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 (166 reviews) - 81% of the 166 user reviews for this game are positive.
Release Date: Jan 18, 2016

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Recent updates View all (18)

September 5

Evochron Legacy Update 1.0388...

Version 1.0388 includes the following improvements:

- Jump caster deployable option added (see notes).
- More customizing options added for menu graphics (customizing page updated).
- Tractor beam type mounted on ship now transfers to terrain walker so players can select which materials to mine with the walker as well.
- Space station module build point allowed to be one position step closer for production and storage modules connecting to smaller module types.
- Planet terrain impact damage now possible at higher cruise speeds (no longer requires engaging jump drive to overpower shield resistance).
- Moon impact damage now possible using consistent conditional parameters as planet collisions with the new impact damage system.
- Asteroid and asteroid cave impact damage behavior aligned with new collision impact damage system for planets and moons.
- AI system updated to allow hostile ships to travel closer to planet terrain while in pursuit of player or other ships.
- 25% pay bonus now applies to combat contracts accepted planet side (with waypoint(s) in atmosphere).
- Rare issue that could cause capital ships to appear at wide vertical angles after respawning fixed.
- Specular level on cockpits raised slightly to better align with other shiny metallic surfaces.
- Minimum water retrieval elevation reduced for closer proximity requirement to water source.
- By player request, shield module stacking recharge rate set to 70% per additional module.
- Vertical displacement that could occur when jumping near station command modules fixed.
- Increased AI travel paths near/around stations in multiplayer.
- A few minor fixes.


Notes:

Sometimes a fairly difficult and potentially controversial feature/option gets considered and eventually implemented. The new 'jump caster' deployable is one such option added to this update. I have been considering such an option for years (since Renegades in 2007) and a recent surge of requests and feedback have pushed it from concept to reality. So far in testing, it has been providing what requesting players have asked for while also addressing the concerns of others.

Here are some details. Feedback over the last near decade has kept this option from being implemented until now. Fears of reducing the scope/size of the game's universe and providing persistent short cuts have been two of the biggest concerns. Once building jump gates to anywhere is available, it's inevitable that they will eventually be sprinkled throughout the game's universe. This makes getting anywhere very easy, too easy by many accounts. The unique and hard to find locations suddenly have a marker and a quick route to get to them, likely through the efforts of someone else the player never met or worked with (never shared gameplay with). So if placing static permanent jump gates were implemented, it would have meant that player A could skip huge portions of the game's exploration process just by using a gate player B built long before. Combined, the potential scope reduction, long term risk/challenge reduction, spoilers, no effort persistent shortcutting, desire for discovery exclusivity, and more have all resulted in keeping the idea from being implemented in the past. But I do listen and try to work out solutions to such things if there is enough interest and constructive feedback indicating it's worth re-re-re-evaluating.

After careful consideration, I've decided to make the move in the direction of providing a way to travel very long distances without requiring a traditional static jump gate, including travel to remote uncharted systems. But it's been implemented in a way that does not provide a permanent short cut (generally the most strongly voiced concern). This way, a player can establish a jump point to where they want to go if they know the destination. That is, if they travel to an uncharted region of space and find a system there, they can store the location in their map log and then later return to it using the new device without having to spend hours making short range jumps to get there. Since the device is temporary, it also doesn't leave behind a shortcut for others to exploit. This allows players a way to still keep their discoveries fairly exclusive while making them much more accessible and available to utilize for trade, storage, and construction. And if they want another player to join them at the distant location in multiplayer, they can meet up in a particular sector and then build a route that both of them can use (they can share the new 'jump caster' just like they can share other deployables). So from both a solo and cooperative standpoint, it made the most sense to provide a new deployable way for setting up a temporary jump route to try and meet as many of the requested objectives and concerns as reasonably possible.

