Advanced Space Flight, Combat, Trading, and Exploration Simulation. Set in a vast explorable universe, Evochron Legacy offers freeform gameplay with many diverse objectives and paths to choose from.
User reviews:
Overall:
Very Positive (181 reviews) - 85% of the 181 user reviews for this game are positive.
Release Date: Jan 18, 2016

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Recent updates View all (24)

March 12

Evochron Legacy Update 1.0528...

Version 1.0528 includes the following improvements:

- Customizing options added for target direction pointer.
- Target direction pointer relocated to edge of inner gunsight rim for improved legibility.
- Internal font creation/coloring optimized to use fewer indexes and provide faster loading.
- Forward/reverse inertial thruster output now displayed at engine outlets in external view modes.
- Space station radio chatter voice selection now set to a fixed value based on location (player request).
- New green highlight lines added to quadrant map to better indicate player's current sector location visually.
- Server programs updated to improve behavior with large 'chatlogfull' file save delays potentially causing player drops (optional update).
- New bar graph indicators added to outer gunsight rim for weapon energy, hull damage, set velocity, forward velocity, gravity, and altitude.
- Server programs updated to accept default 'Dedicated1' as a server name if using private mode for LAN/direct IP hosting (also an optional update).
- Cargo, equipment, and missiles that can't be transferred to a newly built replacement ship is/are now automatically sold for credits rather than discarded.
- When fuel is sold during item transfers to a newly built replacement ship, the event is now displayed in the message log along with the credits received.
- MDTS system updated to auto-lock weapon aiming almost instantly when a target initially reaches range, eliminating the previous momentary delay.
- Automatic repair and restore system for sw.cfg settings file implemented to attempt to recover a lost or damaged file due to external interference.
- Optional digital readouts (enabled through hudtext.dat) now display in both HUD modes 1 and 2.
- 'INERTIAL', 'IDS X', and 'IDS OFF' labels moved to 'text.dat' file for optional customizing.
- Several minor UI improvements (click ranges and mouse over sound prompts where needed).
- Screen resolution list in Options menu updated to better sort from lowest to highest.
- Quest marker not appearing in nav map rear view mode under certain conditions fixed.
- Destination jump/nav waypoint (yellow marker) is now displayed on quadrant map.
- Nav Map/Quadrant map toggle button added to zoomed map mode.
- Highlight bars added to multiplayer public server list.
- Compass tape given brighter band for better contrast.


Notes:

Servers that had the setting for saving the full chatlog enabled could run into long delays when trying to save large full chatlog files (particularly if the system running the server program had a slow hard drive). This could happen if the server programs were left for long periods of time without occasional moving/backing up of the full chatlog file(s). The long delay during the save operation could result in players getting dropped. The new server programs can now contend with this condition and better handle long save operation delays without dropping players. It is still recommended that you back up any chatlogfull.txt file periodically to prevent long save delays from impacting gameplay status for connected players.

The target direction pointer has some new formatting and options to accommodate its move to the inner gunsight ring. The pointer is now smaller than before, so it uses a larger arrow pointer relative to the image size as a result. So any custom target pointer images will need to be updated for the new format and placement system. The size of the pointer itself will need to be about twice the size, unless a much smaller pointer is desired. The customizing kit has also been updated with new images to show how the pointer textures should look for the new formatting. The target direction pointer can also now be customized further, beyond just its textures. And these new options will allow you to continue to use the old format, if desired. Just keep in mind that doing so will render the target pointer along the outer gunsight ring on top of the new bar graphs. The texture surface can be scaled as well as the 3D surface it is rendered to. To specify custom scaling values, use a file named 'targetpointer.txt' in a custom \hud folder and include these values in each line:
- 1st value sets the texture UV X scale (default value is 1.0, use 0.5 to use an old format texture image)
- 2nd value sets the texture UV Y scale (default value is 1.0, use 0.5 to use an old format texture image)
- 3rd value sets the texture UV X offset scale (default value is 0, use 0.25 to use an old format texture image)
- 4th value sets the texture UV Y offset scale (default value is 0, use 0.1 to use an old format texture image)
- 5th value sets the scaling percentage for the 3D surface (default value is 40.0)

