Everspace 2 cover
Everspace 2 screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Everspace 2

EVERSPACE 2 Release Date Coming Soon

Five years of development. Two years of Early Access. One more week until a release date!

Here's a taste of the coming trailer. Stay tuned to this frequency, pilots! 🚀👀



We'll see you in space!

Galactic greetings from Lee and your dedicated ROCKFISH Games Team

Patch Notes - 0.10.30179 (Hotfix) - Changelog



Hey pilots,

Thanks for all your feedback on the big content Ancient Rifts update (0.10.30110) that dropped about a week ago. Overall, the response from the community was very positive, but a few issues did slip through the cracks. To get those kinks ironed out, our team has been working hard to deliver this hotfix with the changes below swiftly:

Tweaks

  • Balancing: Increased hull HP scaling from ship tier
  • Balancing: Reduced "Devotion" fire rate
  • Balancing: Reduced "Bob" respawn delay
  • Balancing: Reduced "Omni Manus" kinetic damage but increased energy damage
  • Balancing: Increased loot quantity in Ancient Rifts at lower Lunacy levels
  • Balancing: Increased loot quality in Ancient Rifts
  • Balancing: Increased Resolve recharge from enemy kills, even more so for tougher enemies
  • Tears of the Mad are now automatically collected in Ancient Rifts
  • Allow using Tears of the Mad to guarantee legendary rewards from Ancient Rifts at Lunacy 0 and 50
  • Rare items will now always have 2 bonus attributes instead of 1 or 2
  • Improved performance in Ancient Rifts
  • UI: Racing stats are now hidden until the first race was completed (community suggestion)
  • Integrated a bunch of dialog translations for all languages

Bugfixes

  • Fixed that ingame menu was leaking memory when visible
  • Fixed potential memory leak in item shop when switching from grid to list view
  • Fixed periodic performance hitches related to "new" indicator animations (removed animation for now)
  • Fixed that after selecting "show on map" on job board you were not sent back to the job board when pressing "back"
  • Fixed that job offers and random events were created above max level
  • Fixed that rift pull-in at the end of an Ancient Rift sometimes gets skipped
  • Fixed dialog when following armored drone in Union Bridge still playing when drone is already destroyed
  • Fixed that armor was not repaired after destroying an enemy in Ancient Rifts
  • Fixed that camera was clipping through drone mesh for remotely steered drones when switching to first person camera
  • Fixed rotation slowdown of Ancient Lenses when grabbed for the first time
  • Fixed invisible landscape collision in Vesna Mining Colony and built a new light map
  • Fixed bomb drone underwater behaviour causing a blocker in Side Mission "Gang Wars II"
  • Prevent Vindicator drones during side mission "Detoxification" from attacking Redeemers, potentially blocking the mission
  • Fixed a missing scan target in the mission log of Side Mission "Parasite II"
  • Prevent an exploit by not allowing usage of devices during a race countdown anymore
  • Fixed freeze frame during Ancient Rift portal travel animation
  • Fixed unintentional variation in weapon energy output on "Nexus Heart"
  • Fixed Gunship Coil Gun Turret having perfect aim
  • Fixed incorrectly counted secrets in Drake Passage
  • UI: Perk indication icon was not showing completable state in case only credits were missing


For pilots on Gamepass for PC, this latest build has also been submitted to the Windows Store and is currently in certification. It should go live very soon. đŸš€đŸ’„đŸ™Œ

Don’t stop being awesome, 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 Kizaw, join our discord and drop them pretties in the #screenshot channel.

The Ancient Rifts Update Is Out | Changelog 0.10.30110



Greetings, pilots!

Northern Fall is here, and, as promised, we’re dropping our final major update during Early Access, featuring a sliver of endgame content, legendary items, new missions, and much more. Furthermore, your valuable feedback aided in a significant overhaul of our level-scaling approach. This will hopefully make more pilots happy about feeling powerful by leveling up while keeping beginner and intermediate areas relevant later through meaningful game world state changes.

Now, before anyone rage quits because level-scaling is here to stay, let’s hear from our top pilot and Community Ambassador, Erik Schrader, as he explains the major changes and additions:



Overhauled Level Scaling


Let’s address the elephant in the hangar first! We’ve noticed a subset of pilots not being happy with level scaling, especially at the beginning of the game. While others appreciate having a challenge wherever they go and would find fighting underwhelming opponents that drop no meaningful loot just flat-out boring, some pilots just love to obliterate space baddies after they have advanced a few levels and are frustrated if enemies level with them; we get that.

It’s tough trying to make two opposite kinds of player types happy, but we hope we found a fair solution that works for both sides: Instead of having enemies level with you constantly within a given level range per star system — there’s a lot more to the mechanic, but I’ll leave it at that — pilots can now over-level up to a certain point. These are events like reaching a specific player level, a major plot point in the campaign, or entering a new system. If a combination of conditions is met, previous game areas will level up, and you’ll get a message that is even woven into the game’s lore.



Meaning, within the first few hours of the game, there is no level-scaling in missions or while exploring locations anymore. However, after you have made some progress in the second star system, Union, you will be notified that enemies become stronger in Ceto, the beginner area, so you won’t be able to one-shot’em. In fact, if you’re lazy, you’ll be turned into stardust in no time. Enemies won’t chicken out on you or just idle in space without aggro. They’ll put up a fight, thus dropping meaningful loot when defeated. On the other hand, if you’re feeling lucky and rush into higher-level systems, enemies will no longer level down, so you might wanna do a few side missions, distress calls, jobs, or location challenges first to really earn going and find some high-level gear.

It’s a massive change under the hood, so we encourage everyone to start a new game and let us know what they think about the new system, but don’t forget to use all tools available to your disposal: ship devices, consumables, ULTs, crafting, shopping, exploiting weaknesses, dodging enemy fire, and using the environment to your advantage.

New Stuff To Do, Fly & Kill


While the team is still working on the remaining missions of the campaign, including two more boss fights and the final encounter, the fall update offers a slew of new activities. Of course, the most significant addition is introducing Ancient Rifts, which we’ll cover further below.

Now, most looter-shooters are all about the endgame, but, since space exploration is also dear to us, we added even more things to do in the systems currently in the game. So, even if you don’t want to start a new game now, there are plenty of new puzzles, jobs, distress signals, and three new side missions, one in Union, one in the Khaït Nebula, and one involving overhauled racing events.



