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.
All Reviews:
Very Positive (232) - 81% of the 232 user reviews for this game are positive.
Release Date:
Jan 18, 2016

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Recent updates View all (29)

May 7

Evochron Legacy Update 1.0808...

Version 1.0808 includes the following improvements:

- Revised optional terrain shaders for added detail on planet surfaces.
- Green circle added to nav map around in-sector planets to indicate safe jump zone.
- Introduction/title sequence updated for more consistent timing/pace on a wider range of system configurations.
- 'Select Mode' indicator added to HUD when mouse flight control mode is disabled and ALT/select mode is enabled.
- Ability to set custom axis and button inputs to control the mouse pointer added to the Menu/Console Control options.
- Station command module hangars now have dedicated shield arrays for each entrance and placement moved to outer edge.
- Upper menu bar on HUD revised to include text labels on available buttons, reduce visual clutter, and display simplified icons.
- Global flight lead transfer system implemented, allowing the flight lead role to automatically transfer to another player if first was destroyed.
- Mining system could occasionally place material recovered from a planet in a new cargo bay rather than combining with existing matching materials, now fixed.
- Plant sample recovery and item lost on planet surface contract acceptance now permitted if player has terrain walker installed (no longer requires mining/tractor beam to be installed on ship).
- Contrast for Game Options, Axis Configuration, Key/Button Configuration, Training, and other menus increased for sharper appearance and improved visibility for buttons, sliders, and text.
- Navigation map system revised to fully incorporate 3D structures in rendering for improved icon alignment, rendering of map log locations, and small object signals (probes and sensor arrays) in the 3D mode.
- 'Right Click to Set Nav Marker at Position' notification now displayed whenever a detected object is highlighted on the navigation map with the mouse pointer.
- New optional reflection/environment mapping effects applied to cockpits, ships, stations, and cities when 'Effects Detail' is set to 'Very High'.
- 3D/DIR radar display accent graphics simplified and spaced further away from center for improved clarity and sphere edge legibility.
- Console menus revised to better align with upper HUD menu bar in style and appearance, reduce visual clutter, and improve clarity.
- UI text coloring updated to better distinguish between clickable button options and displays/readouts (blue vs other colors).
- Work around for 'Error 3002' that could occur on systems with damaged, missing, or altered default Windows audio codecs.
- Option to set the Y position location in Navigation console by holding the Alt key and scrolling the mouse wheel added.
- Click ranges updated on upper HUD menu bar for improved calibration along with resized highlight indicators to match.
- Improvements to AI behavior when hired as ships in single player and player faction is later changed to independent.
- By player request, contract linking in multiplayer now requires manual acceptance (default F4 key) to activate link.
- Improvements to secondary city docking point placement and activation systems when built near a planet's main trade city.
- On rare occasion, a locked target's status display object could leave behind another floating structure, now fixed.
- Improvements to handling contract cancelling between flight lead player and linked players (objective alignment).
- HUD shield array indicators moved to inside gunsight ring and now also change size based on status (HUD mode 2).
- 3D map mode now supports setting the X, Y, and Z coordinate positions, allowing nav point selection in full 3D.
- New placement indicator and directional lines added to 3D map mode for nav point visual placement reference.
- Cockpit lights and background displays can now flicker when ship's hull is hit directly by weapon fire.
- Navigation map grid background revised for a simpler appearance and improved icon visibility/contrast.
- Performance improved for initial heightmap data loading system when travelling from sector to sector.
- Improvements to multiplayer movement prediction and formation systems for low framerate conditions.
- Eagle civilian frame updated to correct small section on hull that lacked complete normal mapping.
- Several new images for 'tips' to better align with recent UI/console and other graphics changes.
- Option to map a custom dedicated key or button to toggle mouse flight/selection control added.
- New frame timing system to help reduce possible flickering in VR on lower performance systems.
- Training and instructions updated to accommodate UI, console, and control option changes.
- Various structures resized slightly to better accommodate overall VR environment scaling.
- Most navigation map icons updated for higher resolution and improved scaling/visibility.
- Added ability to scale cockpit structure and holographic displays for VR (vrsetup.txt).
- Improved navigation map animation when scrolling using directional arrows and zooming.
- Directional marker rings added to 3D radar sphere for improved orientation reference.
- 'Zoom Map' button renamed to 'Enlarge Map' to distinguish from other zoom options.
- Most wireframe hologram icons/graphics replaced with solid transparent versions.
- Subtle brackets added to highlight gunsight readout bar graphs in HUD mode 2.
- Default save data folder location moved to \Documents\EvochronLegacy.
- Both HUD gunsights revised for a more simple single 'ring' look.
- Updated target missile lock indicators for stronger visual cue.
- Ship targeting indicators revised to reduce visual clutter.
- Increased visible rain in weather effects.
- OCRS now enables only in HUD mode 2.