In short, the 'jump caster' is a new deployable device that lets you construct a temporary jump gate. When preparing to deploy it, you can enter the destination coordinates for where you want the caster to take you (done in the navigation console prior to building the jump caster, which also allows for easy map log entry retrieval). The jump caster links to your ship's navigation console to retrieve the selected destination coordinates and will target that destination when you build it. Building the jump caster requires 50 units of metal ore to build and can travel up to 1000 sectors away. The ore requirement is low enough to allow players to be able to build multiple devices in sequence should a destination require more than one caster to reach. Once deployed, the player can fly through the caster to travel to the selected destination as though travelling through a traditional jump gate. Once the device is used (or not linked to a player in multiplayer, as with other deployables), it self-scuttles. There is a modest level of resource investment required to use them, but the trade off is very quick access to wherever you might want to go in the quadrant.

The new collision system provides a more realistic impact response when running into planets, moons, asteroids, and caves (shield-to-shield and shield-to-hull collisions remain unchanged). It is now possible to ram nose first into a planet or moon and destroy your ship (without the previous requirement of overpowering your shield resistance using the jump drive). Damage is also variable, causing more severe hull damage the faster you go. Speeds around 1000 or less are generally safe, above will generally encounter damage. The new system also takes the angle of impact into account, so skimming terrain with fairly level pitch generally won't cause damage, but nose diving into it can.

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August 8

Evochron Legacy Update 1.0348...

Version 1.0348 includes the following improvements:

- AI traffic patterns updated to appear near and fly more consistently around stations.
- Engineer crew member can now perform emergency repairs to damaged ship subsystems slowly even if no repair device is installed.
- Spawn placement system updated to prevent rare potential mismatch when renaming a profile (causing a displaced spawn point).
- Territory quadrant map indicator colors changed to consistently align with text readouts (green = allied, red = enemy).
- New neutral faction affiliation option added (indicated by IND/Independent) for players, see notes for details.
- Build system updated to allow 'IND' stations to be constructed that allow any player to dock at.
- Default station module data stored to fixed template for possible future functionality.
- 'IMG' faction label renamed to 'IND' to support new independent faction option.
- Terrain texturing changed for improved detail appearance at higher altitudes.
- Improvements to depth appearance and rendering for experimental VR system.
- Head movement factor value option added to vrsetup.txt VR file options.
- Several minor UI fixes for a few click ranges and indicators.
- Performance improvements for planets with plants and animals.
- Passenger transport objective added to single player mode.
- Minor fixes.


Notes:

The new neutral faction option (IND) provides players interested primarily in exploration, trading, racing, recovery, delivery, mining, and/or other miscellaneous non-combat objectives a way to perform those activities in any ALC or FDN controlled region of the game's universe without the risk of attack. This largely provides the requested independent/neutral, non-combat, open trading, all sector access way to play the game. When the IND faction is selected by the player, all other ALC/FDN ships will switch to a neutral threat level (yellow) and all stations will be available to the player for docking. The restriction for the IND faction is that no combat contracts in civilian space will be offered to the player. Players flying with the IND faction tag are limited to non-combat contract objectives in ALC/FDN space, but are free to dock, design weapons, craft equipment, design/buy/sell ships, store ships/items, accept non-combat contracts, and trade at any faction's station. IND players can still participate in war zone battles against Vonari. All non-war zone territory regions will be marked yellow on the quadrant map for an IND player, indicating all regions are available to the player to fly in as a neutral ship. This new faction option may be changed/expanded later on depending on player interest/feedback as it is an initial effort to provide some of the features and options that have been requested in recent months (in this case, namely a neutral, largely peaceful/non-combat option with docking access to the entire quadrant).

Players can also now build stations with the 'IND' faction tag, resulting in a neutral station that allows any player to dock. However, docking fees may apply to a neutral/IND player docking at an ALC or FDN affiliated station as well as an ALC or FDN player docking at a neutral/IND station. Docking fees will not apply when docking at a station of the same faction affiliation (IND = IND, ALC = ALC, or FDN = FDN). Docking fees will also not apply until the player has progressed from the earlier stages of the game and has a significant number of credits. Docking fees will also not apply in war zones.