This build introduces new bar graphs on the rim of the gunsight. These bar graphs provide optional quick visual cues for their respective values. Each bar graph starts from the center of the line that is drawn from the digital readout it corresponds with. So each bar graph starts at its zero value at the center of each corner of the gunsight. Included for gravity and altitude are bar graphs indicating the rate of change with 5 lines used for center, so more lines indicate an increasing rate of change and fewer lines indicate a decreasing rate of change.

The new bar graphs can also be customized or disabled. The bar graphs use a circular format designed to fill in the gunsight, so the placement options for them are based on angles and distance from center. The distance from center value simply sets how far away the circular placement pattern will be for the bar graphs. The starting angle for upper bar graph sets how far above and below the center line to place the upper bar graphs. The lower angle sets where to start the lower bar graphs. All angular distances start from 0 for the horizontal center line of the gunsight. The step distance values tell the game how far apart to space each line in the bar graph, also in angle values. The character index tells the game which character to use for each line in the bar graph. The bar size values tell the game how large to make each bar indicator. The default 12113 value is for a '-' symbol. Characters start from index value 12100 (blank space) and increase from there using the character layout in the bitmap font image. The color mode will render the bar graphs in either standard white/blue with the default 1 value, or green with yellow medium and red low levels when the value is set to 0. To specify custom placement values, use a file named 'hudbargraphs.txt' in a custom \hud folder and include these values in each line:
- 1st value sets the distance from the center of the gunsight (default value is 2.31)
- 2nd value sets the starting angle for the upper bar graphs (default value is 42.5)
- 3rd value sets the starting angle for the lower bar graphs (default value is 48.5)
- 4th value sets the step distance for the upper bar graphs (default value is -1.5)
- 5th value sets the step distance for the lower bar graphs (default value is 1.5)
- 6th value sets the bar X size (default value is 225.0)
- 7th value sets the bar Y size (default value is 50.0)
- 8th value sets the character index to use for the bar graphs (default value is 12113)
- 9th value sets the color mode to use for the bar graphs (blue/white or green with mixed coloring, default value is 1)
- 10th value sets the offset width parameter (longer width for minimum and maximum lines, default value is 1)

Since some users reported problems with the automatic DPI detection and scaling system capping their mouse pointer limits (seemed to be related to using a desktop resolution that was far below what an attached monitor was capable of), the original system has been removed and replaced by one that merely switches to full screen exclusive. This won't provide the maximum potential image quality the display may be capable of, but should now allow for 1:1 mouse limit alignment under such conditions. You can still manually select a desired resolution if you want to try a different setting.

Both the customizing kit and the custom cockpit viewer program have had their version numbers changed to align with the minimum client build they support. The latest updates to both are available on the customizing page here: http://www.starwraith.com/evochronlegacy/customkit/readme.htm

Edit: For Steam, a small update has been applied to provide a redundant achievement check upon loading a profile in case a past achievement award is missed on the Steam side of things for some reason.

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February 14

Evochron Legacy Update 1.0518...

Version 1.0518 includes the following improvements:

- Build menu 3D panning mode now persistent once activated.
- 'Unlock Build Point' button option added to build console.
- Build menu build point locking can now also be reset when toggling between Cockpit View and Overhead View.
- Internal work around coded to solve potential issue with connection delay that could freeze the game when trying to connect to a server.
- HAT/POV control system updated to support a dedicated control mode on one device with additional key/button HAT/POV mapping(s) on another device simultaneously.
- Build menu 3D panning mode now supports vertical placement of build point (lock X and Z build point first, then activate 3D panning mode, then left click again to lock Y position).
- Axis configuration, engineering lab, weapon lab, and shipyard indicator/slider bars moved to 'chatslider' image set for improved image quality (customizing kit updated to accommodate changes).
- New auto-matching system added to engineering lab to support combining two separate cargo or hangar bays to meet build array requirements (see notes for details).
- Display detection system updated to detect if an overscaled DPI setting is being forced by Windows to automatically enable full screen mode as may be needed.
- Menu buttons and scroll bars updated for a simpler, cleaner, and less gradient color appearance (also better aligns with the new HUD/gunsight elements).
- Single player fleet ships would sometimes remain near station entrances until player jumped away, now follow last order more consistently.
- Experimental VR system now set to disable the multi-threaded frame update system by default to accommodate forced changes in SteamVR.
- Server programs updated to better contend with operating system timers that are out of expected range (optional update).
- Fleet command menu updated to space ship selection buttons further apart for less crowding and broader click ranges.
- Ship status and target status cockpit displays updated for brighter lines between readouts for clearer divisions.
- Deploy module placement system updated to align better with build point indicator while in planet atmospheres.
- Three digit single player fleet ship identifier characters updated to better align with latest frame names.
- By request, screen modes renamed to 'Optimized (FullWindow)' and 'Locked (FullScreen)' for clarity.
- Single player fleet ships would occasionally not follow order to mine nearby asteroids, now fixed.
- City module persistent dependency system updated to align with space station module dependency.
- Improvements to ice particle behavior in planet rings while in external view modes.
- Improved error handling when custom music files are improperly sequenced/misnamed.
- Improved small spacecraft collision detection around station command modules.
- Single player fleet formation system updated for smoother flight behavior.
- New text message alert added for low fuel notification (<25 units).
- City weapon turret movement updated for smoother motion.
- Engine thruster effect direction reversed when needed.
- Several minor fixes and UI improvements.


Notes:

There are some significant changes and additions to the build mode/UI in this update. The build system is no longer limited to only the X and Z position locked to the vertical placement of the player's ship. Y can now also be changed without the player having to move their ship up or down. The new two stage build point locking option lets you set the X and Z position first, then the Y position. To use this option, you can lock the X and Z position in the overhead view mode first, then engage the 3D view mode (hold the right mouse button and move the pointer around). At that point, release the right mouse button when you have the view you want, then you can move the mouse pointer up and down to set the Y vertical placement point. Once you have the build point indicator in the position you want, left click again to lock in the Y placement point. From there, you can go ahead and activate a build operation. The build console will display '< Build Point Locked XZ >' when the two initial placement values are locked or '< Build Point Locked XYZ >' when all three placement values are locked. If you need to reset things to start over at any point, you can click the new 'Reset Build Point' button or simply click on ‘Cockpit View’, then ‘Overhead View’ again and all variables will be reset so you can start over. You can also open and close the build console to do the same thing. The 3D panning view mode also now remains persistent. So once you right click and move the panning 3D view, it will remain active even if you release the right mouse button. When the 3D panning view is active, you can reposition the mouse pointer and continue to pan the view around by holding the right mouse button. This way, you can set and reset the view as may be desired with losing the current view angle.

The experimental VR system is now set to disable the multi-threaded frame update system by default to accommodate changes in SteamVR, which removed support for the system anyway to utilize their own internal 'wait screen'. With the multi-threaded system now disabled, the SteamVR wait screen will appear any time there is the slightest pause in the game... during loading, menu transitions, or any other time where frame data is not being fed to the compositor. It's not an ideal approach, but seems to now be required with the changes in SteamVR that now disable the multi-threading system. There appears to be no way to enable the option, so this is a forced requirement of SteamVR for the time being. I'll be watching for future changes in SteamVR should other, better options become available that we can utilize in the game.