New job types can be found on the new job board at Kato Palace in Prescott Starbase as part of a new side mission. Introduced via a new side mission, featuring an old and beloved friend from the predecessor, all racing events in the game received a massive overhaul to make them more appealing. For starters, pun intended, you can jump right back to the beginning anytime you fail the course somewhere in between, like missing a ring or crashing into an asteroid. Furthermore, racing events now offer incentives, and the benchmarks have been altered accordingly. You’ll also notice some graphical touch-ups here and there.


New challenges are on! Can you beat our Platinum times?

With the fall update, we also added a new wing set for the Bomber, aka the Titan, when equipped with this new wing type, as well as two new Outlaw units, the Raider and the Tormentor.


The Titan is probably the more elegant version of the Bomber series, with its wide-spread wings giving it a less chunky look than the Cyclops, especially from the player’s perspective.



The Outlaw Raider is a light fighter but comes with armor; it enters drone-like close combat if its target is webbed, so better stay on your zero-G toes!


The Outlaw Tormentor is relatively fast for a heavy fighter. It shoots rapid rocket salvos, so better get your boost-strafe ready for rapid evasive maneuvers!

To give pilots a broader choice of tools to work with when fighting against enemies that dish out a ton of damage, we added the Front Shield Generator with this update. It’s an extremely powerful passive device that you can tweak to your liking: In Avenger mode, the FSG reflects blocked shots back to attackers; set to All Day, blocked damage is converted into weapon energy, and when using On Your Left, the shield is 25% smaller but will automatically turn towards the closest enemy facing you.

Ancient Rifts


In our Kickstarter from 2019 (time really flies!), the Ancient Rifts stretch goal was unlocked by some eight-thousand awesome backers. Back then, we only had a vague vision of how these would look like and how they work, but we’ve always envisioned Ancient Rifts to bring back some of the crazy mechanics and challenges and that “one-more-run-feeling” of the first EVERSPACE.



In EVERSPACE 2, you can now have a similar experience by opening multi-staged rifts that become increasingly stronger with a chance of a legendary item dropping after you defeat the boss in the final stage. Much like in the predecessor, where you could increase the difficulty for each run and pick handicaps between sectors in Hardcore mode, you can now ramp up Lunacy before opening a rift and picking a portal with different modifiers leading to the next stage to define your individual challenge. Of course, bigger risks will yield greater rewards, like a higher legendary drop chance and better loot overall.



As the endgame activity of a fast-paced space shooter, we want you to dive right into the battle with an optimized build and unleash mayhem on your enemies rather than camping behind an asteroid and picking one target after the other from a safe distance. So, to avoid been thrown out of the rift, you must maintain your Resolve score by defeating opponents rapidly and keeping your hull integrity above zero. Sounds intimidating, but don’t you worry! You’ll get all your health and your consumables back no matter if you succeed or fail in a rift. Of course, failing means no rewards, so you better enter fully geared up because your equipment while in a rift is locked.



That said, to prevent pilots from farming rifts like there’s no tomorrow, we’ll implement a system where you have to earn a particular resource to open rifts by completing other activities, beforehand. It won’t be too much of a grind, though, just enough against the inevitable rift cheese.

Before we move on to legendaries, bear in mind that this is just the first implementation of Ancient Rifts while we have a few more endgame aces up our sleeves for the v1.0 release.

Legendary Items


Finally, legendaries made it into the game! We know, many of you have been waiting for this since the tease of a legendary beam laser, the Agent of Redemption, from the EVERSPACE 2 prototype back in 2019. Well, now is the time to go hunting for some legendaries in the all-new Ancients Rifts. If you have watched Erik in the most recent gamedev streams, you already saw some crazy legendary weapons like Eye Of The Storm, Thundercore, Wrath of the Fallen, Bob, Pango’s Pride, or The Final Reckoning. We haven’t decided how many legendaries there’ll be in the final game, but expect to be able to find at least one per main item category.



Then, there are also legendaries designed/inspired by our backers with some cool ideas. To make sure at least some of those are a guaranteed find, we decided to have those as side mission rewards in the v1.0 release, which will also help introduce legendaries to pilots unfamiliar with the looter genre.

Now, while Erik was able to equip several legendaries in his dev build, there are limitations in the official version. Since legendaries are intended to have a significant impact on your build and the playstyle they’re suited for, you’ll be able to equip only one legendary at a time, with a second coming in higher ship tiers or even another slot to be unlocked via a companion perk, maybe. For the time being, players are able to equip two legendaries until we implement the T4 ships with the full release.

QoL Improvements


The team, in particular Andi, Sven, and Ingmar have also been hard at work to streamline game saving significantly. It’s a rather extensive topic and has great impact on the overall experience, as save games are automatically created when reaching mission checkpoints, docking, and entering locations. We've specifically addressed lags becoming more prominent with increased total play time and save file size due to the number of LocationStates growing over time. Ingmar, our Technical Engineer, provided a two-page-long tech document of what has been done so far, basically saying: “we’re not done here!” I’m saving the details for an upcoming deep dive into game performance in EVERSPACE 2. Bottom line: game saving is now twice as fast!


This is what profiling in Unreal Insights usually looks like. This specific session shows our latest improvement, where we keep certain information buffered in an "always ready to write" state to speed up data serialization.

Per community request, the Reflecting Panel also received an overhaul for better handling as the puzzle was a bit fiddly, indeed. The panel itself now has a nice unfold animation, too, both thanks to Toni, our Lead Level Designer.

Changelog - 0.10.30110


Features

  • Removed most of the dynamic enemy level scaling and added a few specific, system-wide leveling events
  • Added the first version of Ancient Rifts
  • Added new side quests
  • Added Legendary items
  • Added new Outlaw units: Outlaw Raider and Outlaw Tormentor
  • Added new secondary weapon: Cruise Missiles
  • Added new device: Front Shield Generator
  • Added new Bomber: Titan
  • Added new Gunship: Dominator
  • Device Mastery modes can now be previewed
  • Added new job types (and job board for Kato)
  • Added new unknown signal/distress call types
  • Added option to keep audio playing when game is unfocused
  • Added new data sub-tab "The Story So Far" to rewatch cinematics and recap the latest story development (mainly placeholder content)
  • Added AMD FidelityFXℱ v2.1.1 to the AI-Upscaling methods
  • Overhauled racing activity
  • Overhauled ship dealer
  • UI: Overhauled ship selector
  • UI: Stats tab rework - Added racing stats overview