The quadrant map territory indicator colors are now aligned with the player's selected faction affiliation (matching the text readouts). So regardless of ALC or FDN faction affiliation, friendly regions will be green, hostile will be red. No longer are the indicators always green for ALC and red for FDN. As mentioned above, independent ('IND') players will see yellow in all human regions.

For those trying out the experimental VR system, a new default value of 1.0 has been applied to the 'EyeDistanc' value. Any VRSETUP.TXT file that may be in place will need to account for this change going forward. This change aligns that distance factor with the changes in this build to improve the 3D appearance and depth effects in VR. A new head movement scaling factor has also been added as an option to the file. This option lets you change the rate of relative head movement. You can reduce the response by using values less than 1.0 or increase it to 2X with a value of 2.0. The default value is 1.0. The latest sample file is available here: http://www.starwraith.com/evochronlegacy/customkit/vrsetup.txt

The changes to the VR system represent the last of the remaining technical issues/objectives to sort out in terms of depth/rendering and functionality. I now plan on looking into trying to optimize performance further for a default VR configuration. I would appreciate your feedback (please send result via starwraith.com > contact) for those trying out the experimental VR system as to the exact system specs you are using (video card make and model, driver version, CPU make/model and clock speed, bus speed, system memory, etc) and what performance results you are achieving.

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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 solar system to solar 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, 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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Most Helpful Reviews  In the past 30 days
13 of 13 people (100%) found this review helpful
Recommended
10.5 hrs on record
Posted: September 1
tldr; Far more in depth than the competitors with a learning curve and UI to match. Most closely resembles a single player EVE, although it does have a multiplayer option but I've not tried that.
9/10

Long version!
I came to this via Elite Dangerous (which I've had for about 18 months) and NMS (since it came out)

Both of these seemed a little shallow for different reasons, E:D being exceptionally "Grindy" and NMS being pretty but with little to do.

E:L is more of a technical game than either of those other two with a fairly steep learning curve. If anything, from a gameplay point of view it reminds me, if anything of a single player version of EVE online.

The flight model is a lot more realistic (or at least tricky), to get the hang of but more rewarding once you start to be able to handle it. Combat is far, far better than in either E:D or NMS, mostly down to the flight model and larger diversity of weaponry.

The HUD provides far more statistics on your spaceship and your current environment than either of the other games and allow for a far greater degree of interaction based on these (actually surface planetary travel is very very difficult to get the hang of, I'm still working on that one!)

Comprehensive customisation of your ship and equipment is a lot easier than in E:D, you are able to dictate the way that the various parts of the ship are put together in minute detail. In this way, again, its far more comparable to EVE than either E:D or NMS. You can also construct bases, both in space and on planetary surfaces, and there is a detailed crafting system, without all the bother of Elite's Engineers system.

The planets are far more detailed than E:D, some with planetary atmospheres and weather and forestry (and allegedly animals but Ive not seen any) but without the novelty of NMS (which soon gets a bit boring)

In terms of gameplay, there is a richer range of things to do than in either of the other games. At the moment, I'm in a warzone doing reconnaissance missions for one side, while selling mined resources to both and hoping I don't get busted. Great fun, and something that I decided to do myself which the game accommodated. Bear in mind that although I've only been playing a few hours though and may eventually reach the limits of what I can do. Even taking that into account, gameplay seems a lot more flexible than with the other two. Again, it feels a bit EVE-y in this regard.

The user interface is a lot less streamlined than E:D or NMS and contains an almost overbearing amount of information and options, but I soon got used to this, if you like experimenting and asking "I wonder what this button does", you should like it. Even the radar which is rudimentary in NMS and E:D can display data in several different formats depending on the task in hand.

I see that it is criticised for the standard of the graphics and while it isn't as eye-popping as the other games, its not bad at all and there's an active modding community who are looking at improving this. It's more than compensated by the quality and depth of the gameplay, which seem streets ahead of the competition.

