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Genre: Fighting, Shooter, Simulator, Indie

Everspace

Update 0.4.2.30747

We've just released a new update. Highlights include enhancements that can be equipped in the hangar, derelict colonial stations, ship color customization and alternative loadouts.

See the complete list of changes below. Please note that Drone Overrides won't work in this version.

Unfortunately we are unable to offer this update on Mac due to several severe issues that popped up after migrating to Unreal Engine version 4.14. We're still working on solutions, but chances are high that we will have to wait for a new Unreal Engine version before we can release the update on Mac.



New Features


  • Added enhancements that can be equipped in the hangar
  • Added new points of interest: Derelict Colonial stations
  • Added player ship colors: Some are unlocked from the start, more can be collected during runs
  • Added alternative ship loadouts
  • Replaced voice actor for protagonist
  • Added new consumable: Distress Beacon
  • Added new consumable: Nano Extractor
  • Added new consumable: Sensor Drone
  • Added new challenge "Survive a Warship attack"
  • Added 1st person view without cockpit
  • The three most crafted blueprints in the current run will now be listed at the top of each crafting list


Tweaks


  • Reworked Colonial Interceptor model and cockpit
  • Consumables will now be activated after holding down the button for a short time to prevent accidental activation
  • All device Sub-Routines have been turned into enhancements. Players who had any of these blueprints unlocked will automatically unlock the respective enhancements.
  • The Devastator Sub-Routine Enhancement is now Gunship-exclusive
  • Shield Disruptor is now Interceptor-exclusive
  • Energy Discharger can now also be used on the Interceptor
  • Front Shield Generator can now be used on the Gunship and is even Gunship exclusive
  • Increased Gunship armor by 10%
  • Added and additional device slot for Gunship
  • Increased Gunship energy core recharge rate and added a few perk levels
  • Drones will now always travel with you, the ability is not Gunship exclusive anymore.
  • Added a level to the Gunship's drones perk theat regenerates hull of drones after jumping.
  • Increased distance of deployed drones to player ships
  • All sorts of Okkars, not only Interceptors can jump in before the Warships arrive
  • Okkar Interceptors are now a common, though rare, enemy in later sectors
  • The effects of previous perk levels are now displayed for perks that have unique descriptions per level
  • Hull repairs at service stations are now limited but can be increased with the trading perk
  • Enhanced turrets can now be found
  • Increased energy allocations of Mk2/Mk3 Shields and Adaptive Armor
  • Removed cooldown for Missile Defense Systems
  • Energy Discharger now won't damage friendly units
  • Don't deal or receive damage when colliding with friendly units
  • Outlaw Drone carrier will now only re-override its own link drones if they got overridden, not all player drones
  • Time Extenders will now leave the player ship unaffected while active
  • Freighter in generic repair mission will now ask for all kinds of resources, not only nano-bots
  • Sensors now need crystals instead of processors to repair which makes finding the needed resources easier without radar
  • Reduced sensor damage radar impairment
  • Show amount of deployed drones in HUD
  • Only show "New ship available" message once
  • Added new message when unlocking Enhancements, Colors, Loadouts and Blueprints
  • Yellow marker colors are now only used for neutral units. Pickups, asteroids and other objects are now drawn in light blue.
  • Added jump suppressor markers
  • Added service station marker
  • Traders will sometimes offer Access Keys
  • Added Access Keys to Bonus Gear Offers
  • Increased alert log font size
  • Removed challenge "Kill 5 Okkar Interceptors in a single run"
  • Added possbility to remap "P" key for opening the system menu
  • Thermo Gun II will now fire bursts rather than bundles of projectiles
  • Tweaked skybox generation to allow for more variation


Bugfixes

  • Fixed generic minefield mission automatically succeeding
  • Fixed player deploy drones not having shields when respective perk level was reached
  • Fixed some loot being spawned way outside of level bounds
  • Fixed a bug where the game would hang when the last secondary weapon of a slot was fired while the others were set to "skip when switching"
  • Fixed turrets of Okkar Corvette and G&B Fighter not turning friendly if ship's mainframe gets overridden
  • Fixed camera stuttering when flying in third person
  • Fixed codex screen in hangar being unresponsive when using controller
  • Fixed a bug where game could freeze when firing last secondary weapon of a kind
  • Fixed a bug where drone carriers could be mainframe overridden
  • Fixed black hole alert sounds and lightning sound not being affected by volume settings
  • Fixed a bug when trying to collect previously excess nano bots after crafting nano injectors
  • Fixed Okkar Swarm Fighters speaking with Outlaw voices
  • Fixed ships not colliding with crystals

Update v0.4 in the works!

