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:
Mostly Positive (194 reviews) - 79% of the 194 user reviews for this game are positive.
Release Date: Jan 18, 2016

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Recent updates View all (22)

January 18

Evochron Legacy Update 1.0488...

Version 1.0488 includes the following improvements:

- New font to provide better legibility, improved numeric/letter distinguishing, and dedicated lower case character set.
- Displayed button values in configuration menu now use numerical range (starting at 1) rather than index range (starting at 0).
- HUD gunsight, target indicators, and pitch ladder updated for finer details, reduced color saturation, and a cleaner/simpler appearance.
- Button images updated to reduce width of highlight bars at edges and vertical shading aligned for a thinner and more consistent appearance with scroll bars and indicator bars.
- Ship and object collision alert system added, providing a warning when the ship's vector may impact an asteroid, planet, moon, station/city, cargo container, shipwreck, or certain other structures.
- New item restoration system for multiplayer added to recover lost items stored in a destroyed command module, even if significant time has passed, if replacement command module is built.
- By player request, initial close proximity build module binding restrictions/dependencies added to cities to align with space station build module behavior.
- Quadrant Territory and Economy map labels moved to text lines for easier editing and 'Neutral' territory category added for 'IND' affiliation.
- Space station shield, power supply, and weapon turret modules now require retaining their dependent modules in range in order to function.
- Spacecraft landing gear could remain temporarily visible on another player after they engaged a terrain walker, now fixed.
- Potential cause for a very rare runtime error message when client terrain detail setting is mismatched from server fixed.
- Physics adjustments to player ship after cargo changes may not have correctly applied after build operation, now fixed.
- New cargo delivery point path indicator added to HUD (to help guide player to delivery point below receiving ship).
- Command module now counts as 2 power supply modules for dependency credit and has extended energy coverage (1000).
- Docking fee notice could display incorrectly in single player for a newly constructed command module, now fixed.
- 'IND' built weapon turrets will no longer automatically attack ALC or FDN ships without them attacking first.
- New cockpit strut structures added to military and civilian cockpits for a more detailed appearance.
- Instructions updated to include new images that align with recent graphics changes and improvements.
- HAT/POV control mode changed to provide drop down selection menu rather than left/right toggle.
- New 'Rev Y' reverse vertical mode added to Pan, Strafe, and Snap View HAT/POV control options.
- Weapon lab missile stats updated to better align with standard missile stats for comparison.
- In weapon lab, more missile casing armor now adds hull strength for higher speed rating.
- Server programs updated to enforce build dependency changes server side in multiplayer.
- New subtle animation effect added to landing/docking and cargo delivery indicators.
- By request, music tracks from previous titles in the series added for more variety.
- Base yield level for custom missiles in weapon lab increased by about 100 points.
- Player request for an option to auto-save entire message log to text file added.
- Station under attack alerts could sometimes display incorrect player, now fixed.
- Target scanners can now display material levels near planet terrain surfaces.
- Planets can now vary high and low levels of materials across their surfaces.
- Improved UI alignment and support for 5:4 resolution ratios (ie 1280X1024).
- City command module sector build limit changed to four.
- Several minor fixes and UI improvements.


The new multiplayer lost item restoration system will now recover items stored in a station hangar for a command module that is destroyed by another player while the storing player is offline or in another sector, even if time has passed as long as a replacement command module is built in the same sector and the items continue to be displayed in the 'Hangar Details' list. This way, you can effectively recover lost items from a destroyed command module by simply rebuilding it at the same location, even if significant time has passed. The system will also allow recovery of items stored in an old command module built while playing on a different server by building a new command module in the same location while playing on a new server. You can also change the name of the station, which doesn't have to match the original. The sector location simply has to be the same. Single player and multiplayer self-destructing lost item conditions will still apply, so if you destroy your own command module, the items will continue to be lost. This exception for item restoration is specifically for multiplayer to accommodate a player request since that environment is more prone to lost/destroyed station command modules.

The new text font is now in place and is designed to primarily address three requests/issues. First, the new font moves away from the 'all caps' structure of the old font, providing a more distinguishable lower case character set. The new font also provides new numerical characters that are designed to be more distinguishable from similar letter characters (5 and S for example), making it is easier to tell the difference. The third objective is to provide a more legible character set overall, making finer text details easier to read on various displays and indicators that use them. The characters are more consistent in their structures (line width/height and overall horizontal/vertical size) and spacing in between characters/lines has also been increased to reduce the reported crammed/cluttered appearance of the old font.

Space station shield, power supply, and weapon turret modules now require retaining their dependent modules in range in order to function. If they lose a link to a required module, they will lose power (their lights will visibly turn off) and will become ineffective. This change may have some side effects, including any partially built stations possibly needing dependent modules to be built in order to expand/activate their functionality. City modules only have dependency requirements upon building. Once built, they can sustain themselves from the resources of the planet.