9/10 Easily the most enjoyable of the three for me
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7 of 8 people (88%) found this review helpful
Recommended
4.0 hrs on record
Posted: September 5
Very helpful developer took the time out of his busy schedule to fix a problem on my pc. Thanks man be lucky!
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2 of 2 people (100%) found this review helpful
Recommended
3.1 hrs on record
Posted: September 14
I want to star my review by saying my hat comes off to the developer of this game. I cant believe one guy made this all on his own.

It has every feature you could ever ask for in a space sim.
trading, combat, mining, planatery landings, mechs, roles, missions, Multicrew, Multiplayer, ship upgrades, building (stations and ships).

There is deeply engaging flight mechanic and it works very well with a HOTAS.
The tutorial is excellent and explains things very clearly. It took me 2 hours to complete but I didnt find it boring which was a huge plus and gave me a huge advantage when I eventually got into game.

After playing the Demo for 2 hours I didnt hesatate to buy it. If you are a fan of Elite Dangerous, Star Citizen and other Space games you will not be dissapointed. I have only scratched the surface with this one, 4 hours in and I havent even got out of the first system.

The graphics are slightly basic, but function over form wins here. Very polished for what it is.
I hope this game gets the recognition it deserves.
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Most Helpful Reviews  Overall
260 of 279 people (93%) found this review helpful
7 people found this review funny
Recommended
7.1 hrs on record
Posted: January 18
If you like Elite Dangerous but wish you could explore some true unmapped stuff, build your own starbase, or screw around with a dynamic economy that actually responds to your actions, this is a game you need. Also, private coop with a buddy, run your own server for friends, this is your sandbox right here.

It's a one man indie project that has been going on since the DOS days. This latest version makes massive changes in how things work.

You can put bookmarks on the star map, see prices in other regions, have player factions that control systems... A bunch of stuff you can't do in those AAA space games. Plus the flight model with flight assist off is honest Newtonian. Oh, and no maximum top speed either. Are you onboard yet?
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171 of 188 people (91%) found this review helpful
47 people found this review funny
Recommended
5.7 hrs on record
Posted: January 23
It doesn't take a 2.5 million dollar Kickstarter campaign to make a decent space sim. What this lacks in AAA polish and graphics it more than makes up for with it's gameplay.

And you don't even have to buy a $60 expansion to land on the planets!
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113 of 117 people (97%) found this review helpful
1 person found this review funny
Recommended
15.5 hrs on record
Posted: June 6
I am 49 years old. I remember when WING COMMANDER pushed the technolog envelope. I built a 386 33mHZ computer so I could play the original DOOM. I am an old time gamer. Having said that, I play BATTLEFIELD 4 and other modern games, mostly on PS4. I am eagerly looking forward to NO MAN'S SKY, and I was looking for something to tide me over until it comes out.

I say all that because it will explain why I love this game. I tried ELITE DANGEROUS first because I played the original ELITE...way back. I loved it. Very hard but very fun. I tried ED but could not get the sound to work on my Windows 10 computer. I got it to work on my MacBook Pro, but it's 4 years old, and my Windows 10 computer is not even a year old and much better for games. I did not want to be stuck playing on my Mac, but I had 90 minutes to see wha ED was like...and I am impressed with ED's graphics and the whole look of it. I was not impressed but how much grinding would have to be done or how much I would have to pay to keep getting updates for it.

So then I tried EVOCHRON LEGACY. I have never tried an Evochron game before. I read that it had not as good graphics compared to almost everything else out there, and there was tons to read! Like 100+ pages of tutorial screens just to figure out how to do the basics. The menus are old school. Tons of texts and crazy detailed menus. Not as slick as ED, but more my style. I like it. I did the training, started the first quest, and have fallen in love with EL. It is a true open sandbox in which you can do anything, and you can fly around a planet or land on a planet. You can even build a station on land or in space! Very cool. I returned ED and am keeping EL.

