, assignments for various jobs as well as shops to trade goods at Noah Damaris Starport. And there is much more yet to come! Rest assured, we didn’t build this sprawling beast of a station just as a pit stop.

But wait, there is more! We’ve also been busy working on the first patch bringing various bug fixes, QoL improvements, and further performance optimization to be released sometime next week. Here’s the kicker: Everyone can jump right into it by switching to our all-new Experimental Branch on Steam.

To access the EVERSPACE 2 experimental branch, right-click on EVERSPACE 2 in your Steam library -> select Properties -> pick Experimental Branch under BETAS. The Experimental build changelog can be found here.

So, it’s fair to say that overall, things are looking pretty good. And while we will keep reading through every thread no matter if good or bad, glowing feedback like the fan video below makes our day and never gets old:
https://www.youtube.com/watch?v=NIjK5TD3Njg

Alrighty, this is it for now! In case you are not familiar with our weekly “ROCKFISH Recap,” hosted by our one-and-only Community Ambassador and ace pilot Erik Schrader, make sure to dock on Twitch and YouTube to watch the latest dev build in action, from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. 🚀👀💥🙌

Keep it civil on the forums, and see you in space!
Michael and your dedicated ROCKFISH Games Team