Dear Pilots,

It's been a while since you’ve heard from us, but we’re breaking the radio silence now. We recharged our batteries over the holidays and we’re ready to tackle the last remaining challenges that lie ahead of us before the full release. Because we had a couple of moving targets on the technical side of things, it was hard for us to announce anything concrete earlier this year.

However, a major task has been completed: we migrated the whole project to Unreal Engine 4.14, which enables us to simultaneously release all upcoming patches and the full version across all current platforms. We’re still waiting for NVidia/Epic to fix the major graphical glitch under Linux, but we will keep you posted on that.

Releasing simultaneously on Steam, GOG, Xbox, and the Windows Store is quite a task, particularly for a small team like us. Plus, we got several parties involved at the same time which makes communication even more challenging. We ask for your understanding if we area little less responsive than usual during our last few Milestones.

With all of that being said, we would now like to give you a sneak peek of what you can look forward to in our next major update, which is not that far away.

Derelict Colonial station wrecks: You will be able to explore the large wrecks of Colonial stations. Some security mechanisms like turrets, laser barriers, sentry drones, and secure doors are still intact. There may also be dangerous plasma discharges that will harm your ship and push it away. As you might have expected, there is a new type of precious loot hidden inside these wrecks...

Enhancements: Enhancements can be found in Colonial station wrecks, and work like runes that can be equipped before a run. Some give small bonuses to various ship stats, while others can change the playing style completely and have both positive and negative effects, e.g. “All enemies and loot are visible on the radar, but alien forces and warships arrive twice as early.”

Ship Colors: Ship colors can be collected just like blueprints by shooting down powerful enemies. Colors can be applied to any ship in the hangar, and you can change the look of the ship’s body and markings. The more colors collected, the more variations possible.

Alternative loadouts: Can be unlocked for each ship by reaching new sectors. There are two additional loadouts for each ship to unlock, changing the starting equipment drastically and thus allowing new playing styles, especially in the beginning of a run.

Gunship balancing: The Front Shield Generator is now available and even exclusive for the Gunship. Furthermore, its armor and energy core recharge rate was increased and a new device slot was added.

Of course, there is much more coming with this update but we'd like to keep some surprises for you.

That's all for now and thanks for bearing with us.

Cheers,
Michael


PS: You can find some fresh screenshots coming along with this news on Kickstarter.

New Player Ships Gameplay Trailer

Pilots, not sure which ship to pick, next? Watch the new gameplay trailer and see the Colonial Scout as well as the Colonial Gunship in action:
https://youtu.be/GdtbmA2qlRM

Update 0.3.0.29930

We've just released a new update. Highlights include the 3rd player ship and an overhaul of the perk system. Have fun playing!

New Features


  • Added new player ship: Colonial Gunship
  • Added new enemy: Outlaw Drone Carrier
  • Perks overhaul: Divided into pilot perks and individual ship perks
  • Added new perks: Trading and Diplomacy
  • Attacking G&B can result in them reporting your attack and them being hostile in the current and next location
  • Added two new natural hazards
  • Added new point of interest: Freighter Wreck
  • Added more structures
  • Added option to set a flag for equipment to ignore it when switching to next/previous equipment
  • Added hall of fame that keeps track of your completed runs
  • Added backer-written logbook entries
  • Added new planet type