UPDATE AFTER 10 HOURS OF PLAY
I have a fuel converter. I've done several missions. This game is great if you want a very hard core simulation of flying a realistic space craft. This is not an easy game. I really have no interest in combat. I am playing as an explorer/scientist/spy/smuggler. In summary, this is a space craft simulator just like there are flight simulators. Inertial drive. Coordinate navigation. Limited fuel. Quick death if you jump into something. It's like you are Starlord or Han Solo, for real. I love it. The graphics are not as beautiful as ED, but they are good, and it's more realistic. And it's cheap...you only have to pay for it once, not $60 per year for the half-baked experience of ED.

UPDATE AFTER 15 HOURS OF PLAY
Well, I still recommend it, but it has gotten boring to me. I wanted to be an explorer (like I want to be in NO MAN'S SKY), and I can be, but it is hard and grueling. I keep seeing missions to be a fighter, an escort, to combat ships, but frankly the combat in this game is awful. It is one step up from the old WING COMMANDER. The screen shakes when you get it, and not just a little, but enough it makes the game unplayable. I unloaded all my weapons and just have cargo and items that help me explore, but there are not many missions for someone who does not want to fight. Also exploring is not very rewarding on its own merits. I still have to recommend this because it is worth the money, and I respect the developer for what he he has done. I just wish there were twice as many missions for exploring new worlds so I could ramp up my money and ship faster without fighting. At this point I am not sure I will play again, unless I get the itch so bad between now and August 9 (NO MAN'S SKY) that I cannot resist a little space flight.
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123 of 135 people (91%) found this review helpful
5 people found this review funny
Recommended
33.8 hrs on record
Posted: January 20
This will be a fairly long review. I find a couple of line reviews to be of not much use for potential buyers.
First off, lets get this out of the way. If you like Elite Dangerous you are going to either love this game or hate it. That is because the Elite Dangerous community is torn between the arcade crowd and the sim crowd. There are the old guard who believe the ED devs can do no wrong and the other camp which will quite loudly point out the worts. ED is trying to cater to too many gamer types in my opinion and in the end causing a huge divide amongst it's player base. Also the peer to peer instancing, ability to move from single player to multiplayer at a whim. Did I mention all the instancing? Everything is instanced.

If you love the "Oohh and Aahh" of flying into huge stations spinning in space, you will be disappointed in Evochron. If you LIKE having things you explore for or targets to shoot magically appear in front of you, then this is not the game for you. If you have to have cutting edge graphics in your game or total 1to1 universe, this is probably not the game for you. If you like arcade flight models, magical space brakes and no realistic newtonian physics in outer space, this is probably not the game for you. If you like having to leave the game to watch videos of how to play the game because the game doesn't give proper instructions (in-game) then this is probably not the game for you. If you like to have a magical galaxy map with every star system in the galaxy shown to you and all you have to do is take the time to jump to them, this is probably not the game for you. If exploration simply means jumping from system to system to see what variations of colored balls there are or where the next cool screen shot can be taken, this is probably not the game for you. I think you get the point.

If on the other hand, you love feeling like you are in a sim with complex mechanics while flying through space. You will love this game. If you want a smaller map of the galaxy mapped out for you and you have to find all the rest, this is the game for you. If you like playing co-op or multiplayer with the ability to host a server, or solo offline with no downtime from server maintenance, this is the game for you. If exploration means searching for system or items as opposed to having them magically be mapped or appear, you are in the right place. I could go on and on but here is the simple breakdown:

Cons:
1. No big spinning space stations to land in.
2. Graphics are not as cutting edge as ED. (Mods will fix this in the near future for high end systems)
3. Galaxy is not billions of stars or true 1to1

