1. EVERSPACE™ 2
  2. News

EVERSPACE™ 2 News

Alpha Community & Game Dev Stream + Pre-Release Key Giveaways



Greetings, Pilots!

After the closed EVERSPACE 2 Alpha was rolled out to eligible Kickstarter backers just a few days ago, our community ambassador and ace pilot Erik Schrader aka @Giraffasaur will take the latest version for another spin to show you a few more missions, discuss the first round of community feedback and share some gorgeous fanart as well as a few things that we are currently working on.

We also got good news for avid test pilots who missed the deadline for getting into the closed Alpha and Beta program as we will giveaway three EVERSPACE 2 pre-release Steam keys during today's stream on:

https://twitch.tv/rockfishgames https://youtube.com/rockfishgames https://mixer.com/rockfishgames

In case you cannot make it today, don't you worry: we will continue running this kind of events every Friday, 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT.

See you in space 🚀👀🍀
Michael and your dedicated ROCKFISH Games Team

Alpha Drop Roadmap




After some back and forth with a few of our most important media partners, the roadmap for the EVERSPACE 2 Closed Alpha release finally stands - WOOHOO! While our team is still working hard on some final touches, you can start getting excited about the awesome online events that we have lined-up.

Before we get into details of the roadmap, let us share a high-level overview of the already included features: the Closed Alpha will give eligible backers access to approximately 10 hours of gameplay including a story beat and free exploration, culminating in the first star system’s boss fight. In addition to new Ship Devices and Ultimate Abilities, you will be able to explore the all-new pilot and companion perk system.

While pilot perks are level-based, companion perks can be unlocked through various resources you gather along your journey.


Through main storyline content, scripted side missions, and various jobs, you will be able to reach the Closed Alpha cap of level 10. New ships, NPCs, and equipment have also been added for you to discover as you explore even more regions in space, planetary locations, and cave systems in the game’s first solar system.

There are lots of handcrafted locations to discover in the first solar system; some won’t even be on your radar until you stumble across them.


The Closed Alpha is English-only, with plans to localize in French, Italian, German, Spanish, Brazilian Portuguese, Polish, Russian, Simplified Chinese, Japanese, and Korean at full release. Quality narrative cutscenes and text-to-speech mission dialogues will serve as placeholders until Steam Early Access.

[h2]Alpha Drop Roadmap[/h2]
In a few hours from now, Erik, our dedicated Community Ambassador, will have the pleasure of kicking things off with a tasty sip of that First Flush backer reward with the revamped tutorial and one or two missions of the main campaign. Same place and time as always later today. The stream will be featured on the Mixer front page, so please give everybody on Mixer a warm welcome to our great community.

Later today, around 11:30 pm CEST / 5:30 pm EDT / 2:30 pm PDT, we will have a big appearance on IGN dropping our first(!) Alpha gameplay trailer, followed by a 15 min interview, hosted by Brian Altanao aka @AgentBizzle, at IGN’s Summer Of Gaming with some Alpha gameplay footage spliced in.

https://www.youtube.com/watch?v=WYJ3t9PT6bg


On Saturday, June 13 at 9:30 pm CEST / 3:30 EDT / 6:30 pm PDT, you’ll be able to watch a 30 min hands-on demo of the Alpha with Erik on The Escapist Indie Showcase before the official Alpha Gameplay Trailer will drop on PC Gamer during the PC Gaming Show at 8:58 pm CEST / 2:58 pm EDT / 11:58 am PDT sharp. Keep your eyes peeled for yet another teaser that will drop on https://twitter.com/everspace_game right after we had our gig on IGN, later tonight.

After all that teasing, Alpha pilots should be well-prepared to find their pre-release Steam key in their inbox (make sure to check your spam folders!) Monday evening CEST / afternoon EDT / morning PDT, on June 15.

Now, if some non-Alpha pilots are having second thoughts and would like to upgrade their pledge, shoot us an email to [email protected], and we’ll see what we can do for you. Mind you, as soon as we have rolled out the Alpha keys, doors will be shut for buying into the Alpha and Beta program due to Valve’s Terms of Service for Steam.