The display detection system has been updated to detect if an overscaled DPI setting is being forced by Windows. Previously, if a DPI setting was applied that was offset from a 1:1 pixel ratio (above 100% in the Windows display settings menu), it could have forced the game to work within a lower output resolution. For example, a 1920X1080 monitor with a 125% DPI scaling value applied in Windows 10 could force a rendering output condition of around 1536X864, which would render in significantly lower detail, resulting in potential legibility and image quality issues. The new system detects if the game is being forced to operate in suboptimal output resolution conditions and can now automatically apply the 'Locked' screen mode to keep the pixel ratio at 1:1 and final output resolution aligned with the best the monitor can provide. The only condition is that the selected resolution mode in the game's Options menu be set to 'Optimized'. Then if a 'Locked' screen mode isn't already active, the game can optionally activate it as needed for maximum image quality.

City module before and after build dependency conditions now align with space station modules by request and for consistency. This addition will also help resolve issues where some city weapon turrets may not have been active because of undetected/distant dependent modules. Weapon turrets under such conditions should now be active if they have required power and storage modules in range.

The new auto-matching system for the engineering lab will combine units of a matching material from two different cargo bays or two different hangar bays to meet a build array slot requirement (to address the previous 1:1 array slot-to-cargo/hangar bay requirement). This removes the requirement to consolidate or split two separate cargo or hangar bays and also helps with players flying military ships that only have one cargo bay, making it difficult for them to consolidate or split two separate bays of the same material. The game can now do that for them as long as the required material is in two cargo bays (civilian ship) or two hangar bays (any ship).

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About This Game

Evochron Legacy is a freeform space flight simulation that focuses on 'lone-wolf' survival gameplay and pilot controlled spacecraft management. The environment setting is a vast seamless style universe where you can perform many activities including buying, trading, spying, racing, escorting, delivering, emergency responding, mining, exploring, weapon/equipment crafting, cleaning solar panels, clearing paths through asteroid fields, recruiting, protecting, hiring crew members, fuel harvesting, building stations/cities, and designing/selling ships. Some objectives are part of the game's contract system with established parameters and pay levels while others are available for you to set up on your own terms through your choices of where to go, what to do, and how to do it.

Evochron Legacy is a technical flight simulation, not a story or character based game, so you are not limited by plot requirements or pre-selected character roles. You can change the course of gameplay and your role in the game's universe at just about any point. Your decisions and actions define your role in the game and establish your reputation, wealth, progress, and ranking. The emphasis is on real-time tactical gameplay strategy and flight simulation for both combat and non-combat objectives. You are in control of your ship virtually all of the time in open space, including player controlled combat and planetary descents.

Your ability to successfully survive dangerous scenarios in space, develop trade strategies, evade detection, harvest resources, efficiently explore for hidden benefits, and transport items can be just as important as your skill in combat. The game also rewards players who devise their own gameplay strategies and 'think outside the box'. Set in a vast explorable universe, Evochron Legacy offers a high level of freeform gameplay with many diverse objectives and paths to choose from.

Advanced Space Flight Simulation Focused Gameplay
  • Evochron is a tightly focused technical flight 'space-sim' with options and gameplay specifically geared toward that objective. The game focuses on what flying and managing a spacecraft through sparsely populated systems in a large region of the galaxy as a lone-wolf pilot might be like in the future. Evochron's focus is on the elements of piloting a spacecraft and the complexities, challenges, and rewards that go along with it while exploring and utilizing a vast 'seamless' style universe.

    Extensive Space Combat Systems and Options
  • In conjunction with the space flight sim focus is combat. Evochron is also largely a space combat simulator, so much of its gameplay focuses on that objective as well. The player is in control of combat related aspects such as heat management, shield array management, energy management, weapon selection spanning three classes, automatic and manual aiming factors, stealth devices, 2D and 3D radar modes, full three rotation axis and three direction axis Newtonian style physics, detailed instrumentation (including six velocity gauges, flight path markers, compass, and pitch ladder), multiple counter measure options, subsystem targeting, target specification scanning, and selecting detailed ship design configurations.

