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EVERSPACE 2 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

EVERSPACE™ 2 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

EVERSPACE™ 2 Planetary Combat Gameplay Trailer at PC Gaming Show



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

Keep your 👀 peeled for our planetary combat gameplay trailer at PC Gaming Show on PC Gamer, June 6 🚀💥

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

EVERSPACE™ 2 Blog - Planetary Locations | Player Ships | Devices & Device Modes



Greetings, Pilots!

We hope everyone is doing alright during these challenging times. Fortunately, the entire ROCKFISH team and our loved ones are safe & sound. We are incredibly grateful that we can work from home, and for the fact that we are still in a financially comfortable position so we can continue working on EVERSPACE 2. Sure, we're losing a bit of steam as up- and downloading tens of gigabytes of graphic assets and test builds to and from the cloud is no joke. What used to take minutes can now take several hours. Our communication is also a bit slower, but considering the situation the world is currently in, we can be very pleased with the progress we're making.

As we don’t expect this crisis to be over any time soon, we decided to run more Prototype code giveaway campaigns like we currently do on Bleeding Cool, LogitechN, Critical Hit Gaming, PCGamesN to compensate for missed opportunities to demo the alpha and beta version of EVERSPACE 2 to our fans, content creators, and the media. Make sure to also follow us on Twitter, so you won't miss out on any future goodies.

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, check out our dev & community stream:
https://www.youtube.com/watch?v=OJUCI_kuP5M

Take care and stay safe!
Michael and your dedicated ROCKFISH Games Team

EVERSPACE™ 2 Blog - New Timeline | Cockpits | VR | New Assault Fighter | ULTs



New Timeline

It sounds like right out of a sci-fi horror movie: An aggressive virus is spreading around the globe, causing great uncertainties, severe supply chain issues and cancellations of big international events pretty much everywhere. Unsurprisingly, all our GDC meetings with major platform holders and potential console co-publishing partners have been canceled, too. We are now setting up conference calls or meetings at upcoming events. Right now, we are prepared for everything and are hoping for the best. In short: We have to deal with a lot of uncertainties regarding business development, external game production as well as marketing and PR.

Another issue is that some AAA blockbuster titles will hit our initial Steam Early Access release date: The hotly-anticipated open-world sci-fi shooter RPG Cyberpunk 2077 was recently pushed back to September, plus the brand new sci-fi looter shooter RPG Outriders from Square Enix has just been announced to release the same month, too. Obviously, there is quite an overlap between those audiences and ours, so we have decided it wouldn't be wise to directly compete against two sci-fi shooter RPG juggernauts, leaving not much room for any other sci-fi shooter coming out at the same time.

Considering all those new challenges, we had to make a tough decision about postponing the EVERSPACE 2 launch on Steam Early Access, now aiming for early December this year. Consequently, we’re also pushing the closed Alpha back to the end of May and the closed Beta to August. We will reach out to backers with creative rewards towards the end of this year.

Even if this is just a strategic decision to mitigate commercial risks when major market conditions change, we are fully aware that some of you won’t be too happy about this, but we hope for your understanding. Thankfully, we’re in a financially comfortable position, so the project itself is not at risk, and we are developing the game internally as planned. This extra time also means we’ll have more content for you to enjoy in the closed Alpha, Beta, and Early Access builds.

Okay, now that we've got that news off our mental stack, let’s finally talk about some new awesome stuff in EVERSPACE 2.

Cockpits

Fast-paced combat in open space as well as inside of interior locations will remain the main pillar of the EVERSPACE franchise, so location awareness in 3D space as well as strafing quickly in any direction is key to survival. This is a reason why playing in 3rd person view is advantageous. However, we know from the predecessor, there is also an avid group of space pilots who put game immersion above everything else so we’re spending quite some effort on designing detailed cockpits with fully functional instruments for each player ship subclass. Let’s have a look:

Early concept art of light fighter cockpit interiors focusing on maximal FOV and minimal obstruction by display panels.

With its focus on forward-oriented combat at high speed, cockpit interiors of the medium fighter class resemble the layout with centralized instruments in military jet fighters of the 21st century.


At the price of a partially constrained view, ships of the heavy fighter class will feature sturdy cockpit interiors equipped with large displays, making pilots feel always comfy and not lose control even when taking a few frontal hits...