Pros:
1. Flight model is incredible and takes time to learn. You will not be blasting enemies out of the sky your first time out. You will have to learn how to fight with flight assist off and you will have to learn how to manage thrusters and heat. There is no arcade mode here. There is MUCH more to keep tabs on in this game. You have a proper "Heads up Display" with lots of info to track.
2. You can fly through space until you die. Hit the afterburners and turn off flight assist and you will continue at that speed forever. No instances. You will move from sector to sector without ever seeing a loading screen and you never have to jump if you don't want to. You can land on both atmospheric planets and not atmospheric planets. There are weather effects and wildlife. The progression from space to planet is SEAMLESS with no jarring transitions from one flight mode to another or transition screens. Don't expect to fly from space to the planet surface in a matter of seconds, and you better manage your speed or you will burn up!
3. Space is very atmospheric. I will not spoil it for you but travelling from system to system or even within one system will change what is arround you. All of the dangers out there are not just enemy pilots. You can find things on planets, in space, in asteroid rings etc. Space is there for you to discover! You find it, it doesn't find you.
4. You can build space stations and planet stations. You can build your own ship anyway you like. You can customize everything on your ship.
5. The economy is dynamic. You can trade at stations, with NPC ships and even between players. You can even give other real players contracts to do for you.
6. NPC wing mates. Yes, you can have wings of NPC's. Yes I said wings. Up to 8 I believe. That is 8 sets of wings.
7. Planets are big, beautiful and nicely detailed.
8. The game plays incredibly smooth. No stutters or bad load in of graphics.
9. Missions are fun! Have you ever shot meteors hurtling towards a planet in a mission to save a planetary base?
10. Space chatter. It's nice to hear some voices out there.
11. Ability to scan asteroids for their materials before you mine them.
12. Travel on the planet surface in a Mech.
13. Fly through and explore ancient tunnels within huge asteroids.
14. Most importantly - an amazing Dev. He will update his games for years and has a true moral compass. He is extremely active with the community and will help you personally if you run into an issue. This guy deserves all the success that could possibly come to him. His games sell themselves on word of mouth. VERY loyal community and the official forums on the main site are free of negativity. Helpful dev and helpful community.

I could go on but truly, if you love this genre, you will love this game. There will always be differences between space games and that's ok. What appeals to some does not appeal to others. If you are truly on the fence go to the main site and download the free demo with 90 minutes of play time. I suggest using all of the demo time on the in-game tutorial. Why? It's the best way to find out just how deep this game is. You can always remove the demo and re-download it and your 90 minutes will start again. Now you can play around and test things out. No need to worry about steam refunds. Devs who are confident in their products have DEMOS. Enjoy!
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120 of 136 people (88%) found this review helpful
54 people found this review funny
Recommended
2.3 hrs on record
Posted: January 23
Worst game ever

- No overpriced DLC
- No micropayments (like who can't have those?!)
- Good Price
- Tons of in-game things to do
- No Day One game breaking bugs
- Delivers on promises
- Dedicated
- Listens to community
- Supports mods
- Actually gives a ♥♥♥♥ about how fun the game is
- Isn't a sell out

*REAL GAME REVIEW BELOW*



Wanna play ED, but you don't want to pay $100? Get this, you can do everything in ED and more for the low low price of 24.99. Well worth your time, this developer has never failed to let me down.

The Dev has also restored my faith in indie devs, and has gotten me more interested in playing indie games. Look at it like this: Indie game developers make games to allow other to have fun. AAA game companies make games to make money. Notice the lack of micropayments? The lack of over priced DLC? That's the sign of game dev who cares.
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120 of 136 people (88%) found this review helpful
4 people found this review funny
Recommended
137.9 hrs on record
Posted: January 18
Amazing! Everything I love about Evochron Mercenary and more. You'll feel right at home when you start playing. By far the best space sim I've played and I've played many. So much to explore and lots of hidden items. Multiplayer is awesome and the universe feels alive and not dull. Many improvements on EM, such as the map system and graphics.

