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Linux PC Mac PS4 XONE Stadia Steam Gog
Genre: Fighting, Shooter, Simulator, Indie

Everspace

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 basic colorblind option affecting HUD marker colors
  • 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 Shadow Strike enhancement occasionally damaging ship subsystems
  • 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.

Here's our brand-new teaser trailer:
https://www.youtube.com/watch?v=MRy04FdwTLk

Update 0.7.1.31567

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