Tweaks

  • Reworked Sentinel special: now increases primary weapon fire rate by up to 20%, depending on shield charge percentage
  • Zurilia Bombers will now briefly disable their front shield when firing missiles
  • Striker ULT will now automatically deactivate if no further enemies are in range
  • Reduced drop chance for signal decoders as High-Risk Area boss loot
  • Some structures like tanks will now also sometimes drop scrap metal when destroyed
  • Improved speed of save game creation to reduce lag during saving
  • Saving during Enemy Wave Challenge is now no longer possible due to exploitative behavior
  • Missiles fired by the "auto-fire at critical hit" attribute now have a 60% reduced damage/effect
  • Changed look of Service Drone
  • Changed look of Elek's ship
  • Improved boss fight in Ghost Fleet: Better flight behavior that makes it easier to hit the boss
  • Improved boss fight in Ceto before entering Union: More health and better weapons
  • Increased loot quality bonuses of High-Risk Area mutators
  • Improved Fusion Hook "Kunai" behavior to prevent targets from overshooting
  • Completing certain unknown signal or distress call events will now grant a small amount of renown
  • Improved Reflecting Panel behavior for better handling
  • Item indicators for outleveled equipment now take rarity into account as well
  • Weapons are aligned straight forward in sequences now
  • Crafting - Removed general restriction that crafted items cannot be modified
  • Crafting - Added restriction that items above player level cannot be adapted if gap is higher than 2
  • Balancing: Buffed Retaliator units
  • Balancing: Reduced "Downtime Warrior" perk effect from 25% to 15%
  • Balancing: Increased Thermo Gun projectile homing agility
  • Balancing: Reduced Zurilia Drone damage
  • Balancing: Brought damage and hitpoints scaling to equal levels, i.e. reduced both enemy health and player damage potential
  • Balancing: Slightly increased "Very Hard" difficulty
  • Balancing: Increased some NPC armor/shield hitpoints
  • Balancing: Increased Sentinel Expertise scaling
  • Balancing: Increased "Percussive Maintenance" perk proc chance but reduced effect
  • Balancing: Increased Vindicator Expertise scaling for drone HP and damage
  • Balancing: Reduced Executioner damage and increased spread
  • Balancing: Increased Bomber base HP and shield/armor bonuses
  • Balancing: Reduced Bomber secondary energy consumption
  • Balancing: Reduced Gunship Expertise scaling
  • Balancing: Reduced Gunship boost speed passive bonus
  • Balancing: Increased Structure scaling
  • Balancing: Slightly increased Corrosion Injector damage
  • Balancing: Improved aiming precision of Vindicator drones
  • Balancing: Increased credits earned from jobs but decreased XP
  • Balancing: Increased Utility damage scaling
  • Balancing: Increased Bloodstar Repeater kinetic damage
  • Balancing: Increased Cave Crawler corrosion damage
  • Balancing: The primary attributes, Firepower, Precision and Structure, can now roll simultaneously on items
  • Balancing: Increased Umbra DPS
  • Balancing: Increased Homing Missile damage but reduced their fire rate
  • Balancing: Increased missile ammo across the board
  • Balancing: Increased Ceto Ghost Hunt boss hull and armor hitpoints
  • Balancing: Slightly reduced mine ammo across the board
  • Balancing: Reduced mine fire rates across the board
  • Balancing: Slightly reduced Rail Gun charge duration
  • Balancing: Adjusted some device cooldown values depending on device level
  • Balancing: Increased Energy Shield consumable hitpoints fraction
  • Performance: Fixed performance lag when a random travel map encounter is popping up
  • UI: High-Risk areas now display with proper HUD marker in supralight even if not hovered or targeted
  • UI: Secondary weapons with low fire rates now display a cooldown in HUD to indicate when they can be fired again
  • UI: Overhauled Game Over screen design
  • UI: Added message banner for harmless/underleveled signal decoders on activation
  • UI: Added message banner for harmless/underleveled high-risk areas when trying to set waypoint
  • UI: Added indicators to missions and renown screens for rewards that can be claimed
  • UX: The Crafting tab is now hidden until the first crafting inventory item was added
  • UX: Crafting parts of the respective rarity will now be hidden until the first item was dismantled
  • UX: Crafting tab now stays on selected category until ingame menu was closed
  • UX: Made refinements to Crafting inventory when using gamepad and keyboard to navigate to new items
  • UX: Reworked Perks tab navigation and selection priority logic (e.g. implicit selection of investable perks after companion was changed)

