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EVERSPACE™ 2 News

Update 1.0.34898 | Auto Low Graphics Setting Fix

Greetings Pilots!

A minor fix today! Somewhere in our last few updates, a little bug slipped in, automatically setting new players to low graphic settings. Today’s hotfix corrects that issue. New players will now start their first game using intended settings.

This is a good reminder to check your settings as you might be on a lower setting than your PC can handle—EVERSPACE 2 could look even better!

We are working to bring this fix to players on GOG and Microsoft Store/Game Pass.

[h2]Changelog - 1.0.34898[/h2]

Bugfixes
  • Starting graphic settings adjusted to Epic


Make sure to check out today’s stream, where we’ll reveal a few new item sets from 11:00 am to 1:00 pm PT / 2:00 pm to 4:00 pm ET / 8 pm to 10 pm CET on YouTube, Twitch, and Steam Broadcast.

Lee and your dedicated ROCKFISH Games team

EVERSPACE 2 Gameplay And Set Item Sneak Peek Stream

Greeting pilots!

A quick plug before getting to the fun stuff: EVERSPACE 2 is 20% off in the Steam Summer Sale. If you or a friend have been waiting to pick it up, now's a great time to do so!

Every week, the ROCKFISH Games Community team streams the latest developer build of EVERSPACE 2 to highlight features and talk about what's to come.

To celebrate the Steam Summer sale, we're streaming a special set item showcase where we take a peek behind-the-scenes at content in the works. Join us next Friday (July 7) as Erik continues his Nightmare playthrough and shares a sneak peek at a few planned set items coming in a future free update!

A recently teased work-in-progress set item.

We'll be live July 7 11:00 am to 1:00 pm PT / 2:00 pm to 4:00 pm ET / 8 pm to 10 pm CET on YouTube, Twitch, and Steam Broadcast.

Want to know more about what's to come? Bring your questions to the stream! ROCKFISH Games Devs and our CEO will be in chat answering every one we can. 😉

Lee and your dedicated ROCKFISH Games team

Update 1.0.34617 | New Game Controller Freeze

Greetings Pilots!

It seems our recent update unfortunately introduced a new issue. It appears that new users without existing save games are experiencing a freeze when attempting to start a new game using only a controller.

While there is a workaround available by using a mouse and keyboard to begin the game and then switching to a gamepad, we believe it necessary to provide a quick fix for this problem. We apologize for any inconvenience caused!

We are working to bring this fix to players on GOG and Microsoft Store/Game Pass.

Changelog - 1.0.34617


Bugfixes
  • Fixed freeze when trying to start a new game without existing save games using a controller


Lee and your dedicated ROCKFISH Games team

Update 1.0.34616 | Legendary Slot Changes | Radio Chatter | Bug Fixes & More



Greetings, Pilots!

As the team works towards our summer console release, we’ll be releasing a small number of updates to the PC version to help keep parity between builds. Today’s update brings a few asked-for features, and a small number of bug fixes.

We’re now live on Steam and the build should be live on GOG soon. We’ve submitted the build to cert on the Microsoft Store and hope to see it in PC Game Pass players hands as soon as it clears.

[h2]Legendary Slot Changes[/h2]
With today’s update, players can now equip two Legendary pieces of gear on all ships, not just ones of Tier 4 quality. The number of Legendaries that can be equipped has been a hotly-debated topic over the last few weeks. Balance remains a top of mind issue as our gameplay and design team continues to work on more items for future updates, and while this isn’t the ideal improvement for some, it’s a step towards compromise.

We’ve also changed the name of "Cassiel's Protection" to "Castiel's Protection" by request of the Kickstarter backer who created it.

[h2]Radio Chatter[/h2]
Experienced pilots may notice new radio chatter added to EVERSPACE 2, filling the void (of space) as it were in a variety of traffic-heavy spaceports. Our goal here is to bring a little more life to some areas by conveying the hustle and bustle of busy space cities and settlements.

To be completely transparent as it’s a hot topic, these new snippets were partially created using AI tools. The scripts were written by our designers and created using AI-altered speech samples from team members. This is an experiment on our part to see how content created this way meshes with our world. While we think these kinds of tools are interesting as far as supporting creative efforts, they will not replace the work of writers, artists, and voice actors in a meaningful way on our games.

[h2]Paving the Way Boss Fight[/h2]
We noticed that even very experienced pilots, such as CohhCarnage, had some difficulties in this boss fight, which can lead to unnecessary frustration, especially on the highest difficulty level. We've made adjustments to the sniper turrets by disabling them in the first phase of the fight and slowing down their targeting a bit in the second phase, so it's now easier to dodge shots. As a result, even on the highest difficulty level and with a slow ship, the fight no longer feels unfair.

