We're making good progress with the upcoming content update and are excited to demo our latest dev build at the ROCKFISH Games Show here on Steam, Twitch, and YouTube, on Friday, July 2 from 8:00 pm to 10:00 pm CSET / 2:00 pm to 4:00 pm EST / 11:00 am to 1:00 pm PST.
Our one-and-only Erik Schrader, beloved Community Ambassador and ACE pilot, will take the all-new Vanguard light fighter ship class for a first spin and test its capabilities in the murky locations of Zharkov, the upcoming third star system in EVERSPACE 2.
Not good enough? Well, we'll also be giving away four Steam keys during the stream, so be there or be square! 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
If you missed the last ROCKFISH Games Show where our beloved Community Ambassador and ACE pilot Erik Schrader gave a sneak peek of another Zharkov location, here's the VOD: https://youtu.be/uyn2KwMWTW8?t=486
And yes, as always, Erik showed more than he was supposed to, dang it! Just like he did last week when revealing the new star system: https://youtu.be/a7Pr0K9F0ZI?t=482
Still on the fence about getting into EVERSPACE 2? Well, it's 20% off until July 8, 10 am PST! We won't have any deeper discounts than this until several months after the full release, which is currently scheduled for summer 2022. In fact, we plan to raise the price at full release. No pressure, we’re just being transparent. If you’re looking to hop in at a great price, now is the time! OK, so tiny bit of pressure 😉
Oh, and anyone still on the fence about the price, check out all the content that is still coming which we’ve listed in the Early Access store page description! Did we mention the game is also DRM-free on Steam and won't have any microtransactions? I’m sure we have, but anyway… lots of cool stuff to come without any strings attached!
Keep it civil on the forums, and see you in space! 🚀💥🙌 Michael and your dedicated ROCKFISH Games Team
Make sure to swing by today's ROCKFISH Games Show when beloved Community Ambassador and ACE pilot Erik Schrader will give a sneak peek of another Zharkov location here on Steam, Twitch and YouTube from 8:00 pm to 10:00 pm CSET / 2:00 pm to 4:00 pm EST / 11:00 am to 1:00 pm PST. Chances are, things go sideways yet again when showing the latest build, plus even more spoilers heading your way, so it should be fun! 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
In this actual gameplay teaser trailer, space game enthusiasts get a glimpse of the third star system that leads deeper into the mystery of the Ancients, a powerful alien race, as well as shady business being done by the Grady & Brunt mining operation, two factions that were already established in the original EVERSPACE. Keep an eye out for new natural hazards, weapon types, and a new planetary location that is briefly shown. Time to get excited, pilots!
Make sure to swing by tomorrow's ROCKFISH Games Show when our beloved Community Ambassador Erik Schrader will give a sneak peek of Zharkov on Twitch and YouTube from 8:00 pm to 10:00 pm CSET / 2:00 pm to 4:00 pm EST / 11:00 am to 1:00 pm PST. Chances are, things go sideways yet again when showing the latest build, plus even more spoilers heading your way, so it should be fun! 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
Thanks for all your feedback on the big content update that dropped less than a week ago. Overall, the response from the community was very positive, but a few issues did slip through the cracks. To get those kinks ironed out, our team has been working hard to swiftly deliver this hotfix with the changes below:
Bugfixes
Fixed some keys occasionally not working in menus
Fixed a blocker in the Smoke & Mirrors mission in which the cave could not be entered
Fixed "Return to surface" waypoint in Smoke & Mirrors mission not properly succeeding if any waypoint was missed along the way
Fixed a blocker in In Heart Scrap mission which ended the mission after prematurely destroying the functional drill unit
Fixed not being able to return Cephas Cabernet Sauvignon
Fixed Elek's HP and DPS not scaling correctly
Fixed special cases in which joystick keybindings were lost on restart
Fixed ARC-9000 explosion not damaging the player ship unless the Reduced damage from ARC-9000 explosion perk was active
Fixed ARC-9000 explosion sometimes ignoring enemies
Fixed a problem in a Lost Cargo job in which a destructible wall didn't spawn mission containers correctly
Fixed being "nowhere" when leaving a generic job location after having loaded a manual save that was created there after having finished the job
Fixed being able to manually save during active tasks in job/signal locations
Alrighty, this should be it until the next major content update drops in summer, opening the jump gate to the third star system Zharkov where new main and side missions, another companion, and lots of new secrets and activities await.
As always, don't miss our weekly “ROCKFISH Recap,” hosted by our one-and-only Community Ambassador and ace pilot Erik Schrader, on Twitch and YouTube to watch the latest dev build in action, Fridays from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
PS: If you'd like to see a screenshot of yours featured, like the one above by EVERSPACE 2 pilot Kizaw, join our discord and drop them pretties in the #screenshot channel.
DRUM ROLL! After being smoke-tested by daring Early Access test-pilots without running into any [major] issues and some last-minute tweaks & fixes to address much-appreciated community feedback on the experimental version, we’re excited to announce that we just pushed the button to release the first content update, EVERSPACE 2: Contracts/Hinterland, on Steam and GOG - WOOT! Make sure to follow us on Twitter, Facebook, Reddit, and join the Discord for future chances to jump in early on upcoming builds!
The biggest addition, beyond all the new contents, previously revealed on Steam, is a multi-stage smuggling mission taking pilots to several locations in Union through the continued story campaign included in this update. It features cuddly Elek helping you out, drawing enemy fire while you deliver precious, yet highly volatile cargo stored behind your cockpit seat. Meaning, better to keep your finger off the trigger and sneak around hostile units by using the environment to your advantage.
Steer clear of the firefight while hauling an explosive payload! Volatile cargo is dangerous, but it pays top rates. To stabilize hazardous goods between Supralight jumps, quick pit stops will cool things down.