Also modding is REALLY simple in this game, as was the games before it. Everything, including a demo is on the website, so check it out. You can easily mod everything if you want. Look for a lot of cool mods/additions and 3rd party tools to be released. The community is great.

Mechs, I forgot to mention the terrain walkers.

Lots of information at the official site including a modding guide, don't like the tractor beam sound? Simply create/download a new one and drop into the specified directory. Want to remove mods? Just delete the directories. Stay tuned, people will create amazing cockpits and hi-res textures for everything.

The trade system is really viable now, and prices fluctuate based on actions from players. There is fighting over territory, economy and technology levels. Crafting in the engineering lab. If you want a hardcore space-sim with a great community, strategic attacks and a single-player game that plays just like multiplayer then this is your game. If you want a pretty grindfest with no substance then you know where to play.

Don't like the graphics, add your own. Add your own models, textures, cockpits, HUDS, anything you want, make a total conversion and release it to the community.

There is a demo, you don't even need to worry about a refund. Also, check out http://www.starwraith.com/evochronlegacy/development.htm if you have any doubts about what's changed.
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104 of 123 people (85%) found this review helpful
3 people found this review funny
Recommended
4.8 hrs on record
Posted: January 18
I have been playing Evochron Mercenary and this, this is EM on steroids... Everything is better, planets have a weather, there is so much improvements in graphics, dynamic economy and territory changes due to the war, this is the true simulator. I own Elite Dangerous and comparing to this one, its just empty, boring shell - even with recent updates... Here you have everything, huge universe, planet landings (You can land everywhere - on every planet), base building - unlimited space ship design (many parts so the look will always be different)... Seriously if you are into space sims - buy it, You will not regret - This man deserves all the money :D.

There will be some learning to do (space sim stuff - it has newtonian physics implemented), but after u will get it it will suck u into its world.

Just to mention - previous game was around for few years and people were still discovering interesting things - new planets, systems etc - if this guy will keep adding stuff, improving the game more, maybe some dlc - this game will eat and spit ED and SC.



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Recently Posted
Funny Shoes
19.3 hrs
Posted: September 16
After the training and a few contracts I was ready for the quest. So happily activated the first one and figures out frm the map that I had to fly to the other side of the galaxy. No problem I thought: there is an autopilot.
After flying half an hour the fuel tank was running low from travelling between the autopilot jumps. I check the map: Wow, almost no progress. Ok, maybe I have to look at those jump gates. After figuring them out I made some good progress to the destination system. Before the last jump I decided to dock to save my good progress. But, wth, what are those red targets doing? One shot and all is lost...What happened? Then I noticed I had selected to be Federation, and the first quest in the list was the Alliance one. So have spent an hour to travel to the enemy in my little ship.

Ok, learned something.

In the Federation mission there is a nice cache. I log the coordinates and jump to the station to save and continue the next day. I see a tractor beam for sale, but decide to buy that too the next time.
The next day I buy the tractor beam and head out to the cache. But I accidentaly right click the stored location...and right clicking is deleting..
OK, nothing lost. I quit and start the game again. But alas, the coordinate is still deleted. What now? After some puzzling: ah, activate the quest again and the cache location is shown on the map. I head out to the cache, store the location. But alas, forgot to buy the tractor beam. So back again to the station, and discover that there is no tractor beam for sale anymore. ARGGHH!

In a nutshell: the game doesn't take you by the hand and can punish your mistakes really good. But it makes for very good stories and the sense of accomplishment is there.