Bugfixes

  • Added missing location map image for "Drake Passage"
  • Fixed item grades not correctly applied when claiming job renown rewards
  • Fixed Daredevil master challenge achievable in lower rarity high-risk areas
  • Fixed Renegade Plating not showing correct blueprint progress
  • Fixed doing shenanigans via an exploit by not allowing to access photo mode while the ingame menu is opened
  • Fixed that after a long playtime it was possible that no valid positions for new job offer locations, unknown signals or high-risk-areas could be found anymore
  • Fixed that some Tier 3 ships that don't have Tier 3 wings, yet showed Tier 1 wings as fallback instead of Tier 2, even if that was available (only fixed for newly generated ships on offer)
  • Fixed that secondary weapons received 0 energy when installed, even if not flying Bomber, and thus could briefly not be fired
  • Fixed weapons not tracking the crosshair correctly in first-person mode
  • Fixed that the final fight of the mission "The Convert" could happen in different locations
  • Fixed that vindicator drones left the location after a "Battle Support"-mission was done
  • Fixed unlimited boss invulnerability in gas harvester boss fight if weak points are destroyed too quickly
  • Fixed that there was a regular jump-in instead of a "arrive via bypass"-animation when fast-traveling between Union locations "Torn Station" and "Prescott Starbase"
  • Fixed infinite range on Fusion Hook "Kunai" mode
  • Fixed Magnetic Repulsor "Swing Together" mode affecting invalid target types
  • Fixed Stinger passive incorrectly restoring 100% of shield hitpoint instead of 25% on device use
  • Fixed soft-lock during "The Eye" if dying with a drone right after having hacked a server before gaining control of player ship again
  • Fixed Teleporter "Parting Gift" mode damage scaling
  • Fixed an issue in "Gang Wars 3" and "Battle Support" type missions that could lead to having no NPCs.
  • Fixed hero attributes of items having wrong appearance after replacing them with an item from the shop
  • Fixed Scout Expertise not increasing range of secondary weapons
  • Fixed discovery percentage on map locations not immediately updating after discovering a secret
  • Fixed Anti-Missile Drone shooting beyond its weapon range in High-Risk Areas
  • Fixed that Vindicator drones were still fighting Okkar after wanted state wore off
  • Fixed Sentinel ULT "Static Overload" draining weapon energy
  • Fixed Bomber ULT "ARC-9000" continuing to drain ULT energy after exploding
  • Fixed Striker ULT "Quantum Tether" jumping to invalid targets after original target is destroyed
  • Fixed Bomber ULT "ARC-9000" memory leak
  • Fixed that for some users the game would show a black screen at start for a couple of minutes when having a VR headset connected by removing some default OpenXR plugins Unreal Engine ships with
  • Fixed that player would jump away during "turn around" sequence if jump was being charged when sequence started
  • Fixed skybox artifacts occurring on AMD GPUs
  • Fixed that two Tareens were visible during one of the "Emissary" mission sequences
  • Fixed minor issues in several sequences
  • Added Drake system Spatial Bypass location to "Rips In Space" task locations when Drake is unlocked and Bypass is not yet built.
  • Fixed wrong calculation of weapon damage modifiers at higher levels
  • Fixed Level 25 player perk "Preparation" not removing stacks when deselected
  • Fixed Bomber passive "Target lock-on duration reduced by 50%" not working
  • Fixed that tutorial box for supralight auto-pilot showed "ok" action binding instead of "interact" binding
  • Fixed that player drones could destroy targets during a sequence
  • Fixed that friendly mines could also be included in the "Destroy all mines" task during "Back to Work", which lead to a mission blocker
  • Fixed detonators without timers not being correctly reset after leaving the area
  • Fixed Freelancer Freighter containers not exploding
  • Clamp job item rewards to max stack size (if there is one)
  • Fixed that invasion enemies could spawn above max player level
  • Fixed that consumables became more valuable with higher player levels
  • Fixed DLSS mode being set to off when changing game maps
  • UI: Fixed that side-by-side compare item icons were missing in some cases
  • UI: Added missing scrollbar to map location and ship stats info widget
  • UI: Fixed that when unlocking a blueprint the category and/or rarity was not changed in some cases
  • UI: Fixed that wrong device mode indicator could be shown after a device reset
  • UI: Fixed that player attribute buttons could be unresponsive in some cases
  • UI: Fixed that tab buttons stayed highlighted in some cases even though they were not hovered with mouse anymore
  • UI: Crafting consumables - Fixed that filling up equipped stacks could lead to multiple half-stacked slots in cargo
  • UI: Crafting consumables - Fixed that equip action was sometimes rendered inactive but was still executable
  • UI: Fixed that zoom in and out actions on map were still possible when resource selection widget was shown (gamepad only)
  • UI: Fixed action button captions overlaps in English and German localization
  • UI: Fixed perks details for locked player perks which could show a lock icon instead of the unlock level in some cases
  • UI: Fixed that the craft action button on empty slots was sometimes rendered inactive even though it was active
  • UX: The ship selector is now usable again on the inventory screen when using a gamepad
  • UX: Multiple fixes regarding the crafting screen navigation and input logic
  • UI: Fixed that loot container screen wasn't implicitly closed in some cases after the last item was removed
  • UI: Fixed that perk container label could show a wrong text in one situation
  • UI: Fixed that perk slot invest hint icon could have a wrong state in some cases
  • UI: Fixed that Dax's temporary reactor repair perk could stay after upgrading until a location was left
  • UI: Fixed that the perk slot action buttons could be temporarily hidden in some cases

Tweaks (Only relevant when having played on the experimental branch before)

  • Increased drop chance of "Tears of the Mad" in Rifts
  • The hologram flag on a racing gate is now faded out when getting close for better readability
  • Mounted turrets are no longer affected by Thundercore
  • Updated Rift visuals
  • UI: Story so far - The completion ratio is now hidden (community suggestion)
  • UI: Story so far - Updated description texts and preview thumbnails
  • UI: Story so far - Gallery action buttons are now only shown in case more than one image is available

Bugfixes (Only relevant when having played on the experimental branch before)

  • Fixed that when having cargo unit BOB installed, a new BOB was spawned whenever a drone was possessed
  • Fixed potential freeze when reviving NPCs with "Wrath of the Fallen" while using High-Pressure mode from Energized Boost
  • Fixed that the job list was not showing correct jobs for a station when two job boards were available in the same location and having viewed the other station's job board previously
  • Fixed that NPCs revived via "Wrath of the Fallen" were respawned after reentering the location
  • Fixed that Ancient Wardens were not destroyed after 10s when being revived via "Wrath of the Fallen"
  • Fixed that distress calls of type "Faction Battle" could spawn with invalid friendly faction
  • Fixed that cloaked containers at unknown signal locations of type "Hidden Stash" always had the same loot
  • Fixed that some damage sources were not scaled correctly in Rifts
  • Fixed corrosion mines and missiles not increasing damage with Final Reckoning buff
  • Fixed Bomber Titan wing collision mesh and added missing exhaust effect for Tier 2
  • Fixed that Distress Call of type "Items Needed" could succeed even though ship in need was destroyed
  • Fixed that Maddocks could be killed by his own mines in Sato Orbit
  • Fixed that rarity colors of ships in ship dealer screen were incorrect
  • Fixed interact marker on Spatial Bypass when constructing
  • Fixed Primesense Observer giving too much expertise
  • Fixed legendary weapon Devotion not consuming ULT energy when not placed in first weapon slot
  • Fixed that for "Volatile Goods" job an explosion could still be triggered even though goods had already been unloaded
  • Fixed that drone in "Volatile Goods" job could accidentally be destroyed by AI
  • Fixed that secrets being incorrectly counted for the location completion due to the newly placed Mainframe Components in Zharkov, KhaĂŻt Nebula and Drake
  • Fixed that Ramen Delivery Drones could carry objects
  • Fixed "Omni Manus" sometimes causing the Missile Defense System not to trigger at all
  • Fixed crafting inventory not being cleared after tutorial which led to the crystal gathering task already having some progress


Alright, so much for the fall update. It’s not as meaty as the previous one because overhauling level scaling took us quite some time, while the remaining star system and the rest of the campaign are reserved for the v1.0 release. However, we think there’s still plenty of new stuff to check out, and we look forward to your esteemed feedback, as always.

And with that, I’ll leave you to it, hoping to see many pilots in our first official Ancient Rifts live stream on Twitch and YouTube, this Friday 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. đŸš€đŸ’„đŸ™Œ

Don’t stop being awesome, and see you in the Ancient Rifts!
Michael and your dedicated ROCKFISH Games Team

PS: As usual, we timed another sale with the release of the Ancient Rifts update. At 25% off, this is the best deal you can get — unless you’re on Game Pass for PC — before we’ll raise the price a few weeks before the v1.0 release when we’ll also follow Steam’s latest regional pricing recommendation.