We’d love to hear your feedback about these kinds of missions—we plan to add more smuggling activities in the future for all those space truckers who enjoy making extra credits on the side. Still too early to say how exactly it's gonna work, but illegal smuggling jobs might have an impact on your trading reputation later in the game. Would be dope if we even added special gear and certain ship class capabilities in the future that would come in handy for dubious tasks further down the line, wouldn’t it?
Music Overhaul
Now, before you frantically click on the link to the 100+ entry changelog to find out what else is new in our first major content update, let’s talk about what’s under the hood of Added/Improved various music tracks, plus some general thoughts about music in video games and EVERSPACE 2 in particular.
Disclaimer: Having a great soundtrack alongside everything else we’re making for EVERSPACE 2 is hugely important to us. The team is filled with suckers for great music so this section grew longer than planned; Anyone who always turns off in-game music to listen to their favorite playlist on Spotify, feel free to skip right to the end with the link to the changelog; no hard feelings! :)
Meet our one-man-army sound designer & director Gero! He has been “lost in music, caught in a trap, no turning back” Sister Sledge-style in his sound-proved studio at our office without going nuts all by himself. For over two years, he’s been composing and tweaking well over 60 tracks, mixing a plethora of iconic SFX for primary and secondary weapons, activated ship devices and consumables, distinctive audio clues about environmental events, UI actions, as well as directing and editing countless hours of voice acting. If that wasn’t enough, Gero is also a veteran audio programmer, making all that in-game audio magic happen at the right time and place. Oh, he also does layout edits for the cinematics and in-game cutscenes. It’s been a ton of work and it’s far from being finished, but as long as coffee doesn’t run out, all is good, Gero assures us.
We probably all agree great music and fitting SFX has always been super important in video games. Even if excellent game audio might elevate the game to higher levels for many players just subconsciously, playing your favorite games, from 8-bit classic to the latest AAA blockbuster, without music can make you realize how much of the total experience is missing.
Now, when making an open-world space action RPG, many epic soundtracks from iconic space movies and sci-fi shooters immediately come to mind as inspiration. From Star Wars, Star Trek, and Battlestar Galactica to Halo, Destiny, and Fallout—the list of fantastic sci-fi music is endless. Expectations for a top-notch sci-fi action RPG score are very high, especially when the visual fidelity is so good. However, we don’t have a AAA budget for a highly-decorated composer and full-sized orchestra to produce several hours of in-game music. Even if we did, we think it wouldn’t be the right fit for this title.
So, being budget-limited and wanting to produce as much as possible in-house, we had to come up with a music direction that Gero could produce all by himself on keys and guitar along with high-quality percussion samples and all sorts of SFX from premium sound libraries. Instead of trying to produce an epic space opera score on a budget, we doubled down on Gero’s variety of talents and went for the iconic sound of 80s electronic pop music, like in the first installment, but with some modern EDM vibes thrown into the mix. Whatever your take is on this, we think the new music direction is the right fit for a fast-paced, arcadey spaceship looter-shooter at its core with optional exploration and other activities on the side.
If you want to read a deeper meaning to the change of our music direction for EVERSPACE 2, you could say that EVERSPACE 1 had a rock-solid foundation of top-notch space combat and striking visual but was a bit rough around its UI/UX edges, paired with a grindy roguelite game loop and a pretty dark story campaign, held back by an edgy learning curve. The game was meant to break established rules of the classic space combat & exploration genre while bringing modern roguelike elements to the mix. Hence, its unusual music direction based on 80s synthesizer sounds and 90s electric guitar riffs, combined with modern beats.
With our change of direction for EVERSPACE 2, the stakes are higher than ever. As our new title appeals to a much larger audience and is meant to be more accessible than hardcore space sims, the game’s audio direction had to follow suit. Consequently, fewer quirky sounds or tracks with a strange 7/8 beat hard to jam to, instead a straight 4/4 rhythm going right into your feet, with some off-beat syncopes here and there to keep things interesting. Last but not least, a more positive score is also a better fit for the hero’s journey in EVERSPACE 2 as Adam is growing from a formerly naive clone pilot to a real human being that finds his place in life and a goal that is worth dying for.
Now, if you’re still reading and thinking “man, that sounds quite boring, and I really don’t like that one battle track with its boring theme and stomping Euro techno beat.” Don’t fret! Gero is constantly exploring his creative boundaries and with some sixty tracks already in the game and even more to come, you’re bound to find a favorite track. Gero has an open ear for feedback from the community and from our team.
Ok, everything aside: Gero has been hard at work creating new tracks and sanding off the edges on tracks in progress; while there is still a lot to be done, I gotta say, the team and I are super pleased with some of his latest work for Union.
A few more disclaimers before you head on to the full changelog of the EVERSPACE 2 Contracts/Hinterland update below: As the update seems to be very stable and balanced pretty well, we probably won’t have any maintenance updates before the next content drop in Summer. Even if we did, we wouldn’t add the Vanguard, as previously considered, because we wouldn’t want to code freeze production for at least two weeks and lose precious development time just to add one more job between major beats, consequently delaying the next update.
Also, to enable us to add more main and side missions during Early Access, we’ll be working with TTS as placeholders for quite a while and have maybe one or two more voice recording sessions before the full release further down the line. We added a temporary option to disable TTS placeholders if anyone finds them immersion breaking.
