Major Expansion EVERSPACE™ - Encounters Coming Soon
Attention, Pilots!
A major expansion is approaching fast (scheduled for end of October). It will feature a new player ship, the Colonial Sentinel, a medium fighter class ship, which will impress with some sophisticated electronic warfare capabilities and a special shield, featuring twice as much capacity as the standard model. You will also be able to use a plethora of new weapons, devices and consumables to fool, distract, and defeat enemies in new ways.
https://youtu.be/oK-GoqsGKmk
All-new factory space stations add further gameplay mechanics to the game experience, by offering special on-the-fly services, like refining and converting resources, upgrading ship capabilities or minor repair jobs. Furthermore, you will even be able to pay the Okkar Homeworld a visit. Along your journey, you will also encounter new story characters, who will offer individual questlines.
More details about the content and the pricing will follow soon.
Cheers,
Michael
Patch 1.1.3 - Changelog
This will probably go down as the month of patches... Here's another small one for you:
Tweaks
Adjusted sector 2 environment colors
Bugfixes
VR: adjusted the mouse crosshair position to be properly centered
VR: fixed that the aiming could be offset in gamepad mode after using the mouse
Berserker enhancement: Do not interrupt jump focus when boosting, reset kill timer when destroying shield generators
Fixed "Handle with Care" handicap not having any effect
Fixed player drones having full health after each jump regardless of any perks
Mac: Fixed German audio not being available during flashback movies
Patch 1.1.2 - Changelog
We've just released yet another quick patch, most notably adding sensitivity sliders for all axes.
Here's the small list of changes:
New Features
Added sensitivity sliders to the axis settings in the controls menu
Tweaks
VR: changed standard mouse control mode to be independent of device orientation
Set LOD scaling to less agressive values
Bugfixes
Fixed problems with rebinding the Pitch and Hover axes in one go when using an Xbox Controller
Fixed wrong ship banking values in Action Freeze Mode leading to jumpy contrails
Fixed that the game would switch to gamepad mode when a gamepad / joystick device was detected even though it wasn't used
Fixed some issues with HOTAS/Joystick bindings that were not recognized, notably those emulated by Thrustmaster T.A.R.G.E.T
Fixed Okkar Corvette Energy Discharge firing if player is cloaked
Fixed Okkar Frigate not dealing collision damage when destroyed
Fixed that after loading a pre-1.1.0 savegame, some default keys were mapped to MiddleMouseButton that shouldn't have been
Fixed warships not appearing in Hardcore Mode after having defeated Gorc
Hotfix 1.1.1 - Changelog
We've just released a mostly HOTAS related hotfix, a few other issues also found their way into the following tiny little list of changes:
Bugfixes
Fixed menu navigation issues that occurred when some HOTAS devices were connected
Gamepad / HOTAS: decreased yaw/roll threshold, making it easier to do both at the same time
Hardcore runs now also count towards the "Fast and Fragile" and "Slow and Sturdy" achievements
Prevented opening the pause menu while the player is jumping via jumpgate
Patch 1.1.0 - Changelog
We've just released a new update. Highlights include the promised Hardcore Mode, TrackIR support and fully customizable controls for HOTAS, Joysticks and Gamepads.