Materials that can be mined from planet surfaces now vary randomly, creating 'pockets' of higher, mixed, and lower value materials that can be recovered. Players that equip their spacecraft with a target scanner can see the percentages of each material when they fly at a low enough altitude (similar to how the contents of an asteroid can be viewed when targeted). The scan is done directly below the player's ship, so they can fly over the spot they are scanning to retrieve the materials in the indicated percentages. Scanning results are displayed on the lower right section of the HUD. Required altitude is currently around 500, so players will generally need to fly a 'nap of the earth' style low altitude pattern to perform faster scans.

The customizing kit has been updated with the new landing/docking indicator texture information.

An option to save the entire message log to a text file is now available. To enable the option, include a blank text file named 'messagelogsave.txt' in the game's install folder (Program Files (x86)\Steam\SteamApps\common\Evochron Legacy for Steam or \sw3dg\EvochronLegacy for the direct download version). The game will then automatically save all lines in the message out to a text file in the save data folder (default location is c:\sw3dg\EvochronLegacy) every time you save or quick save your profile. Each saved message log will carry the format 'messagelog[timestamp].txt' (where [timestamp] is a unique timer integer). To disable the option, simply move or remove the 'messagelogsave.txt' file.

Edit: Update 1.0488, a small hotfix has been uploaded to correct a potential issue for items stored in hangars in multiplayer. Anything in the 'hangar details' list should now be retrievable in multiplayer, rather than possibly intermittently depending on how a player travels.

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December 7, 2016

Evochron Legacy Update 1.0428...

Version 1.0428 includes the following improvements:

- HUD docking/landing tunnel behavior near planet cities improved.
- Glass effect on civilian cockpits made glossy to better align with military spacecraft.
- AI traffic patterns updated to increase frequency of routes to main cities on planet surfaces.
- AI traffic patterns updated to be more varied and responsive with movement/activities in sector.
- Ability to consolidate and transfer matching commodity cargo in open space added (hold Alt key and left/right click).
- Option to adjust throttle level with mouse wheel at 10X added for mouse flight control modes (hold Alt key, then adjust mouse wheel).
- Save data output option updated to include vertical velocity, horizontal velocity, control input, and thruster output values (see customizing kit for details).
- Residual shield benefit could still be applied to certain station modules after a shield module was destroyed, now fixed.
- Default basic axis configuration for mouse pointer control updated to better distinguish between joysticks and gamepads.
- Default basic axis configuration for flight control updated to better distinguish between joysticks and gamepads.
- Location data received from NPC/AI pilots in ship-to-ship trades now automatically stored in map log.
- Improved city docking tractor beam holding system to prevent slow reduction in altitude while docked.
- Player's ship no longer has to be absolutely still to quick save while inside a carrier hangar.
- Docking zone indicator in stations and at cities scaled 2X for improved legibility.
- Nav map database updated to correct misplaced icon listing for an uncharted planet.
- Sensor range for target scanner (2500) now displayed with item description.
- Verification step added for right click deleting map log entry.
- Verification step added for jettisoning cargo.
- New option to rename map log entries added.


The game can now better detect certain control device conditions for a basic default axis configuration. Pitch and yaw are now configured uniquely for the first two axis channels depending on the class of device, whether joystick or gamepad. The new system also includes the addition of roll control to axis channel 3 while throttle remains unbound, leaving it controlled by keyboard/mouse options and open to mapping by the player as may be desired. This will help set basic default axis mappings for joystick users and gamepad users, particularly for the mouse pointer control mode (when the player wants to use their flight control device to control the mouse pointer). But it also works for a default setup the first time the game is launched. The player can still select a preferred alternate device control profile in the Axis Configuration menu, manually map controls as desired, or activate a non-controller flight mode as well. The changes in this update simply provide a default basic axis configuration that's better relevant for the preferred device being used (the top listed device in Windows). If you've already mapped controls, these changes won't effect any existing control configuration since they only apply if the configuration files don't exist and the game is creating them for the first time based on what it detects.

You can now consolidate and transfer commodity cargo while in open space, you no longer have to dock at a station to move things around. Simply hold the Alt key as you would when docked earlier, then left or right click on the matching commodity types you want to consolidate/transfer.

New verification steps have been added by player request to the map log entry deletion and cargo jettison option. These options now require two clicks to complete and a text prompt will be displayed after the first click to verify if you want to complete the action. The relevant button will also change color to red before the second click as an additional alert and in the case of map log entries, to verify which entry is ready to be deleted.

If you receive location information for discovered planets or cargo containers from NPC/AI pilots in ship-to-ship trades, the information is now automatically stored in the map log. If you want to delete this information, simply open the map log and right click on the entry you want to remove twice.

The new rename map log entry option lets you change the name of an entry while viewing the log. Simply click on the 'Rename Entry' button, then click on the entry you want to rename. The naming prompt with then be filled in with the original entry name and you can use backspace to remove characters and change the listing as desired. Press enter when finished.

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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, 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

    • 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)
    • 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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