  • The game's display systems have been designed with gunsight focused information presentation in true fighter pilot fashion, including the current target indicator which provides details to the player without them having to look away at a separate display. As much information as feasible is displayed on the central HUD gunsight and directly on the target being tracked, rather than scattering it all over the screen. The reason this is done is basically the same as it is for modern jet fighters, keeping the pilot's visual focus in the smallest region possible for the most efficient rate of gathering and processing information. For example, on the central HUD gunsight, this information is available without the pilot having to look anywhere else across the surface of the screen or on a different display:

    - Forward velocity
    - Sideways velocity
    - Vertical velocity
    - Gravity pull velocity offset
    - Absolute velocity
    - Set velocity level
    - Altitude
    - Pitch (via traditional ladder)
    - Heat signature
    - Weapon tracking status (MDTS)
    - Weapon firing mode
    - Target direction indicator (when outside gunsight)
    - Inertial mode status (IDS)
    - Forward/reverse/left/right shield array status
    - Weapon energy level
    - Hull damage level

    So all of this relevant information is available within a very tight central viewing angle for the player. None of this information requires the player to look away at the side of the screen, in a corner, or on a separate display. This is one of the design goals of Evochron's combat display systems. In any combat gameplay scenario where the focus is putting a target near the middle of the screen for attacks, it's important to never force the player to have to look away from that focal point to retrieve important information about their flight conditions and ship/weapon status.

    In addition to information relative to the player's ship, there is also the information provided directly on the targeting indicator of the ship being tracked. That information is as follows:

    - Target range
    - Target hull damage level
    - Target forward velocity
    - Target absolute velocity
    - Target forward/reverse/left/right shield array status
    - Target description

    Again, this information is provided directly on the HUD targeting indicator for the ship being tracked. The player doesn't have to look away at a separate display to retrieve this information nor do they have to look at the edge/corner of the screen or on a separate display mode, it's all available right on the current target indicator. The player can also 'padlock' the target so that their view focuses on this indicator rather than being locked into a forward view only.

    Evochron's combat systems have been designed to provide the player with diverse control, weapon, energy, and countermeasure options while the game's display systems have been designed to convey a maximum amount of important information with extreme efficiency within the confines of a PC monitor.

    Freeform Gameplay Directed by Player
  • Evochron is a sandbox game, so in almost every facet of gameplay, the choice is up to you. The game's intended design is one of a space combat flight simulation first with many individual smaller activities to perform as part of an overall freeform sandbox structure. The game gives you a framework from which you can develop your own sequence of events based on your choices, performance, interests, and abilities. Your decisions and abilities define your role in the game and establish your reputation, wealth, progress, and ranking.

    Diverse Gameplay Options
  • Within the primary space flight simulation framework are numerous gameplay options and activities available to the player. These include racing, spying, mining, trading, commodity shipping, escorting, combat (both in civilian space and military war zones), exploring (shipwrecks, data drives, discovering new uncharted systems, etc), asteroid clearing, solar equipment cleaning, emergency distress call response, equipment crafting, weapon crafting, crew management, station/city building, and ship designing. There are many ways to make money and advance in the game within the main context of space flight simulation.

    Make Gameplay Decisions Based on New Advanced Information Systems
  • Formulate trade, mining, exploration, or combat plans in advance of performing the actions of that plan. The news console now provides information on quadrant-wide events related to commodity price fluctuations, territory shifts, economic/technology level changes, building operations, and station attack events. For trade, you can tell where the high demand pricing is at before making the decision to travel to that location to take advantage of it. For economic level changes, you can tell where an area may offer higher tech equipment or weapons in advance, then make the decision to travel there to explore for those items. For territory shifts, you can observe when your allied faction is losing ground and needs help to defend their space against the opposing faction. You can then travel there to help defend your faction's interests and even help rebuild their station/city resources if needed.