Here's the complete list of changes:
New Features
Added Hardcore Mode
Windows (64bit): Added Joystick and HOTAS support
Windows: New controls menu to freely configure Mouse/Keyboard, Gamepad and other input
Windows: Added TrackIR support (minimum version 4)
VR: Added mouse / keyboard support
Added new languages: Chinese (Traditional), Japanese, Korean
Added a spectator camera that can be activated during Action Freeze mode
Added option to select the anti-aliasing method (Off / FXAA / Temporal AA)
Added option to change the screen percentage in non-VR mode
Added option to toggle Motion Blur
Added option to toggle Chromatic Aberration
Mac: Steam Achievements and backer rewards (via Steam) now working on Mac
Tweaks
Buffed Gunship: Starts stronger (more hitpoints, more armor, more energy regeneration, increased boost) but ends up with same values as before when fully perked
Slightly reduced enemy accuracy on "Hard" difficulty
Increased HUD visibility when sensors are damaged
Slightly reduced Okkar Drone burst duration
Slightly reduced Coil Gun spread
Destroyed ships no longer deal collision damage while tailspinning
Show message when fuel limit is reached
Show current cooldown of devices, secondary weapons ammo and consumables amount in selection wheel
Increased Temporal Anti-Aliasing sharpness
Updated tonemapper and color grading to work with UE4.16
Added a "fully mined" indication sound
Used a special warning sound for silo missiles
VR: You can now reset your camera orientation via the gamepad by holding down [Select]
VR: Decreased the size of the mission markers
VR: The Oculus Rift mirror window is now undistorted
VR: Added "aim with headtracking" option to keyboard options menu
VR: Disabled VSync and FOV options in the display options menu, since they should never be modified for VR
VR: Enabled monoscopic far field rendering, which should improve performance a bit
VR: The sensor damage screen effects are now disabled while the player is in a menu
VR: You can now reset the device orientation during cinematics playback
VR: Added some missing UI animations
Bugfixes
Fixed a bug where clones would not spawn again if once killed and then exited out of the run and continued
Fixed infinite loop bug when selecting previous consumables if there is an empty slot at the end
Fixed Okkar Corvette Mk2 plasma cannons not becoming friendly when Corvette gets mainframe-overridden
Fixed Missile Turret device not all stats being displayed
Fixed thermal beam not being affected by sound fx volume settings
Fixed wrong Gunship device slot amount showing in perks screen
Fixed "Scanning..." message occasionally not being removed
Fixed Okkar forces and Warships jumping in with Low Profile Glyph equipped during story missions
Fixed fuel being restored after a jumpgate jump when having the Fuel Conservation glyph equipped
Fixed teleporter device wall hack
VR: Fixed an issue with some HUD widgets still being visible in menus
VR: Fixed that you could apply the resolution/FOV in the display options which would then get loaded in non-VR mode
VR: Fixed that you could enter the action freeze mode via the keyboard, resulting in a black screen
VR: Fixed the positioning of the aiming assist marker
VR: Fixed a slightly offset crosshair when "aim with headtracking" was selected
VR: Fixed that the crafting list widget didn't scroll correctly
VR: Fixed wrong positions of main menu / intro video when launching the game with an HTC Vive. This is a workaround for a SteamVR plugin bug that slightly increases loading times with HTC Vive headsets.
VR: Fixed that the game would lose input focus when Alt+Tabbing out of the game window or clicking anywhere else
VR: Fixed a hanger that could occur when resetting the run or game from the options menu
VR: Fixed invisible health bar of the final boss
VR: Fixed that you could open the system menu while jumping
VR: Fixed a rare crash that could occur when approaching traders or service stations that are about to jump away
Patch 1.0.8 - Changelog
We're currently busy migrating the game to Unreal Engine 4.16, adding more controls options for VR and implementing the long-awaited Hardcore Mode. While doing so we received a few alarming reports about a problem with the very last mission of the game. It must have found its way in with the last hotfix - so we decided to branch to the old code base and hotfix the hotfix.
Here's the tiny little list of changes for this patch:
Fixed very last mission not progressing correctly
Fixed Predetermination glyph incorrectly removing all jump suppressors
Patch 1.0.7 - Changelog
We've just released a quick patch, mostly VR-related. Here's the list of changes:
Tweaks
VR: Made the key to reset the VR camera orientation rebindable in the controls settings.