Notes:

This update introduces several significant additions/advances to certain graphics elements of the game designed to work with the recently added 'Very High' detail mode and overall expanded range of available settings in the 'Effects Detail' and 'Terrain Detail' options. As a result, some players may want to change detail settings to different levels after installing this update in order to return to desired performance levels. And to accommodate that transition, the original shaders, techniques, and detail levels have been preserved in this update to provide the option for restoring the older graphics systems/modes as may be desired. The older systems have just been moved to different detail settings in the Options menu. Also, the default settings the game applies the first time it is installed and launched are the same as before to keep the same performance, leaving the higher settings optional for players with higher performance systems. The system requirements remain the same, there are now just higher limits to the upper detail settings for more powerful systems. And as such, there is now a wider range of available setting options ranging from what was available before to what are now higher levels of details/effects.

The new optional terrain shaders now provide significantly more texture detail in higher modes, particularly at closer distances. There can be a performance impact to render the added detail, so for those running the game on older/slower systems that may have difficulty with the added shader instructions, the 'Low' and 'Medium' detail modes will provide the original shader system that removes the new detail effects for the same level of performance as before. 'Low' is equivalent to the original 'Low'/'Medium' texture detail level and 'Medium' is equivalent to the original 'High'/'Very High' texture detail level. The new 'High' and 'Very High' detail settings now apply the new terrain shader system at different detail levels. Also, for multiplayer the game will retain the shader mode you select with the 'Terrain Detail' level and will only adjust the mesh detail aspect of the setting when connecting to a server with a different setting. So if you select the new shader mode with either the 'High' or 'Very High' level, the game will keep that while you play and simply adjust the mesh detail to match so all players in the game will have the same terrain structures. And if you select the original shader mode with either the 'Low' or 'Medium' level, that shader mode too will be kept and only the mesh detail adjusted to align terrain structures for players.

The goals of the HUD and user interface changes/additions are primarily to reduce visual 'noise', increase visible contrast for buttons/highlighting, provide improved distinction for active modes/options in relation to other buttons, simplify selection, and add labels to previously unlabeled options. Overall, the changes are designed to provide a cleaner and simpler presentation both visually and functionally.

The 3D map mode now supports selecting the X, Y, and Z coordinate positions, which allows the player to move the map around to gauge the selected nav point in reference to other objects in the sector. This can be done in place of using the regular 2D flip map mode or in addition to it whenever the player might want to view the space around the selected nav point in 3D.

The range of available effects has been expanded for the 'Effects Detail' option. Players can now set it to 'Low' to disable additional effects for added performance or 'Very High' to enabled new effects not previously available. 'Low' will now also disable dynamic cube mapping for planetary water and 'Very High' will enable new reflection/environment mapping and lighting effects. You can still optionally enable or disable the cube mapping for water effects in an external configuration file, so if you've specified a value it will still apply regardless of the effects detail level so you can still control the setting independently, if desired. The performance requirement for the 'Very High' detail setting can be significant, especially on older/slower systems, so it is recommended for players using more powerful systems capable of handling the additional camera renders, memory overhead, and shader instructions. The new reflection effects can also be modified via the specular.txt file option, details available in the updated customizing kit. For those interested in retaining the original rendering system and/or level of performance, the 'Effects Detail' can be set to 'High' rather than 'Very High' and the original system will be used instead of the new one.

A page is available on the game's official website that provides a few comparison images and work-in-progress videos to show some of the changes and improvements: https://www.starwraith.com/evochronlegacy/uiconsoles.htm

The revisions to the experimental VR system include some scaling adjustments/alignments along with optional cockpit scaling and minimum camera range setting. For cockpit scaling, the value should generally be high enough to avoid clipping at close range (ie 0.8 ), but can be adjusted in conjunction with the minimum camera range setting (default value is 1.0) for a wider array of available sizes. As a result of the scaling changes, the new default values for 'EyeDistanc' and 'HeadMScale' are now 2.0, so any vrsetup.txt file that may be in place will need these values changed to align with the new defaults (you can continue to use old values, such as 3.4, the cockpit and other structures may just appear smaller than before). A new default value has also been applied for the VRFrameTimer option. It is now set to 0 to activate the new dynamic timing system that should help reduce/eliminate possible flickering on lower performance systems. You can optionally still select a value above 0 to apply a static time delay value if you find one that works best overall with your system configuration. The download link for the latest current sample vrsetup.txt file is available here: https://www.starwraith.com/evochronlegacy/customkit/vrsetup.txt