  • For mining, a new target scanner system allows a player to scan a targeted asteroid for materials before actually mining it. And each asteroid can have a unique quantity of materials. So you can use this new system in conjunction with the news console to formulate an optimal mining plan.

  • The new systems offer an information network designed to keep you informed of the dynamic changing conditions within the game's universe, giving you the data you'll need to make gameplay decisions in real time with the changing events and conditions around you.

    Starting Role and Simulation Options
  • When creating a profile, you can select which faction you will be allied with in single player and which initial role you want your ship to be optimized for. The role you select also establishes your starting location, what ship you get, and how many credits you're initially given. You can choose which elements you want the game to simulate changes for. Available options for game simulation are commodity, economic/technology, and territory conditions.

    New Quest Menu and Options
  • New 'quest' menu system lets the player select and activate a single player quest on demand. Players are no longer bound to one quest at a time, they can manage multiple quests in one menu interface and choose when/where to activate them. They can also continue from where they leave off in each individual quest. The new quest system is designed to operate entirely on its own without any contract-based dependencies to offer many new and unique options. Support for branching structures lets a quest designer include both losing and a winning paths.

    Advanced Seamless Style Universe Structure
  • A vast universe that lets you fly virtually anywhere without in-game loading screens. The Evochron universe is not boxed in by 'walls' or 'rooms' that require a jumpgate 'door' to access, there are no required gates or trade lanes to restrict your travel and hold you back. You can travel virtually anywhere you want. Descend into planet atmospheres to land at city trade stations, mine valuable materials, or explore for hidden items. You can escape to nebula clouds for sensor cover or hide in a massive asteroid cave for protection. Fly from planet to planet, star to star, and star system to star system without cut scene or loading screen interruptions. Explore a consistently interconnected universe.

    Expanded Interactive Training
  • Expanded interactive training mode with selectable stages to provide the necessary basics for flying your ship, managing its systems, docking/landing, building, and surviving in combat.

    Unified Save Game Architecture and Offline Support
  • Unified gameplay architecture and profiles let you keep the ship, upgrades, equipment, credits, weapons, crew, and commodities you acquire in the game for use in both single player and multiplayer. No required online account or login dependencies allows you to play the game entirely offline and keeps your progress stored locally on your own computer for offline access.

    Simplified Faction and Location Based Cooperative Multiplayer
  • A new two faction system provides a consistent territory and reputation structure across the entire Evochron quadrant. Players choose the faction they will be allied with, either the Alliance (ALC) or Federation (FDN), in single player when they start a new profile. The new faction system also lets players select either faction temporarily when they join a multiplayer game. Faction selection establishes which systems will be friendly to the player and which ones are hostile. Players can join together with the same faction to team up or join opposing factions for PvP battles and competition. Territory control is now exclusive to ship destruction, requiring changes to a faction's presence in order to alter a territory control value in a region.

  • Join forces with other players in multiplayer to complete more challenging activities that can offer higher pay. To link with other players, simply travel to the same sector and have one player accept a contract at a local station or city. Cooperative multiplayer objectives can pay all linked players.

    New Single Player Fleet Command System
  • You can now order individual ships in your fleet to form up, attack hostiles, attack your target specifically, mine asteroids, or reload and refuel. A new 'Fleet Status' option lets you view the damage levels of each ship in your fleet while the new 'Fleet Orders' option lets you view the order each ship is currently following.

    New Planet Terrain System
  • The new planetary terrain system features a far greater scale level than in previous Evochron games. The larger scale and greater detail level allows planets to have diverse terrain features such as canyons and mountain ridges. Rivers can now include paths that are cut through the terrain surfaces. The new massive sizes give the player a lot of surface area to work with for the new city building options and to use terrain for cover. And with additional potential surface objects to discover as well as new related contract objectives, players have more reasons to explore and utilize the surface of planets.