Bugfixes
VR: Fixed some missing tutorial prompts
VR: Fixed problems to launch the game with SteamVR running
VR: Fixed several crashes that could occur in the crafting/upgrade/equipment menus
VR: Fixed an issue with the perks screen, where you couldnt select perks anymore after switching between ships
VR: Fixed a crash that could occur in the repair screen of the service stations
VR: Fixed a crash that could occur when changing keyboard bindings in the options menu
VR: Fixed wrong display of Chinese and Russian HUD marker fonts
VR: Fixed crosshair having the wrong rotation after checking and unchecking "Aim using headtracking"
Fixed not every location having a jump suppressor when having "Low Profile" enhancement equipped
Fixed flight sticks occluding cockpit displays at high FOV values
Fixed cutscenes and flashback videos not displaying correctly in widescreen resolutions
Fixed some dialogues not being affected by voice volume settings
Fixed exploit that containers could be opened through walls with Energy Discharge device
Fixed warships occasionally blocking jumpgates
Fixed ARC-9000 not working correctly while Splitter Glyph equipped
Fixed a rare crash when generating random trade offers
Fixed Drone Carrier not being resistant to Mainframe Override
Fixed "Interrupted Jump" cutscene that sometimes would hang in an endless jump scene when using the Gunship
Fixed music not playing in "Interrupted Jump" cutscene
Fixed "Ancient Splitters" damaging players during ingame cutscenes
Version 1.0 released! List of changes
The big day has come! We've just released version 1.0! We hope you've had as much fun during Early Access as we've had!
Next to a whole bunch of tweaks and bug fixes the biggest highlights are the addition of the story, VR support, more points of interest as well as steam achievements and trading cards.
A change that might need some explaining is the removal of scanning probes. Please read our thoughts on this right below the list of changes.
New Features
Added the story
Added more points of interest
Added achievements (version dependent)
Added new device: Sensor Relay
Added new ship colors
Added VR support for Oculus Rift and HTC Vive
Added option to switch Yaw and Roll mapping for controller
Tweaks
Removed scanning probes from the game.
Added "radar memory": scanned objects will now remain on the HUD indefinitely
Increased spawn chance of comm hubs
Changed "Low Profile" glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
Changed "Predetermination" glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
Decreased "Bullseye" glyph shield regeneration percentage from 20% to 10%
Increased "Leech" glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
Changed "Devastator" subroutine values from 50% / 30% to 40% / 40%
Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
Give a credits bonus for each sector reached
Show total cost of perks with sub levels and credits already spent on level
Added more codex entries
Added illustrations to codex entries
Okkar Interceptors will now occasionally use teleporters
Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
Reduced energy consumption of some weapon mods
Reduced energy consumption of device mods
Reduced Damage Booster bonus
Reduced Shield Booster Mk2 and Mk3 bonus
Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
Increased Missile Defense System duration
Balanced Ancient "Teleporter" alien: Less damage but better accuracy
Set maximum number of ARC-9000s per secondary slot from 2 to 1
Further increased Time Extender cooldown durations
Increased speed at which plasma is collected in plasma fields
Decreased Ancient Weapon damage bonus
Increased Nano Injector repair amount to match the required Nano Bots
Grey Goos are no longer affected by ARC-9000
Performance optimizations, especially on medium and low settings
Prevent black holes from spawning close to ancient structures
Do not show missile lock warnings if Beeline enhancement is installed
Increased Flak Cannon 5-5 damage
Increased Sensor Drone hitpoints
Increased Elite Access Key drop chance from 40% to 75%
Made a few UI changes to the cockpit displays
Changed spacing, colors and positions of a few UI elements
Added run duration to hall of fame
Bugfixes
Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
Fixed splitted "Ancient Friends" being hostile and damaging the player
Fixed tooltips showing on locked ships loadouts
Fixed some navigation issues in setup screen
Fixed being able to escape from system map before jumping away by pressing next/previous tab
Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
Fixed "Colonial Interceptor" always being displayed in end of run screen, even if Colonial Scout or Colonial Gunship were chosen
Fixed visual upgrades for ships getting mixed up
Fixed spread mod not affecting energy
Fixed charge duration of weapons which was affected by energy consumption reduction
Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
Fixed freighter jump charge effect not being displayed
Regarding the removal of scanning probes:
We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option. Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship's sensor range.
With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.
We hope you agree!
Full Release on May 26th - Teaser Trailer
Exciting news! We'll be leaving Early Access and going into Full Release on May 26th!