VOD: Ancient Rifts Sneak Peek | Experimental Release



Hey there, pilots!

The VOD of the latest live sneak peek of the Fall Update, aka Ancient Rifts, is up. Ace pilot and beloved Community Ambassador Erik Schrader took another deep dive into an Ancient Rift, while also explaining the entirely overhauled enemy scaling (yes!) before we flipped the switch and dropped the latest dev build on the experimental branch for all daring test pilots to explore before the official release in about a week or so.



If you want to get into all the nitty-gritty details, here's the changelog and access instructions for the experimental branch. Friendly reminder: please don't spoil any side mission content before the official release, thx! 🙌

Don't stop being awesome, and happy testing! đŸš€đŸ’„
Michael and your dedicated ROCKFISH Games Team

Ancient Rifts Sneak Peek



Greetings, pilots!

We’re in the middle of the Northern hemisphere Fall, and the next update is only a few weeks away. Time to delve into a very early version of endgame content, aka Ancient Rifts, in EVERSPACE 2.

It’s still early days, and even in the fall update, we’ll present only a small version of what we envision for the endgame at full release, but we simply cannot wait to get your feedback on this first iteration.

So, buckle up and, together with Erik, our Community Ambassador, get sucked into your first Ancient Rift! Let’s see if he can pull out some mighty legendaries from the event.

Join us this Friday on Twitch and YouTube, 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.

If you want to catch up on development, check out our short & snappy recaps below:







Don't stop being awesome, and see you in space! 🚀đŸȘđŸ™Œ
Michael and your dedicated ROCKFISH Games Team

VOD: Gamedev & Community Streams July Recap



Hey there, pilots!

We're a bit late with our monthly recap due to the major content update that dropped earlier this month. Nonetheless, we want to give you a quick wrap-up of what we've been covering in our weekly gamedev & community streams the month before Drake: Gang Wars was released.

So in July, Erik covered the level rescaling to give pilots a better feeling of gear progression, making you feel more powerful the higher the item level that gear is dropping with. We're aware that some pilots just hate level scaling regardless of how integral it is to looter-shooter gameplay. That said we're not done refining the system, so you can expect some changes in the autumn update that will also introduce a snippet of the endgame as well as unique legendary items featuring extraordinary attributes.

Speaking of attributes, Ship Attributes have also been rescaled to provide more impact and make those location challenges more meaningful, so even if you don't like the puzzles in EVERSPACE 2 there's now a good reason to do them nonetheless. ;)

Next are six new perks that have been added to the game; three are unlockable through companions; the other three come available as player perks when hitting level 25. Not listing them here as you can easily pause the video when Erik is talking about them.

In the second half, Erik covers new ship modules for the Vindicator as well as Flak Smart Ammo that prevents killing yourself when firing at targets right in front of you — you're welcome!

Finally, Erik shows that Ships Devices now come with different ranges to make them more distinct and impactful to your playstyle:



Alrighty, this is it for now. If you want to keep on track of what the team is working on in the next few months, make sure to stop by our weekly live streams not to miss out on the latest in development on YouTube and Twitch every Friday 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT!

Don't stop being awesome, and see you in space! 🚀đŸȘđŸ™Œ
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 Flori, join our discord and drop them pretties in the #screenshot channel.

The Drake: Gang Wars Update Is Out | Changelog 0.9.28028



Greetings, pilots!

The wait is over: the hotly anticipated Summer Update aka Drake: Gang Wars is finally here! It’s our most significant Early Access update, adding tons of new things to the game even though we’re not done yet - there’ll be one more update later this year before we wrap things up and work on the v1.0 release which is still scheduled for early 2023.

For now, you can enjoy Drake, an all-new star system featuring well over a dozen carefully hand-crafted locations with stunning lava and ice environments, underwater exploration, exciting new enemy types and status effects, brand new challenges and puzzles as well as a three-chapter side quest, introducing daring pilots to the new system, and much more. Have a look at our official release trailer!



Drake | New Side Missions


Drake is undoubtedly the star (pun intended) of the summer update with its mesmerizing new lava, ice, and underwater locations. These environments not only look darn pretty; they also feature new damage types that players have to deal with on planets and in open space, too.





I think both the lava and ice locations are absolutely awesome. However, I was just blown away when I had to go underwater to disable mines and plant my “own” explosives in a gigantic, half-sunken space station. I haven’t seen anything like this in any other game before, and from my own wreck-diving experience I can testify this is precisely how it looks and feels. Granted, I wasn’t scuba diving on another water planet, but you get me. Gosh, I wished we had even more underwater content, but our team already said we might be revisiting those locations, again at v1.0; fingers crossed!



You get to Drake via a side quest you must pick up from Elek at the Homebase in Ceto. It’s quite a deep side quest, expanding over three missions, and will introduce you to the new system, its most prominent locations, new gameplay mechanics, and three new factions.

New Factions


In Drake, you’ll have to deal with three new Factions, the Coalition, Retaliators, and Zurilia. They have quite a vicious beef with each other which will escalate into a massive space battle. I don’t want to spoil too much but here’s some basic info about them.


The Coalition is a faction that veteran pilots probably still remember from Elek, one of the five side characters in the EVERSPACE — Encounters expansion. It’s loosely named after the Cohhilition community from top streamer CohhCarnage who’s a huge fan of the EVERSPACE series and one of our top Kickstarter backers. This time, he even went for the Space Architect pledge, which allowed helping name and design a space station in the game: The massive Letho Star Port, the main hub in Drake you have seen in the trailer, is what Cohh has been working on together with Uwe, our Creative Director. This is also where the three-chapter side quest kicks into gear — if you know what I mean when checking out Cohh’s logo on his twitch channel.


The next faction you’ll encounter is another fan-inspired faction, The Zurilia, named after Zurilia, another top-tier Kickstarter backer of ours. They control all locations that are fire-themed. Naturally, they are a pretty hot-headed bunch, and even their ships and gear make good use of some fancy heat-based technology, which can severely damage your ship components.


The third faction is The Retaliators, who control the water/ice-themed locations in Drake. You might expect them to be cool-headed, but they are also aggressive when you enter their territory, attacking with frosty weapons and dealing stun damage to your ship which can have some dire consequences when hit in the heat of a fight. Ok, my puns are not getting any better, but you’ll get the gist when listening to their dialog. ;)

BTW, since we know that not everyone is a fan of our TTS placeholders, keep in mind the new story content will be voiced at v1.0; the same goes for localization as things are still subject to change, and to make sure that voice-recording and translating text and UI are worthwhile, we need to hit a certain amount of lines.