We also have good news for all those who missed backing the game or could not afford it for one or another reason: There will be several giveaways over the summer, made possible by some of our media partners. We are excited to announce that top streamer and EVERSPACE superfan Cohh Carnage will kick-off our EVERSPACE 2 giveaway campaign with 10 pre-release keys during his upcoming charity stream on this Twitch channel on Monday, June 15, starting at CEST 2:00 pm / 8:00 am EDT / 5:00 am PDT.

Also on Monday, our German-speaking pilots can look forward to a 60 min live interview on GameStar with our a-gazillion-tasks-juggling project manager Caspar, hosted by Christian Schneider aka @GrummelFritz, starting at 8:00 pm CEST.

Now, there is only one thing left to do: Join us for today’s Alpha reveal stream on Twitch, YouTube, and Mixer from 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT!

The hype is real, see you in space... 🚀👀💥🤘🙀🙌
Michael and your dedicated ROCKFISH Games Team

Official Alpha Gameplay Trailer at PC Gaming Show



[h3]The rumors are true: planet exploration is coming to EVERSPACE 2[/h3]

Keep your 👀 peeled for the official EVERSPACE 2 Alpha gameplay trailer at PC Gaming Show on PC Gamer, June 13 🚀💥

Also, the closed Alpha will be starting very soon! So, last chance for sending us an email to [email protected] to get involved before program doors will be shut for any further test pilots until Early Acces in December 2020.

Fly safe!
Michael & dedicated ROCKFISH Games Team

Planetary Locations | Player Ships | Devices & Device Modes | New Concept Art



New Concept Art

As we promised a much bigger game world in EVERSPACE 2, we have been hard at work producing a lot of new concept art pieces. Some of you have already seen them in our weekly dev & community streams on Fridays, but we’d like to share them here, too, so none of you fine space pilots miss out on anything.

The Outlaw Viper fires corrosion missiles from afar. When closing in on its target, it switches to drone behavior and folds out its armor to fire with a battery of scatterguns while orbiting around its prey - snakey!

Armed to its teeth and heavily plated, the Outlaw Dreadnought is the Frigate-style capital ship of the Outlaws. Because of its massive armor, it is almost impossible to destroy it from afar. Pilots need to dodge its high-frequency output of barrel bombs and horrifying plasma thrower turrets to find a weak spot, fly inside and take it out with a critical hit deep down in its belly and get out without being caught in the nuclear blast.

The Colonial Light Cruiser is a true masterpiece of high-tech in sci-fi warfare: It is equipped with rapid-firing rail gun turrets that do not overheat as well as EMP bombs with an enormous blast range. Thanks to its fighter hangar, the capability of making several consecutive long-range hyper jumps, and sneaking up on its target in almost undetectable stealth mode, it is perfectly suited for taking on expansive spec ops missions.

The Carrier is the pride of the G&B Fleet. To compensate for its low mobility, it not only features a super durable hull underneath massive plating, but a small fleet of fighters and drones can also launch from openings in the hull on each side to keep attackers at bay. Those hangars also serve for mining and supply vessels to land. Consequently, security measures and defense systems are extremely sophisticated to prevent any introducers from sabotaging the carrier’s supralight energy coils and its plasma turbines.

Hi-Res Player Ships

As you already know from a previous production update here on Steam, all player ships in EVERSPACE 2 are based on a modular component system that allows for a large number of different combinations of hulls, wings, sterns / rear engines, cockpits, and attachments.



To prevent having just a bunch of generic-looking player ships, we spent a lot of time and effort in defining distinctive design rules for main and sub ship classes, as well as for all the ship components, so you can easily tell which sub-class a certain ship model belongs to.



But that’s not all! Thanks to our new texturing and modeling techniques, using floaters, decals, and emissive materials, you will also feast your eyes on much higher per-pixel details on the exterior and interior ship surfaces in addition to customizing your vessel by choosing primary, secondary and tertiary colors, which will impact the color of your ship’s glowy bits, too. We have even more ideas for further customization features and will share more when they are fleshed out.