I didn't start a fight with an NPC yet, but am sure I will be punished trying that out. Looking forward to that.
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silverkobra
2.9 hrs
Posted: September 8
This is a very good game. I know that it is mainly a ship simulator which does much more than that, but somehow because of those much more features I feel it needs even more =) Like diving with the ship, more planets with more animals or tribes. Flying the ship and dog fighting, the responsive trade model and the design and building features are exemplary. The exploration part is, for me, somehow lacking because of the above: you can land on planets, but it's not worth it to do so. I am not saying that every planet should be inhabited, that is nonsensical, but it would be a very cool feeling to find various animals, maybe primitive tribes and so on on some planets. Finding those would be really, really cool experience and also unique if not too many planets have it.
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Empathy KING
1.0 hrs
Posted: August 27
As you can plainly see... I no longer have this game because I returned it immediately after I found out that there is only a hairs difference between this game and its older brother. I can not begin to tell you just how boring this game is because I haven't played it for even one hour. I can though tell you how bring I think it can be becasue that one hour I spent playing the game litterally had me jumping up out of my chair when I heard my phone ring! Why? Because I was falling asleep and my ringtone (Sanford and Son theme) scared the $hit outta me!

Now please do not do the silly immature thing and begin to call me names and cuss me from here to Italy. Just because I think this game is boring and lame does not mean that the Evochron series $ucks. I enjoy a single player experience that offers exciting plot lines and deep characters with multiple points of view! This game has none of that... You just do what you do and thats it. Destroy a large armada of space pirates and all you get is a lame message from a boring, uninteresting NPC... Thats it!

This game just isn't for me and if you enjoy awesome adventures, breath taking action and unforgetable moments of triumph then you will not enjoy this game either. Please, if you enjoy this game then good for you, thats great... All Im asking is that you respect my opinion because in the end thats all it is... AN OPINION!
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QP
1.8 hrs
Posted: August 26
I'm not sure about this game...two hours to go through a tedious wall-of-text tutorial. There seems to be some sort of issue with ship rotation (can only turn so far, then it bounces all around - gimbal lock or something?) Maybe this is just a bit too much sim for me, there are sooo many controls and HUD elements, many of which are hard to read. I wish I could leave a neutral review that was just for information and not affect the rating - there could be a great game in there somewhere but so far it's harder to get at than in the X3 series (which isn't exactly an arcade game in its own right).

On second thought i will set this to recommended - but only to those who are really looking for this level of super in-depth simulation.
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Corvus Corax
55.3 hrs
Posted: August 22
Amazing game, have to try if you like spacesims, physics great, freedom...
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[HOPB] DarkWolf2014
18.2 hrs
Posted: August 19
I've been playing Evochron on and off since Evochron Legends, which is an older Evochron game from 2009, before this developer started to release his games on Steam. Back then I remember going down towards a planet and docking for the first time. It was amazing and it literally blew my mind!

That's why when No Man's Sky came out, some people were stressing how awesome it was in preview videos that you can enter and leave planet atmosphere's.

When people said that... I told myself, "Evochron did that already. So?"

Evochron is your Han Solo experience. Differences in Legacy, from Mercenaries, is that you can now choose between a few starting professions. Mercenary, Miner/Trader, Combat Pilot, and an Explorer. This was not implemented in any of the previous Evochron games. Each starting class gives you different starting equipment. Which is actually very nice.

I have not tested out the online multiplayer. I did in Mercenaries and it was great with my friend and I. I did check out how many servers are open and there are only three servers. I've got no idea how many people play online really... Most of the time I play Single Player. Not interested in mining an asteroid and getting blown up by someone.

From what I remember in Mercenaries, if you die, you just respawn at your previous save. Guess it's the same with Legacy? Please correct me by commenting and I'll correct this portion.

You cannot go wrong with any Evochron game. If you love Space exploration and Spacecraft simulation with great inertia combat, then you'll want to pick this up. I actually prefer the Evochron games over Elite Dangerous.

Also to add, before I close with this review. I did play this title in the HTC Vive. It's buggy but it performs really well. The cockpit is really huge and makes you feel as if you're a small person in a giants cockpit chair. Maybe that can be played with to scale down the cockpit to fit an actual person. Otherwise, it's awesome in VR.

Thanks for reading! Now go buy the game!
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mep
0.6 hrs
Posted: August 17
they literally just released evochron mercenary again.
well i'm glad i paid for the same game, again, i guess.
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