Tweaks


  • Interceptor and Gunship now have armor which reduces hull damage by 10% and 20% (what the Hull Enhancer used to do, but doesn't require a device slot)
  • Renamed "Hull Enhancer" to "Adaptive Armor"
  • Service stations now only offer one option unless perked with Trading perk
  • FOV is now being slightly increased while boosting
  • Slightly tweaked threat levels
  • Slightly decreased Stasis Missile effect duration
  • Added Weapon Overdrive blueprint to startup blueprints
  • Introduced a drone limit of 1. Can be perked to 3 for gunship.
  • Reduced ore pickup amount
  • Reduced explosion impulse strength
  • Increased grey goo NPC speed
  • Slightly reduced Coil Gun spread
  • Removed all shield related perks
  • Removed "store credits" perk
  • Made sensor range perk scout exclusive
  • Made jump charge duration perk scout exclusive
  • Tweaked perks for stronger differentiation between ships
  • Added more ship class restrictions for equipment
  • Proximity mines will no longer react to ships of their own faction
  • Tweaked Mine Cluster behavior
  • Tweaked jump drive animation
  • Damage indicator vignette and camera shake strength now depend on the amount of health left
  • Okkar Corvettes MK 1 can now come with jump suppressors, Okkar Corvettes MK 2 now won't always carry jump suppressors
  • Prevent more than 2 jump suppressors being active at the same time
  • Nano Injectors will now consider the nano bot efficiency
  • Increased Flak Cannon II damage
  • Increased Weapon Overdrive efficiency
  • HUD equipment slot tweaks: Display currently active devices with green glow, give currently non-usable equipment red shading
  • Energized Boost Mk1, Mk2 and Mk3 now have the same duration but increased boost multiplier
  • Slightly improved Shock Rifle II stats
  • Added warning and alert sound when close to black hole
  • Aim assist now works with proximity mines and missiles
  • The "Devastator" sub-routine now reduces the energy recharge rate rather than allocating energy


Bugfixes


  • Fixed a bug where wrong consumable icon was displayed in pickup compare screen
  • Fixed wrong consumable and secondary weapon amounts being shown in player equipment slots of compare screen
  • Fixed devices with 4 pre-installed mods being spawned
  • Fixed sun flares not affecting cloaked ships
  • Fixed sun flares pushing bigger ships out of level bounds
  • Fixed spread mods not being available for Coil Guns
  • Fixed premature uncloaking while charging weapons
  • Fixed pilot seat clipping/blocking view when playing in 1st person view in ultra-wide
  • Fixed inverted mouse x and y not working when playing with centered crosshair
  • Fixed perked critical hit chance not being regarded for right-hand item in compare screen
  • Fixed trader not offering credits anymore (but needs a perk now)
  • Fixed ships sometimes having damage in hangar
  • Fixed current ship name not correctly displayed in ingame menu
  • Fixed Outlaw Sniper not uncloaking when attacked with explosive weapons
  • Fixed nano bots not being removed in generic freighter repair mission

Update v.0.2.0.29432

We've just released a new update. Highlights include a new player ship and a difficulty selection. Have fun playing!


New Features


  • Added new player ship: Colonial Scout
  • Added difficulty selection before each run (Easy/Normal/Hard)
  • Added a few codex entries
  • Added chance of finding enhanced weapons (weapons with random stat bonuses)
  • Added new enemy: Okkar Scan Drone
  • Added new consumable: Nano Injector
  • Added centered crosshair option for mouse controls (drag mouse to aim, could be useful for custom joystick controls)
  • Added equipment info tooltips to equipment stats screen (PC / Mac)
  • Added new "large" asteroid
  • Added new nebula textures
  • Added new structures
  • Added option to switch between Xbox and Playstation style button icons


Tweaks


  • Replaced Energized Boost with Weapon Overdrive as starting device for Colonial Interceptor
  • Introduced player ship class restrictions: Cloak is now only available for Colonial Scout, Weapon Overdrive is only available for Colonial Interceptor
  • Consumables floating in space can now be used directly
  • Added swappable equipment slots to compare screen for better overview
  • Game now pauses when using the selection wheel instead of just slowing it down
  • Jump gates are now activated automatically after some seconds when close
  • Automatically use surplus nano bots when nano bot limit is reached, health is not full and new nano bots are collected
  • Slightly increased ship component damage chance
  • Slightly increased sensor range for containers
  • Decreased max speed perk effect and added one more level
  • Increased Plasma Torpedo and Shield Breaker missile damage radius
  • Slightly reduced Heavy Missile damage radius
  • Slightly reduced Shock Rifle I & II charge damage multiplier
  • Added spread to Coil Guns
  • Increased energy allocation of Mk2 and Mk3 passive devices
  • Downgraded fire rate mods to put them on par with damage mods
  • Reduced Energized Boost energy consumption
  • Increased pickup pull range + pull range for all tractor beams
  • Increased amount of dark energy needed to craft ARC-9000
  • Increased Teleporter energy consumption and slightly reduced teleport distance
  • Slightly increased outlaw sniper aim and doubled uncloaked duration
  • Okkar Corvettes now travel through the location and are faster
  • Okkar Corvette Mk1 will now call reinforcements when low on health.
  • Okkar Corvette Mk2 now fires plasma cannons and uses an Energy Discharger when enemies are close. It also uses combat drones instead of shield charge drones
  • Freighters now come in different flavors: credits, fuel, equipment, resource and supply.
  • Grey Goo will now do hull damage to ships that are very close
  • Changed some consumable icons
  • Challenges now have different credit rewards that are displayed next to them
  • Tweaked lightning field VFX
  • Tweaked sector colors
  • Blueprints and "enhanced" pickups will now have a special particle effect
  • Show signal strenghts of all jump suppressors being present, not only closest