New Perks


With the new update, we raised the player level cap to 25 and added three new player perks. Pro-tip: Retaliation, reflecting 30% of incoming damage to your attackers, is especially useful when dealing with the new damage types within the Drake system.



Good ol’ buddy Tareen, also known from the Encounters expansion, received new perks for ship dealers.



Lastly, HIVE also offers a new perk, improving your ability to switch secondaries mid-battle.



High-Risk Area Mutators


High-risk areas have received a major upgrade by adding Mutators into the mix. These expand upon the gameplay variety while creating a higher challenge for those who want to get a taste of what to expect in the upcoming endgame of EVERSPACE 2. And yes, HRA bosses are now a delicious loot piñata.


There are a number of positive mutators, like “Enemies dropping lots of credits upon death”, “G&B reinforcements on-site”, or “Spawn a protector sphere generator, which can be grabbed and used to get immunity to debuffs. On the negative, you might have to deal with “Enemies deal area damage upon death”, “Enemies drop proximity mines upon death”, “Enemies slowly repair their hull”, “Two bosses”, “Enemies are resistant to EMP”, “Enemies leave behind corrosion fields when killed”, and more nasty surprises.

QoL Improvements


Furthermore, the team has been working on several Quality of Life improvements, many of which were community-inspired. For instance, the possibility to craft consumables. But that's not all! You can now craft components from resources, too, so you can build that much-desired Catalyst even though you might not have every single component in place but plenty of others — you're welcome!



Tracking required resources for crafting is an all-new feature that goes nicely together with the new resources map mode. Not only will you see right away what resources are still required to make that nifty new piece of equipment, but with one click on the map's submenu, you'll see right away where chances are high to find that precious ore or crystal that's still missing.

Hot-swapping armor was long in the making and a hot community demand, too, so now it's here! Furthermore, some perks like Percussive Maintenance have been overhauled to better work with regenerating armor.

Not really a QoL improvement but very noticeable: Gero, our Sound Director, has implemented significantly improved weapon SFX based on item rarity, giving primaries more oomph and distinction.

Major Rebalancing


With Drake: Gang Wars Early Access pilots are also receiving a massive round of rebalancing based on internal playtests and community feedback, which is one of the main reasons for our open-development approach. Therefore, we highly encourage everyone to start a new game and let us know how the progression/difficulty feels on the Steam forums. Especially around level 10, the difficulty curve should feel much better now. That said, we also want to give all pilots a heads-up that Drake sits at a much higher difficulty level, so you will have to use all your weaponry, consumables, ship devices and mainframe expansions to the fullest while also keeping your gear up to your current player level to succeed. Also, we strongly recommend doing side activities and not just beeline through the story content — Drake is no picnic in space!

TrackIR and AMD FSR Support


On the technical side, TrackIR support and AMD FSR have also been added to the game. The implementation of TrackIR was much more complicated than we thought — the devil was in the details, as it always is. However, Ingmar, our technical programmer, didn’t let go, and we’re pleased with the result. He was also responsible for implementing AMD FSR and is still working with our friends at AMD on improving the experience with FSR 2.0 further down the road.

Changelog - 0.9.28028


Features

  • Added new star system: Drake
  • Added new side missions
  • Added new faction: Coalition
  • Added new enemy faction: Retaliators
  • Added new enemy faction: Zurilia
  • Added mutators to high-risk areas
  • Added crafting of consumables
  • Added new companion perks
  • Added new player perks
  • Increased level cap to 25
  • Added new music
  • Added new challenges
  • Added new consumables
  • Tier 3 ships are now available at ship dealers
  • Added new ship modules
  • Added new decals
  • Added new weapon sounds
  • Added new secondary weapon bonus attributes
  • Added new passives for all ship sub-classes
  • Added new map mode to show resource deposits
  • Added new job type in Drake system: "Battle Support"
  • Added option to enable TrackIR v5
  • Added option to enable AMD FidelityFXℱ Super Resolution
  • Added option to hide XP numbers
  • Added tracking of resources
  • Added action to craft from an empty equipment slot
  • Added an info banner when all secrets have been discovered in a location
  • Added shortcut keys (and bindings) to directly open specific menu pages like "Missions" and "Perks"
  • Added pre-caching and quick refresh for crafting tab to improve performance
  • Added proper (gamepad-) navigation for crafting inventory incl. implicit scrolling
  • Added various new G&B turrets