3D modeling of the Interceptor cockpit.

You can see in the early concept art above that each cockpit interior is based on the exterior geometry of each subclass, so when swapping views the transition between exterior and interior looks accurate. The distinctive cockpit designs will also make you immediately aware of which subclass you are currently piloting.

As the cockpit system is modular, it even allows us to display certain parts of the geometry based on the ship’s tier, class or subclass. So are the positions of the display panels, whereas the interior materials will be based on the color scheme of the ship.
Similar to the original EVERSPACE, we'll have special effects displayed on the cockpit's windshield based on the status of the ship, like the current damage and shield level. We also plan to display vital information on the cockpit displays so that you can even play without any HUD elements for the ultimate immersion of space piloting.

State Of VR

Now, before some of you ask: We still haven’t decided if we will support VR at some point. All we can say is that based on the experience from the predecessor, supporting VR is a ton of work for many reasons (like overhauling the UI, rebalancing the game, optimizing to demanding VR specifications) for a total addressable market of presumably close to 35 million on PC and console.

At first sight, that number doesn’t look too shabby. However, the technical requirements for VR, as well as significant fragmentation issues and major marketing challenges, have to be factored in.

To elaborate a bit further, optimizing for PSVR on a regular PS4 all the way to the brand new Valve Index with its proprietary VR controllers takes even more effort than porting a typical PC game designed for mouse + keyboard input to also run console with proper gamepad controls from last-gen to current-gen and even to the next-gen.

On the marketing side of things, we have seen non-VR players who ignore or hesitate to buy games with a VR tag. While on the other hand, quite a lot of VR players miss or have trouble altering graphic settings in games with optional VR support, resulting in negative reviews and complaints about performance issues in VR, which of course hurt overall sales. Last but not least, it would actually be hard to justify to our entire community if we spent a lot of development resources exclusively on a feature for a comparatively small group of players.

Therefore, we decided to look at VR as a separate platform that requires a solid business case to make it worthwhile to support. Long story short, EVERSPACE 2 for VR is currently not on our list, but who knows what kind of deal might happen in the future…?

Assault Fighter Redesign

As you have probably seen in our vlog about player ships, we also spent a lot of time and effort on making sure that our modular design approach does not lead to a pool of generic-looking ships. Our mantra is that every model has to look slick and distinctive but also fit in its subclass. While we were very pleased with the community feedback on our ship designs so far, we felt the original bi-wing design of the Assault Fighter was underwhelming if not a bit awkward, so we decided to come up with a redesign.

Aero spikes on spaceship engines? Yes, please!

Apart from that, the redesigned Assault Fighter is our new favorite player ship, and we would love to hear your feedback in the comments below or on Discord.

Ultimate Abilities

What’s a looter shooter without a devastating superpower attack that you can unleash to gain back the upper hand when under great pressure...? Exactly! Think of your class-based Super in Destiny or Ultimate in Anthem, Overwatch or any MOBA.

The ULT ability “Static Overload” temporarily turns the Sentinel’s primary weapons into lightning guns, firing arcing electricity at enemies and everything around them - annihilate by electrocution, that is.

For those who are new to this, here is how it’ll work in EVERSPACE 2: Ultimates (ULTs) are special ship abilities that can be activated to unleash a mighty offensive or defensive power. They need to be charged by shooting down enemies, or, later in the game after the right perk has been unlocked, they can also be charged by other means, e.g. by collecting energy orb remains or getting hit by lightning.

Each Ultimate is tied to a specific ship subclass, designed to exploit its full potential. For example, a certain heavy subclass might have an energy shield that reflects incoming shots back to the attackers, while one of the light subclasses unleashes a power that allows the ship to quickly teleport between targets, leaving behind a shredding energy trail, corrosive mines or web fields.

Sounds very exciting, right? Well, if you want to see more of the new cockpit interiors, how the Assault Fighter blockout looks in-game, and also get a taste of the Sentinel’s Ultimate electrocuting waves of enemies, watch the archived dev stream:
https://www.youtube.com/watch?v=PzHvKydVhXY

Also, don't miss today's dev & community stream covering yesterday's EVERSPACE 2 production update about handcrafted planetary locations, hi-res player ships, RPG-style ship devices & devices modes, and new NPCs 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