    Ship-to-Ship Options
  • Direct ship-to-ship trading lets you negotiate trade deals with AI pilots in single player or other human players in multiplayer. You can trade any items in your cargo bay for an agreed price. And in multiplayer, you can also exchange fuel pods, send a race challenge, connect as a gun turret operator, and even arrange short term contracts from the trade console.

    New Build and Deploy System
  • A new build system features a dedicated console menu with a piece-by-piece module construction setup to let players select the shape and placement configuration of the stations they build. Players can also now build city buildings on the surface of planets as well as stations in open space. Station/city modules require metal ore to build from that the player must acquire by either mining or purchasing. Individual station/city modules provide unique functions and benefits including shielding other nearby modules, powering other nearby modules, protecting other nearby modules, expanding inventory/economic conditions, and providing new places to dock for buying, selling, crafting, and storing. New weapon turrets provide a way to build automated defenses for stations and cities. All station/city modules are now destructible, so the available trade, docking, and storage conditions of the game's universe can change dramatically over time. In multiplayer, player built module structures are stored with the server so other players can have access to the new stations/cities and trade routes you create. Deploy options also use the same build menu and require metal ore to be constructed.

    New Economy and Market Systems
  • Market prices are no longer limited to slight random variation and can change significantly over time based on simulated supply/demand activities and actions taken by the player. Both pricing markets and overall economic conditions are divided into 500X500 sector regions and can be tracked via a news console and economy quadrant map. Continually delivering the same commodity to a location can result in dramatically lowering its value while draining a region of a commodity can result in increasing its value. Specialized industries still apply to effect local commodity prices and building certain station structures can also effect the local economic conditions.

    Three Installable Weapon Classes
  • Three weapon classes - beam weapons, particle cannons, and secondary missiles/equipment. Beam weapons move at the speed of light and do not require target leading. They are most effective against shields, but mostly reflect off of ship hulls. Particle cannons fire high energy projectiles at high speed. They can be effective against both shields and ship hulls, but require leading a target for intercepting. Missiles are mounted to secondary hardpoints and vary in speed, agility, and yield.

    New Weapon and Defensive Capabilities
  • Particle cannons now provide about twice the range and have a wider variation of yield levels. Beam weapons have also had their ranges increased to about double. The MDTS (Multi-Directional Tracking System) also provides about twice the range to accommodate the longer ranges of cannon weapons. Shields now protect ships from the kinetic effects of weapon fire. Missiles are now armored and can take several direct hits from cannon fire before exploding.

    New Equipment Technologies
  • New equipment items include a repair beam, target scanner, and several secret items that can only be obtained by building in the engineering lab. The new ship module component option can also expand the capabilities of the player's ship without consuming an equipment hardpoint. Such options include shield, thruster, energy, ECM, and heat management improvements.

    New Contract Objectives
  • New and improved contract objectives including local emergency distress calls (including meteor intercepts), animal specimen recovery, retrieve damaged satellites descending into atmospheres, and deploy module placements.

    New Exploration Options
  • Shipwrecks scattered throughout the game's universe can often provide valuable items and/or information within in their wreckage. Data drives can be found in open space and on the surface of planets which can contain historical information, clues, and even build templates for equipment items.

    New Models and Textures
  • All new models for player flyable ships and other entities including capital ships, carriers, and station/city structures. All of which have been designed with a higher level of minimum detail.

    Engineering Lab
  • Engineering labs can fabricate equipment items from raw materials. Templates for building items can be obtained from other AI controlled ships or from lost data drives that can be found through exploration. Several new commodities have been added to accommodate the new crafting options available in the engineering lab. New commodities include memory chips, batteries, energy emitters, mirrors, radio components, particle accelerators, and lenses.