Features
Added new main and side missions
Added new player ship class: Bomber (heavy fighter)
Added new companion
Increased level cap to 15 and added three new player perks
Added keybindings for cycling through on-screen enemy targets
Added batch actions for processing multiple items at once
Added overview screen for data tab
Added new WIP narrated cinematics
Added new/hint indication marker for some menu tabs and items
Added current conditions bar to ship menu tab
Added dedicated mission inventory to hold mission items instead of ship cargo
Tweaks
Manual saving is now possible anywhere while not in a fight or mission
Balancing: Slower leveling by reducing enemy XP, slightly increased enemy DPS and HP
Enemy levels are more varied now; enemies above player level more common
Slightly reduced Uncommon and Rare drop chances for low levels
There are now cooldowns when installing new weapons/consumables
Homing missiles now require a short lock-on sequence, and missiles will only home in when fired while a target is on screen
Reduced Augmentation bonus from 30 to 20 per Augment
Increase ship slots on Homebase from 3 to 5
Greatly increased resulting Critical Hit Chance bonus from Precision attribute
HUD markers for discovered objects will now be saved and restored when entering a location / loading a save
Modules will now always have a Firepower, Precision, or Structure bonus attribute if rarity is at least Uncommon
Increased heavy ship deceleration with enabled inertia dampening
Show additional offscreen damage indicators in HUD
Reworked movement for most NPC ships, resulting in a less "beeline" attack style
Enemies will now boost when investigating
NPC ships will less likely carry the battle to the location bounds
Reduced Outlaw Sniper Drone focus time
Outlaw Destroyer: Now fires missiles while weakpoints are exposed, easier to spot weakpoints that now also change color when hit, more base hitpoints, higher weakpoint damage multiplier
Sniper Drone will now try to keep 2km distance from player
Consume at least 30% of maximum ULT charge when canceling ULT
Faction item rewards will now have the player level when claimed
Challenge tasks are now tracked individually instead of the whole collection
Increased controller Auto-aiming strength for mines
Auto-aiming will now ignore friends/neutrals
Increased amount of damage needed for a G&B Freighter to turn hostile, but now always turn them hostile when a container was (mostly) destroyed by the player
Changed Speed Booster Recharge Speed from 500% to 300%, increased Recharge Delay from 1s to 2s
With a Cruise Booster equipped, you can now activate Cruise Mode faster (1.8s → 1s) and closer to enemies (2km → 1km)
Increased charge duration and energy consumption of Rail Gun, slightly decreased kinetic base damage
Targets affected by EMP will now receive 30 seconds of EMP immunity after the effect ends
Energy Orbs: Now always floating towards the player, replaced effect bonus perk level with armor recharge, better spawn effect
Slightly decreased signal decoder and color drop chances for some enemy types
Added VFX to make Outlaw Armor Drones stand out more
Slightly increased maneuverability while webbed
Added RESIST and IMMUNE impact labels (e.g. EMP on freighters: Immune, EMP on fighters with EMP Resistance: Resist)
Rigged Asteroid UI displays the currently activated and the overall amount of detonator triggers
Changed name and appearance of "Outlaw Ravager" to "Bloodstar Overseer" in the tutorial
The game is now also auto-saved when undocking from a station and having visited a menu or made any changes
Decreased "create new energy sphere" hold duration from 3 seconds to 2 seconds
Show max level info message when reaching Max Level
Prevent save scumming in regards to ship and shop offers
Various UI/Menu tweaks
Updated Unreal Engine to 4.26, potentially fixing some low-level issues (like graphics crashes or problems with available resolutions)
Bugfixes
Fixed Bomb-Thrower re-enabling shield after death
Fixed broken state when loading a save game on Ayres Relay Station with Striker
Fixed player ship not being auto-repaired when levelling up while docked at a station
Fixed energized boost "Compressor" mode stacking
Fixed weapons not always facing straight during supralight
Fixed overlapping dialogues after finishing a job
Fixed finished job locations still showing on Map if they have item rewards that are unclaimed
Fixed Tractor Beam sound not pausing when the game is paused
Fixed camera view occasionally being automatically switched to third-person after using jump gate
Fixed playing time not properly updating after crossing the 144 hours mark
Fixed Interceptors "Power Converter" not using Boost Energy for charging weapons
Fixed Coil and Rail Guns having the "high-velocity" affix
Fixed Corrosion Injector "Mercy Kill" mode not resetting cooldown for insta-kills
Fixed consumable/device keys not showing changed keybindings and also automatically refresh many icons/buttons after a keybinding change
Fixed new high-risk area waypoint not immediately showing after using signal decoder at a location and setting waypoint via map
Fixed "Tag Mines" attribute of Sensor not working correctly
Fixed having to change joystick throttle or other axis input again after pause/resume in order to receive the current axis input
Fixed Missile Defense System sometimes locking up in a loop
Fixed that when trying to use shoulder buttons as modifiers for keybindings the options menu tab would change instead
Fixed that activation of Signal Decoders was not possible if the max amount has been reached and one high-risk area was just discarded
Fixed stat attributes not updating after upgrading an item
Fixed shop discounts falsely granted for non-equipment
Fixed previously used player ship in Hangar still casting a shadow when currently viewing another player ship
Fixed high-risk-location icon looking different in Supralight to what it looks like on the map
Fixed secondary weapon meshes being hidden after having switched to "1st person no cockpit view" and going back to third-person
Fixed dialog window being transparent after plating help message was shown
Fixed interact repair hold sound not stopping when moving out of interact range but still holding the interact button
Fixed that EMPing a mine counted as having cleared the mine although the effect wears off after some time
Fixed reactor repair costs not matching the mission amount
Fixed player mines being hostile after loading a saved game
Fixed minable resources HUD marker being visible after fully mining a resource and then re-entering the location later
Fixed multiple bugs regarding sorting of inventories
Fixed a problem that showed zero credits for all items in shops
Fixed wrong rarity displayed in resource log (HUD) after taking-all-items action in containers was used
Fixed inaccessible Distress Calls being shown on the map
Fixed that upgraded modules may not receive mandatory firepower, precision, or structure attribute
Fixed devices and ULTs becoming less powerful in higher levels
Ok, that was a lot of words; time for some action! Make sure to join our next “ROCKFISH Games Show” to watch Erik Schrader, beloved ROCKFISH Games Community Ambassador and ace space pilot, delve into the EVERSPACE 2: Contracts/Hinterland update live on Twitch and YouTube, Friday, April 30, from 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EST / 11:00 am to 1:00 pm PST. 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
Time to get excited about the first EVERSPACE 2 content update! Union: Contracts/Hinterland is scheduled to officially drop on Steam and GOG on April 28! As the suffix suggests, there’ll be new things to discover and do in the second star system. While we don’t want to unveil too much, we know that many early pilots are yearning for some teasers, so here we go—there will be spoilers; you have been warned!