By request, contracts in multiplayer now require players to accept the link rather than automatically being linked in. This way, a player accepting a contract won't automatically be subject to other players of the same faction doing other things in the same sector that could effect their current activity. Once a player accepts a contract, it is locked in and only players who are of the same faction and in the same sector who accept the link within about 10 seconds (using the trade link key or button) will join the player who accepted the contract. Otherwise, the accepting player will be able to complete the objective on their own and no other contract links can be accepted or interfere with the original player in the same sector until they cancel or finish the objective. If one or more players misses the opportunity to link into a contract, the player who accepted it can immediately cancel it before departing the station/hangar, then reselect it from the list. The contract will not be lost in the queue and is kept/preserved for reselecting as needed without penalty. To retain previous functionality, an option to automatically link in to allied contracts in the same sector is also available in the contract selection menu (docked or undocked). Simply click on 'Auto-Link To Local Contracts' to enable.

The new global flight lead transfer system now allows a multiplayer contract with multiple players to continue without failing it for all linked players even if the flight lead player is destroyed. The multiplayer system will automatically transfer flight lead authority to the next player in the linked group so that the objective can still be completed. At least one player must survive until the objective is finished or cancelled for payment to be received and only the surviving player(s) will receive the payment upon completion. If an objective can no longer be completed after the flight lead has been destroyed (because that player had the required equipment, material, or location), then the contract will need to be manually cancelled by the other player(s) or if possible, completed by another player acquiring or meeting the requirements with the contract still active.

The default save data folder location has been moved to \Documents\EvochronLegacy (user folder location being \Users\[username]\Documents\EvochronLegacy). The game will create the new folder and copy any save game, template, and setting files from the original \sw3dg\EvochronLegacy folder to the new location the next time you start the game (you can keep the old files in place as an original backup or move/remove them as desired). This change doesn't impact install folder locations and files, so any custom files/folders in the install folder will remain and continue to function as before. This change is only for the save data folder where save games, engineering templates, ship templates, and game settings are kept. If you'd like to retain the original save data folder location, you can place this file in the game's install folder (right click on this link to Save As): https://www.starwraith.com/evochronlegacy/customkit/savedir.txt (and if needed, replace the 'c:' in the file with the letter drive for the existing location of the \sw3dg\EvochronLegacy folder) Also, the game will default to the original \sw3dg\EvochronLegacy folder location if the new location can't be created or found for some reason.

The ability to set custom axis and button inputs to control the mouse pointer has been added to the Menu/Console Control options. You no longer need to edit the external text file to select custom values for these options, you can simply select them directly in the menu and then test them while the game is running. Simply click on the menu option to change the assigned axis or button input. Left click will increase the selected axis or button, right click will decrease the selected axis or button. Options to invert the axis input are also available as is the option to change the assigned device. This way, you can quickly select a custom input profile for whatever device you might want to use to control the mouse pointer in menus or consoles.
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January 8

Evochron Legacy Update 1.0788...

Version 1.0788 includes the following improvements:

- Civilian ship textures updated for more vivid coloring.
- Asteroid normal mapping updated for improved detail and light response.
- Shaders adjusted to reduce upper contrast levels under bright light conditions.
- 'Very High' option added for Effects Detail to expand available/selectable range.
- 'Very High' option added for Terrain Detail to provide optional higher texture detail for planets.
- 'Very High' texture detail mode added to provide double detail level above 'High' for certain objects.
- OCRS now automatically deactivates when any console is open and also automatically activates when console is closed.
- Internal client value bypass system added for rare angle lock condition (provides improved rotational behavior at certain angles).
- New distant object rendering system added to provide colored points of light for in-system objects when they are far away.
- Windshield blast shield lighting updated to retain consistent illumination level during entire startup procedure.
- Quest and waypoint radar blips sometimes appearing outside of central radar display frame in mode 2 fixed.
- Slight delay added to player-to-player linked jump system in multiplayer for improved arrival alignment.
- 'Rename Pilot' option in Pilot Manager changed to 'Modify Pilot' to better indicate additional options.
- Revised high speed planet entry burning effect added, including ability to apply to multiple ships.
- Indicated FVL velocity of target would sometimes mismatch by a small margin in multiplayer, fixed.
- Revised multiplayer object interpolation and prediction system implemented for smoother movement.
- Object targeting system would sometimes auto-bypass if a ship wasn't nearby in range, now fixed.
- Hull atmospheric descent flaring now displays only when hull is directly effected by friction.
- Experimental VR system updated for improved movement response performance and reduced judder.
- Atmospheric friction hull damage level that applies once shields are critical reduced by 50%.
- Move option added when the borderless reduced windowed mode is active (via swscreen.txt).
- Smooth rotation system added for panning orbit camera controls in external view modes.
- Improvements to gun turret speed offset system applied to particle cannon shots.
- Multiplayer text chat color option for blue tones updated for higher blue level.
- Improvements to AI ship affiliation distribution when arriving in new systems.
- Field of view and aspect ratio sliders added to Resolution drop down menu.
- 3D server program updated to accommodate required display module changes.
- Improvements to autopilot waypoint proximity based velocity selection.
- Subtle particle/streak effect added to jump drive sequence.
- Minor fixes.