Tweaks

  • Armor can now be swapped out at any time
  • Prevent Flak projectiles from triggering while player is inside damage radius (prevents most cases of accidental self-damage)
  • Armor hits will now also trigger the "Percussive Maintenance" perk
  • Consumables now have item rarities assigned to them
  • Freshly installed primary weapons now start with 0 energy and need to charge first
  • Potential mining yield display on the star map can now be unlocked earlier with a HIVE perk
  • Vanguard Time Extender ULT will now leave the ship mostly unaffected by the time dilation
  • Changed movement pattern and speed of first Outlaw boss' ship so it can be hit easier
  • Wrecks will now fully repair a Vindicator drone when used
  • Enemies now have better accuracy when firing at stationary targets
  • ARC-9000 explosion can now be triggered manually by deactivating the ULT prematurely
  • The Flying Dutchess is now also offering a handful of ships (via perk)
  • An alternative set of passives of offered ships can now be chosen (via perk)
  • Ship dealer offers can now be rerolled every 10 minutes (via perk)
  • Shops will now sometimes offer equipment 1 or 2 levels above the player level
  • Jobs now give faction-independent "renown" instead of faction-based "standing" (consolidated old save files by transferring "standing" into "renown")
  • Decals are now unlocked after completing certain side missions, reaching a certain renown rank, or when completing Prescott Starbase location 100% (when loading old save games decals are given retroactively)
  • The small lines at the top and bottom of the HUD now turn red while in combat (if any enemy is targeting the player or if any enemy is within 2km range)
  • Tweaked look of G&B ships and turrets
  • Tweaked look of Maddocks' freighter
  • Refined many environments and assets
  • Moved autosave file generation after undocking to start of animation to avoid freeze while flying out
  • Integrated localization changes suggested from Crowdin community
  • EMP Generator "Shield Surge" mode will now restore 10% shield hitpoints for each target hit, instead of an explicit value
  • Fusion Hook now takes ship mass into account
  • Balancing: Rebalanced loot rarity drop chance
  • Balancing: Doubled effect of high-velocity affix
  • Balancing: Mainframe Expansions will now increase an attribute's value by 5%, not by 20 points
  • Balancing: Reduced player ship base shield and plating hitpoints
  • Balancing: Increased armor and shield bonuses of most player ships across the board
  • Balancing: Increased player ship hitpoint scaling from tier level
  • Balancing: Reduced Structure attribute scaling
  • Balancing: Increased base weapon damage but reduced Firepower scaling
  • Balancing: Revised energy economy and leveled out shield, boost, and weapon energy to equal ranges
  • Balancing: Reduced Quantum Tether duration from 20s to 16s
  • Balancing: Buffed "Prime Zapper" and "Equalizer" coil guns and made them feel more unique
  • Balancing: Increased Corrosion Injector damage
  • Balancing: Reduced Armor Drone buff radius
  • Balancing: Increased Annihilator Virus cooldown, slightly reduced range and damage
  • Balancing: Switched Annihilator Virus damage types so it will primarily deal kinetic damage
  • Balancing: Dismantling items will now yield fewer lower rarity parts
  • Balancing: Increasing the rarity of an item now also requires lower rarity parts
  • Balancing: High-Risk Area bosses and Elite units will have a greater chance to drop higher rarity loot
  • Balancing: Decreased Outlaw Drone Carrier deployment frequency for Link Drones
  • Balancing: Reduced Scatter Gun charge duration by 50%
  • Balancing: Increased Flak range and damage radius
  • Balancing: Reduced Rail Gun energy consumption
  • Balancing: Increased Missile Defense System duration
  • Balancing: Decreased Recharge Booster's recharge delay
  • Balancing: Revised Bloodstar Repeater, making it more competitive
  • Balancing: Significantly increased Scatter Gun damage
  • UI: Reworked catalyst selection including craft & install functionality
  • UI: Added option to craft missing components to speed up catalyst and consumable crafting
  • UI: Reworked error-prone "tap to show" (unlock-) banner behavior and added proper queuing
  • UI: Added and improved multiple smaller features for the perk tab like invest indicators
  • UI: Perks - Changed that invest indicator is only visible if player can upgrade the perk
  • UI: The state of having the dialog board open or closed in the pause menu is now sa

  • UI: Added option to immediately resume the game from the "game saved" screen
  • UI: Change style of HUD warning that warns players that a mission will fail when leaving the location
  • UI: Prototype and Starforged Items now stand out more
  • UI: Added border to clickable buttons
  • UI: Items now display the name of the companion perk and the current invest ratio if this item is tracked
  • UI: Added complete new indicator logic for the crafting tab (e.g. unlocked blueprints)
  • UI: Stackable items in shop or container now show the owned item amount in the upper right corner of their item info widget
  • UI: Optimized display logic of the item level arrow indication
  • UI: Added quick jump markers when buying resources
  • UI: Crafting inventory now lists already found resources even if current amount is zero. (To make them trackable)
  • UI: Crafting panel - Multiple design adjustments and optimizations (e.g. requirements)
  • UI: Crafting: Removed result screen for catalysts and components to speed up the process
  • UI: Crafting tab - Added ship cargo empty slot ratio
  • UI: Added an error message after trying to unequip an overheated item
  • UI: Added an animation for the compare slot indicator image
  • UI: Added "new" indicator for devices within device pool (will be reset after device was equipped for the first time)

Bugfixes

  • Fixed Gunship turret tracking targets without line of sight
  • Fixed Plating Item not receiving condition change when armor hitpoints are healed via Void Swarm
  • Fixed that Outlaw ships launched from Redeemer base hangars
  • Fixed that some pillar-shaped asteroids in random Zharkov locations still could have a wrong rotation
  • Fixed that some "Rips in Space" tasks did not succeed when having them active at the time of installing update 0.8
  • Fixed location progression bug where one secret was counted multiple times, leading to > 5/4 display and >100% completion rate
  • Fixed question marks shown for location progression on some occasions
  • Fixed missing Expertise name for Stinger in Ship Dealer screen
  • Fixed compare values falsely transferring from Ship Dealer tooltips to Ship tab tooltips
  • Fixed health and ULT ratio falsely taken from different ship when switching ships on Homebase and undocking
  • Fixed Gunship turret not being hidden when arriving via Spatial Bypass
  • Fixed Excessive Force perk falsely working without a shield installed
  • Fixed high-capacity secondary weapons not using less energy when flying the Bomber
  • Fixed Teleporter's "Parting Gift" Mode mine damage not scaling with Utility
  • Fixed ARC-9000 and Quantum Tether recharging their own ULT energy
  • Fixed Scorpion Missile having an infinite range
  • Fixed upgrading rarity of plating items
  • Fixed ULT icon and charge ratio not immediately updating after changing ships on Homebase
  • Fixed destroying enemies with mines not repairing armor
  • Mounted turrets are less likely to hit their owner and do not cause damage if they do
  • Fixed Spatial Bypass locations not being selectable on any zoom level
  • Fixed that there was an Outlaw Turret in one of the random Redeemer bases
  • Fixed hud marker of vindicator drone wrecks disappearing after ULT use
  • Fixed that under certain conditions it was possible to infect yourself with your own Annihilator Virus
  • Fixed that some location actors like turrets were not respawning after some hours
  • Fixed that weapon characteristics like splash damage could carry over if you swap weapons before the projectile hits
  • Fixed optimized affix still present on item after installing new affix catalyst
  • Fixed corrosion mines spawned from minefields applying too much corrosion damage
  • Fixed zero amount pickups being spawned for hardened ore patch explosion
  • Fixed that when completing a job with item rewards and pressing tab while "claim rewards" was shown, no xp, credits, or renown (used to be standing) were given if item reward was then claimed before leaving the current location
  • Fixed that Eclipse weapon switch buff was not granted when directly equipping weapons via hotkey
  • Fixed that modify action wasn't displayed for purchased equipment
  • Fixed that missile locking animation and sound persisted when uninstalling all secondary weapons while currently in the process of locking
  • Fixed Fusion Hook activation VFX
  • Fixed that Vindicator drones would attack and potentially kill Maddocks during chase
  • UI: Fixed that amount of items in crafting inventory was sometimes clipped while scrolling
  • UI: Fixed that longer item names may have been cut off in the shop tab
  • UI: Fixed multiple smaller spacing and alignment problems with the numeric font
  • UI: Fixed item selection button design in crafting modify panel
  • UI: Repair widget gamepad navigation was sometimes broken
  • UI: Fixed some minor rendering issues of inventory sorting icons
  • UI: Fixed Quickly CTRL+Left click on a lot of items for mass-marking sometimes skips one
  • UI: Fixed that item icon shine animation wasn't always working
  • UI: Fixed that using the mouse-wheel in the device selection menu could lead to unexpected selection behavior
  • UI: Fixed misleading outdated equipment indicator on coilgun in tutorial
  • UI: Fixed missing refresh of cooldown slot animation after "craft and equip" of secondaries
  • UI: Item selection - Fixed that slot indication frame of source item wasn't properly rendered sometimes
  • UI: Item selection - Scroll indication bar at bottom was accidentally shown in case there was nothing to equip
  • UI: Item selection - Fixed bug that ship inventory was invisible when trying to swap fully stacked consumables of the same type
  • UI: Item selection - Fixed bug in "other ships" category that was listing empty slots after ships slots expansion via Tareen perk
  • UI: Item selection - Fixed multiple bugs when installing consumables from another ship
  • UI: Item selection - Fixed that initial slot information may have been wrong for modules in some cases
  • UI: Fixed bug that ingame inventory could be rendered haft transparent due to stuck fadeIn-animation
  • UI: Fixed Preferred compare target slot logic was not fully working in some cases
  • UI: Fixed that moving the mouse during crafting (hold-) action may reset the progress sometimes
  • UI: Fixed Elek perk requirements. For new games, upgrading the Elek perk now requires an Equalizer (coil gun)