We’ve already shared some information about the two new ship classes, the Bomber and the Vanguard, including some detailed concept art in our previous update. While the Vanguard still needs some work in the ROCKFISH shipyard—it’s now scheduled to be deployed with the next maintenance patch after the content update has dropped—we’re excited to share the first in-game screenshot and some more details of the Bomber with you.
First in-game shot of a Cyclops, Bomber Class, Tier 1 in action. Although some pilots perceive subclasses in EVERSPACE 2 to be like different ship types in other space games, it’s worth mentioning that each ship subclass in EVERSPACE 2 will feature subclass-specific wing types as well as different perks.
The heavy-class Bomber is a bulky demolition expert with a virtually unlimited supply of missiles and mines, including the infamous ARC-9000. This much-loved secondary weapon in the first installment makes a comeback in EVERSPACE 2 as the Bomber’s very impressive Ultimate: It fires a massive ball of destruction that damages ANY ship in its vicinity and explodes on impact, so use it with great caution!
The Bomber’s Special "Conversion" is also nothing to sneeze about as secondary weapons use energy instead of ammunition. In combination with a set of random passive perks, like the ability to convert hostile mines [instead of triggering them] or reduced target lock-on duration, plus the upgradable Expertise to self-repair its hull based on a percentage of damage dealt, the Bomber allows for a unique playstyle.
Meeting An Old Friend
It’s no secret that Elek, our Outlaw friend from the EVERSPACE: Encounters expansion, will have a comeback in EVERSPACE 2. As Outlaws do, our furry friend has got himself in quite some trouble.
You might wonder how Elek ended up hanging upside down... trapped in a cocoon... in a dark, spooky cave deep underground at Cephas Downs... you’ll find out soon!
The main mission rescuing Elek will take combat and exploration gameplay underground a notch further compared to what you have experienced in the tutorial by featuring a bigger and more complex cave with several tunnels as well as a new type of alien creature, fittingly named “Cave Crawlers.” While the pests are individually weak, they compensate through quantity and have some nasty tricks up their sleeve.
While you can easily splatter Cave Crawlers with any weapon, make sure to avoid the stacking corrosion damage from their acid spit attacks. Corrosion goes right through your shield and eats your ship’s armor and hull within seconds if hit by too many times. Better to be safe than sorry; a full stack of large nanobots might come in handy!
Once you have figured out how to make it back to the surface, Elek will drop a clue that’ll help you progress further in the main campaign, leading to an all-new type of mission. Later on, Elek will join your companion roster, where you’ll be able to unlock and upgrade his perks.
The chance of Elek joining the fight when Adam is under attack is the first of several perks to unlock and upgrade for our furry pal. Later in the game, Elek’s connections in the DMZ will come in handy, too.
Veteran EVERSPACE - Encounters pilots who have fought together with Elek know him as a skilled wingman; it’s always good to have him flying alongside you, ready to pull yet another ace from up his Outlaw pilot sleeves when things get hairy.
However, Elek being Elek, he’s not a fan of sitting around at the Homebase, waiting for you to call for help, but being busy. By further investing in your relationship, you’ll be able to increase chances that he’ll take your call. IF he shows up, his space combat skills never disappoint.
Chasing Spaceships
Some pilots wondered what those racing challenges scattered all around in Ceto and Union are all about. After all, EVERSPACE 2 is a looter shooter RPG with spaceships, not Mario Kart, right? While this loose quote from a comment on Steam about race challenges in EVERSPACE 2 might be a bit exaggerated, we also understand that racing in a space combat game could feel out of place, especially to fans of hardcore space sims.
However, our creative vision for EVERSPACE 2 is more like an open-world action RPG in space. We want to provide various gameplay mechanics that you can delve into while progressing through the game in your preferred manner. Much of these side quests are optional objectives to pursue whenever you’d like to take a break from the main story campaign.
That said, we aren’t implementing all these different types of gameplay mechanics for nothing. Some super-duper loot will require top maneuvering skillz AND brainz to obtain. No worries, we’re not gonna force anyone to solve lots of complex puzzles and tight pursuit missions to progress through the story campaign à la Uncharted or Tomb Raider. However, many in our team enjoy games that challenge players in lots of different ways, so we also like throwing various challenges at pilots that are up for testing their capabilities outside of established gameplay mechanics in the space combat & exploration / looter-shooter genre.
Watch out for sudden obstacles, unexpected turns, and nasty surprises dropping while chasing an informant through a dense field of asteroids.
A great example of how to keep things interesting off the beaten path are those inglorious exotic weapons quests in Destiny 2, throwing bonkers platforming challenges at Guardians before the final boss fight. At first, you might hate them, but once mastered, it’s all the more rewarding when that precious legendary drops.