Notes:

The new 'Very High' texture detail mode provides double the texture resolution of the 'High' mode for flyable civilian and military ships, asteroids, and the interior hangar/docking collar. The additional memory requirement is significant for this mode, so a video card with at least 2GB of dedicated video memory is advised for this option. The additional texture content increases the download size and install size by about 40-50 MB. For anyone developing custom texture files for the game, new 'veryhigh' texture filename indexes have also been added for the new optional detail level (in addition to the original 'low', 'medium', and 'high' levels). You can copy any 'high' texture file sets to include 'veryhigh' files to keep the maximum detail level the same when players switch to the 'Very High' texture detail mode, or optionally provide textures at a higher detail level. More details are available in the revised customizing kit.

To facilitate higher speed atmospheric dogfighting and travel, the damage level of atmospheric friction has been reduced by about 50%. This allows for significantly faster travel speeds in thicker atmosphere (ie lower altitude) conditions, allowing players who have been interested in dogfighting each other (particularly on private servers and LAN) to fly faster for evasion and wider turns. Other gameplay modes can also benefit from the faster travel speeds for quicker descents and escape. Short bursts of speeds up to 4000 or more can be achieved with energy shifted to shields and careful array augmenting.

When the borderless reduced windowed mode is activated with the swscreen.txt option, an icon ('+' symbol) will appear in-game in the upper right corner of the screen when the Alt key is held down. Click and hold on the icon with the mouse pointer to move the game's window frame around on the screen. This option, much like the reduced window mode itself, is somewhat experimental, but should be able to provide a way to move the game's window around while it is running on most system configurations.

You can now adjust the field of view and aspect ratio from within the game via the new sliders that appear at the bottom of the Resolution drop down menu. You can optionally reset the sliders to default value by right clicking on the slider bar for the option you want to reset.

The 3D (GPU enabled) server program has been updated to align with required changes to the display module for various VR and related functions. This will allow the 3D server program to run at the same time as the client on the same system, for those interested in running it that way. The old version of the 3D server program will cause the client to display an error message when attempting to launch it, but only if run on the same system at the same time. No changes have been made to the 2D server program as the updates were only necessary for the GPU enabled version. As with any server update, if you install this version, be sure to back up your text8.dat, factionmap.txt, and universemulti.txt files before installing it to retain your server settings, territory map status, and build modules.

The experimental/unsupported VR system has received revisions in attempts to improve movement response and also reduce judder. However, the framerate rendering performance is still very much system dependent. Evochron does not automatically reduce detail levels when the VR system is active. So if you select 'High' or 'Very High' settings, they will apply the same in VR as they do in standard display modes. If added performance is desired, simply change detail levels manually to try and achieve the level of framerate you prefer with the level of performance your system can deliver. That said though, the changes in this update should dramatically improve the VR experience in the game. Also, the vrsetup.txt file option for custom settings has been updated, here is the download link to the latest current sample file with the required options: http://www.starwraith.com/evochronlegacy/customkit/vrsetup.txt

A smoother rotation system has been added for orbit panning camera controls in external view modes that utilize those options. This helps soften the start and stop movement of those camera controls. The tapering level can also be customized via an external text file (create a file named 'vieworbitrate.txt' in the install folder and enter a value in the first line). The default rotation rate level is 0.1.

The new distant object rendering system will render points of light out in the distance for planets, moons, nebula clouds, and stars that are close enough to be in the same system, but far enough away to not be rendered by the primary entity system. The distant object system will take over when objects reach that distance so there is still a visual cue among the background stars that an object is there even when it is several sectors away. And they are also rendered with a more pronounced glow effect to help make them a little more obvious. The coloring for each point will match the reflective/atmospheric properties of the object (such as planets) or the emissive properties of the object (such as stars). Even though you will now be able to see these objects at much greater distance, as the pilot, you'll still need to learn how to distinguish what is a fairly nearby planet or star object versus something that is much farther out in the background (likely much larger) and is fixed/static rather than a closer entity being rendered by the new system. One way to gauge this is to observe if/how a point of light moves or doesn't move when you move since at some distances and angles, their appearance can line up pretty closely with other points in the background. So learning to distinguish between such points can be a useful thing to practice.
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About This Game

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

System Requirements

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