The Full Release version will add the story elements with missions, cutscenes and video sequences, as well as full VR support. Next to many tweaks and bugfixes, version 1.0 will also add Steam Achievements and Trading Cards.
The promised Hardcore Mode did not make it in time and will get added post release as a free update. We'll also start working on Joystick support right after release.
The Full Release version will support the following languages: Chinese (Simplified + Traditional), English, French, German, Italian, Polish, Portuguese (Brazilian), Russian, Spanish (Latin America). Voice Overs will be available in English and German.
We've just released a new update. Highlights include functional cockpit displays and the addition of a mysterious alien race, referred to as "The Ancients".
You can see the complete list of changes below.
We're able to offer this update on Mac as well, however with a slight delay of about 8 hours as something went wrong during build process. Sorry for the inconvenience.
Version 0.5 and 0.6 fell off the back of a gigantic space truck, if you're wondering. Kidding aside, a lot of comments indicated that version numbers were often being associated with completion percentage (though they're really just numbers to us), so we've decided to play along and go with version 0.7 - as the inclusion of the functional cockpits, the Glyphs and the Ancients are all big additions and we're fast-approaching full release.
New Features
Added mysterious alien race, referred to as "The Ancients"
Added ancient structures, which work as shortcuts
Added Glyphs, the second kind of Enhancements
Added functional, animated cockpit displays for all player ships
Added option to hide HUD in cockpit view
Added new device: Missile Turret
Tweaks
Tweaked derelict colonial stations to get better performance and avoid crashes
Containers carried by freighters now have individual looks (Credits, equipment, fuel...)
New animated Jump Suppressor Mesh
Reworked Missile Defense System to have an active duration rather than requiring manual activation
Prolong time until Okkar forces arrive after alert is shown and don't let them have jump suppressors
Removed Collision Damage subroutine and added it as positive effect for Infinite Drift subroutine
Changed sensory overload subroutine so that hull and shield bars are not shown anymore instead of okkar forces arriving earlier
Further decreased inertia dampening for Infinite Drift subroutine
Changed weapon names and descriptions of all primary weapons that had a 'II' suffix
Renamed a few subroutines
Okkar forces and Colonial warships now won't be able to track you down in cloud field locations
Shields now start with 0 hp and immediately regenerate when picked up
Increased Plasma Mine life time and prevent triggering by user
Increased Front Shield Generator cooldown duration
Increased Time Extender cooldown duration and decreased Mk2 & Mk3 effect duration
Increased Beam Laser II charge duration
Let pursuing Okkar forces drop inferior loot with a tendency towards fuel
List backer names in credits
Use backer-penned names for players and most wanted criminals
Included backer corporation names in codex and equipment descriptions
Reduced Scout hitpoints - starts with 250 (instead of 300) and can only go up to 355 with hull hitpoints perk now
Reduced colonial station laser trap hull damage
Forcefield generators are no longer affected by area damage
Optimized overall performance
Some minor UI changes
Tweaked color grading to work better in some environments
Outlaw Chief is now called Outlaw Bomber
Bugfixes
Fixed Drone Override that was not working
Fixed bug where the Shield Booster would actually increase the Shut Down Duration and Recharge Delay instead of decreasing it
Fixed some dialogs not being spoken and not being affected by voice volume change
Fixed a bug where it was possible to navigate out of the item action box with in equipment screen
Fixed a bug where the game crashed when looting devices with installed mods from your old shipwreck
Fixed Grey Goo not spawning
Fixed subroutine spawner not disappearing if all subroutines have been collected
Fixed subroutine Beeline not removing homing ability from player's missiles
Fixed subroutine Jump Repairs not restoring the correct amount of health
Fixed not being able to scroll perk description box with right stick
Fixed some perk values falsely rounded to integer values
Fixed deadlock when pressing tab before selecting jump destination
Fixed freighter wrecks not being affected by scanning
Fixed crafting list focus jumping between entries while crafting multiple items
Fixed weapon charge sound still playing when switching weapons while charging