With that in mind, look forward to a twisting high-speed pursuit within the busy delivery drone flight routes at Prescott Starbase and an adrenaline-rush spaceship chase through a dense asteroid field to test your maneuvering skills.
Ancient Puzzles
As said earlier, puzzle-solving in EVERSPACE 2 has generated a lot of feedback, especially from hardcore fans of space sims. Be sure that we are constantly reevaluating and changing things throughout Early Access. For example: In the new update, the rigged asteroids puzzles will now show the current amount of activated and total detonators. It's a small change, but it will make this puzzle more accessible without rendering it trivial. Again, no challenge, no fun, right?
Anyhow, looking at 92% positive reviews, it’s fair to say that the vast majority of pilots do like puzzle-solving to keep things varied, so good news for most of you: Union: Contracts/Hinterland will also introduce new types of puzzles in combination with the second boss encounter, featuring another old acquaintance from the predecessor, The Ancient Warden.
Veteran EVERSPACE pilots already know that the Ancient Warden is no push-over with his long-range hyperbolic attacks that can hit you even behind cover and its capability to teleport when receiving too much damage. Make sure you have weapons with high energy damage installed, dodge its attacks, and pay attention to the final combat phase that will be even more devastating in the confined space of a cave.
Overhauled Game Balancing
We’ve heard from a few players struggling with the overall game difficulty, especially when coming from space flight sims featuring more atmosphere-style combat with fewer weapon types and ship capabilities. Some are even using HOTAS, which is a more difficult to use setup in the EVERSPACE series compared to mouse + keyboard and gamepads.
According to a recent survey on the ROCKFISH Games YouTube channel, about two thirds of space pilots prefer mouse + keyboard when playing space combat games; based on current player data, we’re seeing a whopping 82% playing with mouse + keyboard in EVERSPACE 2.
On the other hand, we’ve received a lot of feedback from pilots that the game is much too easy, thus reaching the current level cap of 14 far too fast, a point also shown in anonymously collected player data. To improve player progression throughout the story campaign and local challenges, we’ve reduced XP from kills, buffed some enemy’s hitpoints and damage output. Furthermore, drop chances for uncommon and rare items have been reduced, too.
To make things more interesting across the board, enemy levels are now more varied and more commonly above player level. Speaking of player level, we also decided to increase the new level cap to 15, enabling pilots to unlock a new set of perks:
The new set of perks is all about dealing extra damage that might come in handy when venturing into high-risk areas.
Now, to all pilots that had a hard time in EVERSPACE 2 so far, don’t fret! Once we’ve nailed game balancing of the full game for the vast majority of players, we’ll introduce various difficulty levels plus more granular gameplay and accessibility options to tweak the overall difficulty to everyone’s liking. That said, our creative vision for EVERSPACE 2 is an open-world action RPG with looter shooter mechanics and various side activities. Meaning, just like any other open-world action RPG, anyone just bee-lining through the story campaign would not only miss a ton of content and features, the game will also be incredibly difficult.
So, we strongly recommend going for side missions, jobs and random events, solving puzzles to get more rare loot, using crafting to always have items at the current player level, and optimizing your ship and gear loadout depending on the current objective. Most importantly, always keep moving and circle-strafe to avoid incoming fire, lead your shots, and use the environment and all ship capabilities to your advantage! This is how EVERSPACE 2 is meant to be played! ;)
Additional Content, Features, Improvements, and Bugfixes
As teased in previous live streams, the first EVERSPACE 2 content update will also introduce the Bloodstar, an all-new Outlaw sub-faction with different combat capabilities, and the chance to drop special Bloodstar gear introducing set-bonuses. Here’s Erik revealing Bloodstar NPCs in a recent live stream.
Bloodstar items only drop from defeated Bloodstar units and come with unique attributes that can significantly boost gear stats when equipped simultaneously.
Beyond adding new content and features, we’ve also tweaked a ton of things. As of writing this production update, I’m counting over 40 improvements currently listed on our internal changelog, ranging from migrating the project to UE4.26 to potentially fix some stability issues, more sophisticated enemy AI, to numerous QoL and UI improvements across the board.
The all-new Batch Actions feature makes dismantling, destroying, selling, or sending several items to Homebase so much easier!
Closing Remarks About Our Vision
Thanks to a ton of great support from our hardcore fans in two wildly successful Kickstarter campaigns, over two million EVERSPACE 1 pilots since its Early Access release in September 2016, and an incredibly successful Early Access launch for the sequel, we’re living the indie dream. With this success, we’ve been able to forge our creative vision of an open-world space action RPG that everyone on the team is really passionate about, while working closely with our community to make it the best game within our financial and crafting capabilities without having to make compromises based on the agenda of a 3rd party.
Now, commercial success of a predecessor alone is not all it takes to make a great sequel. The most important thing is that everyone on the ROCKFISH Games team is on board for the journey and aiming for the same goal, which is harder than it sounds! Our team is composed of a very diverse type of gamers. While some of us prioritize deep storytelling, casual combat, and deep exploration, others mostly want to blow stuff up and maxout their loadout without too much thinking, looking behind each asteroid for hidden treasures, or watching cutscenes. Whereas some, like our “hardcore” players, mostly thrive on challenges that are absolutely insane, like the way Erik enjoys playing, while still appreciating deep lore and compelling storytelling.
Meaning, building accessible loot & shoot gameplay with intuitive shooter-like controls is the common foundation not only for our team but also our promise to our community. We want to offer a decent amount of depth to the EVERSPACE 2 world in various additional mission types, worthwhile gameplay mechanics, and more further down the line. We know that many design decisions may not make every pilot happy, but we hope everyone can appreciate us being as open as possible about our creative, technical, and commercial decisions.