[h2]Changelog - 1.0.34616[/h2]
Please note, 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.

Find out more: https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB

Features
  • Added dedicated volume slider for background chatter
  • Added more radio call background chatter
  • Added option to limit maximum frame rate while game is not in focus


Tweaks
  • All ship tiers are now able to equip two Legendary items
  • Drake Passage boss fight: Removed sniper turrets from first phase and made their shots easier to dodge
  • Changed name of Legendary Item "Cassiel's Protection" to "Castiel's Protection" to comply with backer request
  • Balancing: Reduced Vindicator drone explosion passive radius
  • Integrated community suggestions for translation improvements from Crowdin
  • Replaced two ship passives:
  • Interceptor: "Refund 20% of the used ULT energy after deactivating Weapon Overdrive" → "When flying toward a locked enemy target beyond 1500m range, gain 15% increased speed"
  • Gunship: "50% reduced hull and armor repair costs" → "After 10s of not being hit, gain 2% armor recovery every second, up to half total armor"
  • The "Hard Reset" mode of the EMP Generator can no longer reduce the cooldown below 5s
  • UI: Removed delay when opening pause menu
  • UI: Added new marker to mainframe component in shop of mission 15 for better player guidance
  • UI: Improved some inconsistencies regarding launch button on stations within the customization screen
  • UI: Added commodity demand colorization to items shown in hud message log
  • UI: Improved gamepad navigation with data sub tabs
  • UI: Ship selection on homebase - Added a small input delay to support faster cycling, especially on gamepad, and also removed potential memory issues when spamming the change action
  • UI: Improved unlocking of some story so far entries that might spoil future story development


Bugfixes
  • Fixed that "unlocking" a locked target did not work anymore (unlocking is done by holding the "lock target" button for about one second when using mouse/kb or double-pressing it when using controller)
  • Fixed ULT charge sometimes not displaying correct value after undocking
  • Fixed Vindicator drone explosion passive not counting as player-instigated damage
  • Fixed Sniper Drone/Turret targeting lasers clipping through geometry
  • Fixed weapon corrosion bonus attribute not working on certain weapon types
  • Fixed wrong damage values being shown in Legendary item descriptions
  • Fixed damage scaling curve of Legendary item effects
  • Fixed ULT behavior when a sequence interrupts them
  • Fixed broken mission state in "Rips in Space"
  • Fixed sequence orientation when flying backwards out of the location boundaries
  • Fixed Vindicator drones being lost after completing a ramen drone job
  • Fixed that autopilot could not be used when using same keybinding for both "interact" and target lock" ("target lock" is an intended hidden action for autopilot)
  • Fixed that "toggle freelook" could not be customized for gamepad controls (note that this is by default a hidden action tied to holding the "switch camera" button)
  • Fixed that in some cases using mouse wheel to scroll did not work in the "missions" screen
  • Fixed ARC-9000 colliding with the player's ship
  • Fixed NPCs killing Ancients counting as player kills
  • Fixed that "x" button icons were shown in cockpit in gamepad mode below devices/consumables icons instead of d-pad icons
  • Fixed missing SFX for some condition fields (e.g. radiation)
  • Fixed explosives damaging the player from too far away
  • Fixed that when undocking too quickly after a repair operation, health value was set to current animation value instead of target value (looked like ship getting damaged after undocking)
  • Fixed an issue where the camera would continue shaking after a sequence had been started
  • Fixed a bug that an empty ship couldn't be sold, claiming that there is no cargo space to transfer
  • UI: Fixed potential memory and rendering order issues when opening pause menu multiple times
  • UI: Fixed some issues regarding device charges when displayed within an inventory slot
  • UI: Fixed multiple smaller issues regarding resource tracking within crafting inventory
  • UI: Fixed multiple smaller issues regarding item shop inventory sorting and scrolling
  • UI: Fixed that MarkAllAsRead action was accidentally shown in Renown DATA sub tab in some cases
  • UI: Fixed multiple issues regarding mastery preview of devices
  • UI: Fixed experience bar glitch when opening menu after level up
  • UI: Fixed multiple issues regarding ship dealer stats and actions
  • UI: Fixed that sometimes container items were not shown in hud message log
  • UI: Fixed that auto sorting wasn't turned off after dismantling when using keyboard
  • UI: Removed multiple exploits regarding dragging and dropping of items across menu tab
  • UI: Fixed some refresh issues of location info widgets within the map tab
  • UI: Fixed that scrolling with gamepad in settings was partly broken due to inactive difficulty button
  • UI: Fixed that the gamepad controls overview options Right/Left-handed and Inverted/Not Inverted Pitch were labelled incorrectly


Have fun with double-legendary builds for all ships and the other improvements!

Lee & your dedicated ROCKFISH Games team 🚀💥🙌

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 🚀💥🙌