Ship Devices And Device Modes

Devices in the original EVERSPACE were items that would drop as loot from various sources and could be installed into your ship's device slots. They came in two flavors, active and passive. While active devices needed to be activated in order to apply their effect, passive devices would provide permanent stat bonuses or other benefits while they were installed.

The similarity to skills you know from traditional RPGs has not escaped us, of course. That's why we want to take this idea further in EVERSPACE 2 and have decided to link the devices directly to the player progression. That means that once found, devices will remain unlocked and can be accessed and installed at will. Passive devices were replaced by the equipment items you install into your ship, such as platings, energy core, etc.

New Devices and Device Modes offer a variety of combination possibilities and synergy effects for pilots who want to get the most out of their spaceship.

A further novelty over the predecessor are the so-called Device Modes. These are passive extensions that alter the function of a device to varying degrees. A maximum of three modes can be unlocked per device and only one of them can be active at a time. To unlock device modes, you will need special tokens that can be obtained, for example, through level-ups or as a reward for missions. The idea behind Device Modes is to allow you to tailor your build to your taste through complex synergies with other devices, perks, items, etc.

For example, there is a new device called Annihilator Virus that infects targets with a system virus that spreads to nearby enemies and causes a massive explosion once the timer ends. One of its device modes causes it to deal increased damage for every debuff active on the target. Now, if you use your EMP Generator right before the virus explosion, the target will receive extra damage for the EMP debuff. The EMP Generator, on the other hand, has a device mode that causes affected targets to lose shield hitpoints over time. Since this is another debuff, the explosion will deal even more damage.

This is the kind of decision-making we're aiming to promote with these systems, and we would love to hear your thoughts about it on our Discord server, our EVERSPACE forum, or in the comments below.

Planetary Locations

Being able to explore new and strange planets has always been one of the biggest dreams for many space game enthusiasts. In space simulations, where exploration for hundreds or even thousands of hours is the main pillar of the game, there is no way around procedural world generation, and we’ve already seen some great examples for this concept. However, there are some fundamental downsides to it.

For starters, working with high-quality, pre-baked global illumination solutions in procedurally-generated environments is not possible, especially if the game world is truly seamless. Secondly, game designers have much less control over gameplay and environmental design in procedurally-generated game worlds, which only gets worse when trying to implement a proper story campaign, featuring cutscenes and scripted events. In fact, we spent a lot of effort and time managing randomization and player frustration in the original EVERSPACE.

Since we dropped the roguelike formula in favor of a persistent open world with fixed handcrafted locations in EVERSPACE 2, we can now take the overall experience to a whole new level, especially on planetary locations as you can see in this planet exploration GIF (too large to upload here).

However, having handcrafted planetary locations with super hi-res height maps, high-quality illumination solutions, large set pieces featuring lots of surface details as well as lots of interesting activities going on in the sky and on the ground, comes at a price: They not only take a lot of time and effort to create, they are also very memory-heavy.

To manage your expectations: We really want to prioritize those features mentioned above. What it means though is that we're not able to implement a large number of explorable planets, rather, we're focusing on a few that are most important to the story and the overall game experience. Also, there is no way around the fact that these sections will impact load times by a few extra seconds but hey, we like to think seamless atmospheric descending is totally overrated anyway.

So, if you want to see more of the all-new planet locations in-game as well as Ship Devices and Device Modes in action don’t miss today’s dev & community stream on Twitch, YouTube and Mixer from 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT.

See you online,
Michael and your dedicated ROCKFISH Games Team

Everspace 2 - Neuer Early-Access-Termin und weitere Details zur Entwicklung




Die Hamburger Rockfish Games haben den Launch der Early-Access-Phase zum Open-World Weltraum-Shooter Everspace 2 auf den Dezember dieses Jahres verschoben. Zunächst sollte diese bereits im September beginnen. "Die Verzögerungen haben ebenfalls Auswirkungen auf die Closed Alpha, die nun Ende Mai 2020 starten wird sowie die [...]

» Komplette News auf pressakey.com lesen