To help digest all this new information and answer any burning questions you might have, make sure to join our next ROCKFISH Games Show on Twitch and YouTube, on Friday, April 16, from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. Chances are, things go sideways yet again when showing the latest build, plus even more spoilers heading your way, so it should be fun! 🚀👀💥🙌
If you’re new to the franchise or have waited for a great deal, this might be the time to pull the trigger: Get the first EVERSPACE installment at 85% off (DLCs 70% off) and/or the sequel for 10% less on Steam. Both special promotions end on April 21, 10am PST.
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
Our first patch including community-requested features, tweaks, game balancing, and overall performance improvements, as well as several bugfixes, is out. Steam reviews are sitting at 1700+ with 92% positive, sales are beyond expectations, and current outstanding wishlists are through the roof (as in over 3x compared to the predecessor after 30 days post-launch).
There’s no denying that things are looking really good so far. On the other hand, avid space pilots from around the globe have already burned through the current content and are demanding MOARRR! Well, that’s definitely a good problem to have, and we’re already working on lots of new stuff.
Roadmap 2021
Our first content update is on track to be released in April, featuring various additional side and mini-missions as well as new activities taking place in Ceto and Union. There will also be new loot as well as two new player ship sub-classes.
The Vanguard is a lightweight, maneuverable reconnaissance starfighter with a high emphasis on speed, mobility, and defensive measures. The Bomber is a missile and mine specialist with access to unique explosive weapons and warheads. Think “shoot first, ask questions later…”
Not enough you say? We agree! Even though we originally didn’t plan to add more main story content beyond what’s already in the Early Access release version, we feel you guys. The “cavehanger” is brutal and totally unexpected, making you go: “NOOOOOO!”
TBH, that’s exactly how I felt when reaching the current end of the story campaign. I knew I hadn’t discovered every location and solved all puzzles yet. I’d already reached level 14 because I’d constantly got side-tracked doing side missions, jobs, challenges, distress calls, unknown signals, and high-risk areas. Good job, team!
However, I didn’t move on while playtesting before the Early Access release because I didn’t want to spoil my first playthrough experience for the rest of Union and instead wanted to look at our WIP game from a consumer point of view. It really left me with a weird feeling. On the one hand, I couldn’t wait to see all the cool stuff to experience for myself that I have missed and be able to write about it here—there’s content for 25+ hours of gameplay in the current version if you’re willing to explore. On the other hand, I wanted to preserve that feeling of discovering new locations when new main and side missions will take me there once the new update dropped. Meaning, I can totally understand everyone who’s yearning for more story content.
Along with new cinematics being further polished with great help from the talented folks at Puppet Works, based in Budapest, look forward to continuing the story campaign in Union, bringing back the beloved WIP TTS voice-overs (and maybe some more 4th-wall-breaking dialogues), only available during Early Access.
Now, we’ve also received a ton of questions about what’s coming and when. We love your excitement, yet we also want to manage expectations, as adding new content and features to a complex “open-world action RPG with spaceships” is no joke for a small indie dev team of 25—we already feel the pressure 😅
To manage expectations, as “the hub” in EVERSPACE 2’s game world, Union will be the largest of our planned star systems. While some will be substantially smaller, each star system will feature a unique look & feel and offer new types of activities.
In the star system Zharkov, EVERSPACE 2 pilots will get to the core of Grady & Brunt's shady business operations when infiltrating their ranks and learning about G&B's dark deeds.
Here are the major improvements, new features, and content additions that we’ve PLANNED for this year:
On the EVERSPACE 2 Steam store page, we’ve listed all major improvements, features, and content additions that are PLANNED for v1.0. However, it’s really hard to share detailed milestones beyond the next 12 months [because we honestly don’t know yet]. Of course, we’ll update the roadmap every three to six months, accordingly.
Space Critters
As some of you have already seen in the sneak peek of our live stream from two weeks ago, space critters will be a thing in EVERSPACE 2: https://www.youtube.com/watch?v=2iReG0syyUo We’re still working on their “abilities” and experimenting with how they can interact with the player, but look forward to saying hello to Cave Crawlers (the name might change) in the first content update.