Bugfixes


  • Fixed slowmo not being correctly ended when switching weapons
  • Fixed bug with selecting an empty equipment slot with the gamepad
  • Fixed damage not showing in Plasma Mine stats
  • Fixed player wreck spawning outside of level bounds and if run was successfully finished
  • Fixed missing Coil Gun weapon meshes
  • Fixed some keymapping issues
  • Fixed high frequency tone in a certain ambience track
  • Fixed "Kill a drone by ramming it" challenge
  • Fixed bug where failed challenges were achieved when continuing the game
  • Fixed a bug where outlaw stations would not spawn enemies
  • Possible fix for GPU particle related crashes
  • Fixed occasionally wrong explosion impulse direction
  • Fixed freeze when pressing tab while using jump gate
  • Fixed hacking sound sometimes not stopping
  • Fixed some generic missions related bugs

Update v.0.1.4.29048

We've just uploaded a new patch. Here are the patch notes. Have fun!


New Features


  • Added energy regeneration bonus when standing still
  • Added option to adjust FOV (PC / Mac)
  • Added option to unlock crosshair from screen center when using gamepad
  • Added new device: Teleporter (icon still placeholder)
  • Added new device: Missile Defense System (icon still placeholder)
  • Added new weapon: Coil Gun (basically what Shock Rifle II was before, icons are still placeholders)
  • Added new perk: Bonus resources
  • Added option to not use system mouse position in-game (PC / Mac) (thus disabling mouse acceleration and having different speeds in-game and in menus)
  • Added mouse sensitivity option on Mac
  • Added functionality to make screenshots with F9 (PC / Mac)


Tweaks


  • Improved gamepad controls
  • Improved readability of dialog subtitles
  • Ramp-up time progress of weapons are now displayed on the crosshair
  • Secure containers now have special HUD markers
  • Added list of completed challenges to stats
  • Interceptor countdown no longer decreases with sector progression
  • Changed "Bonus gear" perk unlock requirements
  • Floodlight challenge: Reduced required amount to 30
  • Increased asteroid field variance
  • Increased Thermo Gun homing agility and energy consumption
  • Increased Flak Cannon II damage
  • Reworked Shock Rifle II to behave more like the base version
  • Reduced Time Extender cooldown and energy consumption
  • Reduced Cloak duration and cooldown
  • Added ramp-up time of 0.5s to ARC 9000 so you don't accidentally fire it
  • Shield Booster, Damage Limiter and Damage Booster effects are no longer stackable
  • Pickups that are dropped inside the event horizon of black holes are now removed
  • Fuel and resources bought from trader are now directly given to the player while in trading screen
  • Nano Kits can no longer be used if no ship component is damaged
    Increased damage tolerance of Colonial Fighter, Light Fighter and Collector Drone for becoming hostile
  • Reduced beam laser camera shake
  • Increased Okkar Corvette loot quality
  • Increased hacking radius for jump suppressor and comm hub


Bugfixes


  • Fixed some wrong buttons being shown during tutorial instructions
  • Fixed removal of two access keys when opening a secure container
  • Fixed neutrals not getting hostile when using plasma mines
  • Fixed a bug where it was possible to get inifinite rerolls of bonus equipment offers

Early Access Launch Trailer 60 fps

Get ready, pilots!

EVERSPACE will go live at 10:00 am PST / 7:00 pm CET. To make the last few hours of wait a bit easier we got a brand new launch trailer featuring gameplay at 60 FPS:
https://youtu.be/WlJrokiuSO4

See you in Space, in a bit!
Michael and your dedicated ROCKFISH Games Team

Beta Version 0.1.3.28905

The wait is almost over!



We just published one more patch before we will hit Early Access on September 14. It features an all-new boss fight, some voice-acted dialogs, a new planet type and additional Outlaw stations. We also added the option to turn off v-sync, more granular graphic settings, and improved support for ultra-wide monitors among many other additions and improvements.

[URL]Changelog