Tweaks (Only relevant when having played on the experimental branch before)

  • Increased Advanced Combat Challenge Reward Buff duration from 10 to 20 seconds
  • Changed secondary autofire bonus attribute to only work for locked targets and missiles

Bugfixes (Only relevant when having played on the experimental branch before)

  • Fixed that there could be floating turrets and other weird issues in a generic Zurilia base
  • Fixed that some cargo drone containers could be opened by shooting them instead of requiring interaction
  • Fixed that there was an engine trail missing on some of the new ship modules
  • Fixed that upgrading prototype gear did not change the ring color
  • Fixed asteroid turrets in high-risk areas not giving XP and armor refill
  • Fixed that "Wealthy Foes" mutator could spawn Bloodstar equipment and credits for boss entourage in high-risk areas
  • Fixed Advanced Combat Challenge Reward Buff triggering after loading
  • Fixed that the "Flying Dutchess sells ships" perk was not considered for shop/ship dealer icons on the map and in space
  • Fixed Fusion Hook being usable underwater
  • UI: Fixed that inventory mark action was active in some cases even though no slot was selected


Ok, and that’s that for our summer update! We hope you will enjoy all the new content, improvements, and fixes, and we very much look forward to your esteemed feedback. If you like the experience, please give us a thumbs up, leave a comment, or even a positive review, which really does help a lot. If you don’t, feel free to let us know, too. Rest assured, we read every comment and every review, while we hope for your understanding that we won’t be able to please anyone, and that some features would be just too much work or simply don’t fit into our vision for EVERSPACE 2.

With that, I’ll leave you to it, and we hope to see many pilots in our first official Drake: Gang Wars live stream on Twitch and YouTube, every Friday 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. This time, we’ll have another premiere, as Garry, aka GeekByteUK, long-term EVERSPACE fan and Kickstarter backer for both titles will be your host since Erik, aka Giraffasaur, our beloved Community Ambassador, is on another short break. đŸš€đŸ’„đŸ™Œ

Don’t stop being awesome, and see you in Drake!
Michael and your dedicated ROCKFISH Games Team

PS: As per usual, we timed another sale with the release of the Drake: Gang Wars update. This time, however, it’s 25% off, so this is now the best time to pick up EVERSPACE 2 as we’ll raise the price at the release of v1.0, so you won’t find a better deal to grab a copy of EVERSPACE 2 anytime soon; unless you’re on Game Pass for PC, that is.

VOD: Drake: Gang Wars Sneak-Peek | Experimental Release



Hey there, pilots!

The VOD of the last live sneak-peek of the Summer Update, aka Drake: Gang Wars, is up. Ace pilot and beloved Community Ambassador Erik Schrader took another deep dive into the new Drake system while talking about the latest additions and improvements before we flipped the switch and dropped the latest dev build on the experimental branch for all daring test pilots to explore before the official release in about a week or so.



If you want to get into all the nitty-gritty details, here's the changelog and access instructions for the experimental branch.

Don't stop being awesome, and happy testing! đŸš€đŸ’„đŸ™Œ
Michael and your dedicated ROCKFISH Games Team

VOD: Gamedev & Community Streams June Recap



Hey there, pilots!

Another busy month for our team has gone by with so much to talk about. Nonetheless, Erik did his best to keep the monthly recap under 4 minutes as we know you guys are busy playing tons of games, right?

The June recap starts off with a slew of fresh concept art of three(!) new factions and other NPCs that will have their debut in the Drake system of the upcoming summer update. Erik then talks about new challenges that will provide permanent bonuses throughout the entire game once you mastered them. Next are new consumables that have been added to the game as well as the possibility to craft consumables which was high on the community's wishlist. But that's not all! You can now craft components from resources, too, so you can build that much-desired Catalyst even though you might not have every single component in place but plenty of others — you're welcome!

Another community request has been to have more ship dealers, so we made the Flying Dutches sell space fighters, too, which should come in super handy, as you can call her in certain areas. It's just a first implementation, and we might extend that feature later on. The highlight of June was of course the reveal of both an icy and a fiery location in the all-new Drake star system.



We know many of you guys can't wait to delve into Drake, but we're not quite there yet. We'll have a few more weekly streams before you can actually try out the new star system for yourselves. Make sure to stop by our weekly live streams not to miss out on the latest in development on YouTube and Twitch every Friday 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT!

Don't stop being awesome, and see you in space! 🚀đŸȘđŸ™Œ
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 Kizaw, join our discord and drop them pretties in the #screenshot channel.

Drake: Gang Wars Teaser



Greetings, pilots!

Celebrating this year's Steam summer sale, we thought it might be a good idea to drop a teaser trailer about Drake: Gang Wars and show you some iconic locations of the most extreme star system yet, coming to EVERSPACE 2 in late summer.



If you like what you just saw, make sure to swing by tomorrow's live streams on YouTube and Twitch 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT! Erik, ACE pilot and Community Ambassador, will take the first trip to one of the new locations in Drake — so much we can share already: it's gonna be hot!

Don't stop being awesome, and see you in space! 🚀đŸȘđŸ™Œ
Michael and your dedicated ROCKFISH Games Team