Ok, that’s it for now. If you wanna know more, join our next “ROCKFISH Recap,” hosted by Erik the Shredder, Community Ambassador and ace pilot, on Twitch and YouTube, today from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. Rumor has it that he’ll have some all-new content to show! 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
The latest build just left the experimental stage and is ready to download as Patch 0.4.16428, featuring a few new options, a number of tweaks and bugfixes as well as some performance optimizations. Note that we are now using dx11 as default because it seems to run more stable, and we are not yet using any dx12 features, atm. Here's the detailed list of changes:
Features
Added centered crosshair mouse controls
Added option to show mouse deadzone on screen
Added option to show HUD center on screen
Tweaks
Improved planet surface performance
General performance improvements
Savegames are now compressed sizing them down to about 5% of the previous size
Added in-game option to delete manually created save games
Reduced supralight visual effects intensity
Reduced cruise mode visual effect in First-person Mode
Improved camera dynamics in Cockpit View
Unused Energy Coils and Batteries will now go back to their original position if you re-enter the location/load a savegame
Mine Sweeper job can be solved by disarming mines as well
During Outlaw Chief boss fight drones now focus the player more so they won't fly away too far
The normal shield of the Outlaw Chief boss will not recharge if the "unbreakable" shield is depleted
Save headlights on/off state
Made option slider percentage bars clickable
Show in-game dialogs on top of Unlock Messages
Reduced opacity of Early Access banner
Balancing
Increased Gunship ULT (Turret) charge amount per kill
Reduced Gauss Cannon spread
Increased Flak range
Increased Thermo Gun energy consumption
Reduced Thermo Gun range
Reduced EMP Generator debuff duration
Capital ships and freighters are now immune to "EMP" and "Webbed" debuffs
Reduced Scout Weapon Range expertise bonus
Bugfixes
Fixed crash when equipping consumables to another player ship before launching from the Hangar
Fixed crash when selling a ship, returning to the Homebase, and then switch ships (also retroactively fixes savegames)
Fixed multiple Augments on a single attribute not applying correctly after loading
Fixed engine trails sometimes missing after undocking
Fixed ship being invisible when playing in no cockpit 1st person view and docking to a station other than the Homebase
Fixed focus loss / stuck at the save menu screen when using Gamepad to overwrite an existing save game
Fixed gamepad focus loss when buying a new ship and having it transferred to the Homebase
Fixed installed equipment not being transferred to storage but being lost when selling a ship from the Homebase
Fixed the cockpit seat mesh sometimes being positioned behind the player ship
Fixed gamepad autoroll option affecting joystick input (added a separate option for joystick input)
Fixed not being able to rebind Left Mouse Button
Fixed ships for sale sometimes having falsely increased stats
Fixed signal decoders changing rarities in cargo after a new one has been picked up
Fixed rebuy inventories of traders not clearing after leaving the location, leading to not being able to sell to traders
Fixed Jumpgate VFX render sorting
Fixed Energized Boost "Compressor" not correctly resetting duration after changing locations
Fixed being able to enter photo mode during landing animation, resulting in a weird state
Fixed revealed areas not staying revealed if you re-enter the location/load a savegame (e.g. caves, tunnels, secret rooms)
Fixed Drone Spawners sometimes spawning drones inside of level geometry
Fixed Downtime Warrior perk not resetting for devices that refund charges or reset cooldowns
Fixed multiple stacks of Downtime Warrior perk
Fixed targeted devices being usable on "dead" enemies
Fixed devices vanishing from shops
Fixed fixed container loot not scaling to player level if a location was entered with a lower player level first
Fixed Flak projectiles not detonating nearby mines
Fixed Recharge Speed Bonus of boosters having no effect
Fixed wrong location image for currently active high-risk areas
Fixed wrong position of a few HUD elements in ultra-wide
Fixed sensor modifier "Tag mines at 1500m range" not working correctly
Fixed that some destructible walls cannot be destroyed by rockets
Fixed Magnetic Repulsor mode "Serial Pusher" adding multiple charges
Fixed Perk Upgrade animation gets stuck and blocks screen
Fixed Various navigation and refresh bugs in the crafting screen
Fixed some affixes that do not make sense on all weapons
Fixed some typos
Alrighty, we hope you'll enjoy all the improvements above. We're currently working on another production update covering our roadmap and some cool new stuff that's already in the works, stay tuned!
As always, don't miss our weekly “ROCKFISH Recap,” hosted by our one-and-only Community Ambassador and ace pilot Erik Schrader, on Twitch and YouTube to watch the latest dev build in action, Fridays from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team
PS: If you'd like to see a screenshot of yours featured, like the one above by EVERSPACE 2 pilot bwlambrecht, join our discord and drop them pretties.
PHEW, what a launch week! EVERSPACE 2’s start in Steam Early Access exceeded our wildest expectations. So far, we’ve received overwhelmingly positive feedback from fans and press all over the world. After we started Early Access with more than 260,000 wishlist entries on Steam, we were very confident. However, we would never have dared to dream that we would land at number 1 on the global Steam Charts in no time and stay in the top ten for six consecutive days, resulting in EVERSPACE 2 becoming Steam's #2 top seller of last week.
Last week’s sneaky reveal: You wanted it, you got it: EVERSPACE 2 is available on NVIDIA Geforce NOW!
After a few hours, we saw over 3,000 concurrent players, which is more than double the record of the lower-priced, original EVERSPACE during its first big summer sale. With currently 93% positive reviews, we seem to have hit the bulls-eye with tens of thousands of space shooter fans. The critical consensus from the media and content creators is also overwhelmingly positive, and we’d like to share a few articles and our favorite video previews with you:
“Everspace 2 is close to being the new gold standard for space shooters | I like tinkering with graphs and plotting galactic domination as much as the next guy, but I'm enjoying Everspace 2's singular focus on energetic combat and exploration. Even though it's an Early Access game that Rockfish says still needs 12 to 18 months of work, Everspace 2 is absolutely worth buying when it releases on January 18.” - PC Gamer
“I’m already heavily impressed by Everspace 2 and think Rockfish Games is doing an incredible job. The combat is excellent, the graphics look great, and the game naturally explains all of its mechanics in an extremely clear manner that makes it more than easy to grasp all of its many facets. The only worrisome thing is that, yes, you’re going to lose your save if you play now. Aside from that, though, the game is very much well worth picking up, as it’s a blast.” - PC Invasion
“EVERSPACE 2 | The Best Space Adventure In A Looong Time. This space shooter brings along a single-player galaxy exploring adventure, fluid controls, worthwhile upgrades, and great combat.” - Boomstick Gaming https://www.youtube.com/watch?v=-HHeJKBYzf8 Everspace 2 - Excellent Already! Karak with ACG does a 5 point rundown of differences and details he likes in this 5 point inspection preview of the early access. - ACG https://www.youtube.com/watch?v=SDFYTrhTWqU
Troubleshooting
As with every “major” launch, quite a few users ran into technical issues, especially as the game is still in Early Access. A lot of the issues discovered are on our list already; some require deeper investigation on our side; for others, there are workarounds, a few are engine-related issues where we have to rely on our friends at Epic Games.