    Expanded Shipyard and Design Options
  • Shipyards let you design and customize your ship for the role you want to play. Optimize your ship for defense, exploration, combat, racing, or transporting... the choice is yours. You can also position and scale each component to give your ship a unique appearance. Save your designs with the template system to rebuild it later. Store ships and cargo in hangars you can access at trade stations. Expanded design options include the ability to include twice as many cargo bays, new hull material types, adjustable armor thickness, weapon energy resistors, and specialized modules.

    Newtonian Style Flight Model
  • Realistic zero gravity inertia based 'Newtonian' style flight model including complete 3 axis rotation and 3 axis direction control with optional variable input. An advanced inertial dampening system helps keep flight control simple in space, atmospheres, and gravity fields. Physics systems also take into account mass (including additions for cargo), thrust, and vector calculations.

    Interactive and Functional Universe
  • Realistic environment interaction far beyond the genre's typical 'background wallpaper' or 'view only' approaches. Nebula clouds, asteroid fields, planet atmospheres, moons, and more all provide unique options for shelter and strategy. Such environment elements include changes in gravity, fuel consumption, physics, sensor range, and visibility. When you see a planet come into view, it's an object you can access and land on, rather than just being a wallpaper image or a giant 'space mine' that destroys you if you dare get to close. And reachable objects in the game's universe are also available without interrupting cut scene transitions or separate 'sharded' modes within the game's universe. While in their spacecraft, players remain in the same consistent universe whether they are on a planet, in a nebula cloud, in a gas giant, near a star, in an asteroid cave, or in open space. This means players can chase each other or be chased by AI ships consistently when going from open space to a planet and vice versa in the game's universe.

    Quick Navigation and Inventory Management Access
  • Quick one-key access to navigation, building, inventory management, and ship-to-ship trading. No 'walking' requirements to delay buying and selling options or other gameplay activities. You control all system travel and inventory decisions right from the cockpit or directly linked hangar/lobby menus. All option/menu transitions are direct without cut scenes or required unrelated gameplay modes.

    New Music by Rich Douglas
  • The dynamic music system (with music by Rich Douglas) features all new songs composed specifically for the game. Music changes with the level of hostility from soft ambient to high intensity action.

    Diverse Flight Control Systems and Options
  • Supports keyboard, mouse, gamepad, and joystick flight control with dedicated modes designed for each input system. Evochron's Global Control System (GCS) aims to provide consistent control behavior regardless of the input device being used by adapting signals from the selected device to a unified flight control architecture. Evochron's flight control system also supports up to 10 simultaneous control devices for more advanced HOTAS, rudder, and control panel capabilities. Use the control device(s) you prefer to play the game. To learn more about the game's flight control system, visit this page on the forum.

    Broad Compatibility and Adjustable Performance
  • Evochron Legacy supports a wide range of system configurations, requiring only a minimum of shader model 3 hardware support, 1 GB of dedicated video memory, 2 GB of available system memory, and a 2.2 GHz processor. The game has been designed to incorporate impressive special effects and detail levels using minimal resources and low system requirements. Adjustable detail settings and special effect options allow the player to optimize performance and/or image quality for the performance level of their system. The game will generally run well on any low to high performance gaming systems built within the last decade or so.

    Track IR Support for 3D Head Tracking
  • Supports Natural Point's TrackIR 3D head control system for managing the viewpoint from the cockpit with all six degrees of movement.

System Requirements

    Minimum:
    • OS: Windows Vista, 7, 8.1, 10
    • Processor: 2.2 GHz AMD/Intel
    • Memory: 4 GB RAM
    • Graphics: 1 GB DirectX Compatible*
    • Storage: 2 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: * Shader Model 3.0 hardware support minimum required (via DirectX 9Ex)
    Recommended:
    • OS: Windows Vista, 7, 8.1, 10 64-bit
    • Processor: 3.4 GHz or faster multi-core AMD/Intel
    • Memory: 4 GB RAM
    • Graphics: 1 GB or more DirectX Compatible*
    • Storage: 4 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: * DirectX 11 required for experimental VR mode.
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Very Positive (181 reviews)
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