Mouse + Keyboard, Gamepad, and HOTAS Input
Some pilots have mentioned MKB input feeling laggy or sluggish, which was surprising since we had received a lot of praise for the tight shooter-like WASD-controls in the predecessor. It’s one of the few code snippets that we didn’t rewrite for EVERSPACE 2, but we made some adjustments as the sequel’s combat is slightly slower-paced. If you prefer a more direct input, go to settings->input->mouse+keyboard and set "mouse position" to "operating system."
If you’re a veteran space pilot coming over from a classic space flight sim and just can’t get the feel of EVERSPACE’s primary gimbal weapons and twitchy aiming, we got good news for you: Due to popular demand, the option to have the crosshair always centered when using the mouse, as well as options to show or hide the mouse deadzone and a small dot indicating the screen center, will be available in the next patch.
If you play with a gamepad controller and are used to it, you should feel fine with at least one of the presets that you can still customize. We also invested quite a lot of time and effort into getting HOTAS/HOSAS support right from the start. While it works fine for all Logitech (Saitek) and Thrustmaster models we tested, the devil seems to be in the details. If you run into any HOTAS issues, please try disabling Steam Input, which did the trick for quite a few HOTAS pilots. If things still don't work properly, we kindly ask for your patience. We will look into these issues soon, but it won't be an easy task. We plan on opening a dedicated thread on the forums regarding key binding issues, and with your help and feedback, we should be able to find out why it isn't working for everyone.
Even if HOTAS input is preferred by “only” 12% of pilots according to our recent poll, we understand it is important for them. We really want to nail this, but we need your feedback if things don’t work as expected and hope for your patience. If anyone wants to add their vote, the poll is still live.
Ongoing Optimization Efforts
Before we go into the details, please bear in mind that playing EVERSPACE 2 with max settings puts a lot of strain on both your CPU and GPU. We’ve done a fair amount of performance optimization, and while there is still some room for improvement, don’t expect any miracles when playing on older hardware. We’ve been working closely with our friends at Nvidia and AMD to performance-test builds - both rated the Early Access version with “good” - and utilize their in-depth feedback for further performance optimization. To get the best experience, always make sure you have the latest graphics drivers installed and try running the game with DX11 if your GPU is older than two years.
Most crash reports were submitted by players running EVERSPACE 2 at max settings on older hardware or Windows versions or on overclocked GPUs. Here’s a pretty good article on how to troubleshoot. Please note that we most likely will not support Windows 7 or Windows 8 as we cannot guarantee that future versions of Unreal Engine 4 will still support those operating systems.
Pricing
One of the biggest discussions on the Steam forums and on social media is about the pricing of EVERSPACE 2 in Early Access. While we understand $39.99 / €37.99 might feel steep compared to typical indie games in Early Access, please bear in mind that EVERSPACE 2 is a AA production with a development cycle over 4+ years by a veteran team of 25, plus a handful of long-term contractors as well as additional external AAA art services. We feel our asking price is right for the current production quality and the amount of content and features already in the game. At full release, we plan to reasonably increase the price to what is common within the genre of high-quality open-world space games.
If the price is not right for you, that’s totally fine. You might pull the trigger sometime down the road or never at all. To manage expectations: We plan to run only a few moderate sales between 10% to 15% during Early Access as we respect and value the financial commitment of our backers who shelled out up to $38/€35 for a digital copy on PC during our crowdfunding campaign back in 2019 when we had only a prototype to show.
Now, we noticed that in some countries, the price for EVERSPACE 2 is somewhat higher, which sucks. However, much like any indie dev, we followed Steam’s suggestion for regional pricing, and we don’t want to open a can of worms by adjusting prices in certain countries. This would inevitably cause outrage in other regions where we don’t adjust the price. Constantly monitoring and adjusting regional pricing, factoring in exchange rates, and purchasing power is big publisher territory.
Disliked Features
Even though EVERSPACE 2 is currently sitting at a staggering 93% positive reviews out of 1275+ right out of the gate even without a day #1 patch, we’re not surprised about some negative feedback, especially from pilots that prefer a more hardcore, “realistic” space sim experience over our arcadey spacer shooter approach. We created EVERSPACE 2 with a focus on high accessibility and fun gameplay mechanics set in a game world with vibrant colors. Well, here’s the good news first: if you prefer a more simulation-style flight mechanic to cut engines and drift through space, etc., you can already do so by binding a key for this in the customize controls menu. The action does not have a default binding right now as we don't want to confuse players who might accidentally press the key and wonder why their ship all of a sudden keeps drifting.
Now the not so good news for space truckers that are not fond of puzzles in EVERSPACE 2. In the widest sense, simple puzzle-solving, like shooting generators to deactivate shields or activating several generators on the clock to power up a service space station, has already been a side gameplay mechanic in the predecessor. Those have all been optional and were intended to add some variety to the overall combat & exploration experience while yielding special rewards without breaking the flow of playing a fast-paced arcade space shooter.
Since exploration and discovery play a much bigger role In EVERSPACE 2, we wanted to test the waters in Early Access and take puzzle-solving a bit further by having a greater variety of puzzles utilizing the new grappling mechanic. This concept was introduced during our Kickstarter campaign back in 2019: https://youtu.be/AxxRcCRo4GA Long story short, puzzles will stay, but also know that we plan to balance the distribution of these puzzles with combat and other gameplay mechanics we add in the future. We plan to add more engaging puzzles, but the vast majority will still be optional. However, since accessibility is also really important to us, we consider the addition of a gameplay option to adjust puzzle timers.
Furthermore, a few pilots, mostly coming from die-hard space sims, find the short loading screens when entering a new location annoying or at least immersion-breaking, and we understand where you guys are coming from. We too would love to have no loading screens and will look into further optimization towards the full release, but it is not a priority as a lot of things are still subject to change during Early Access. To manage expectations, there will always be a lot of data to be loaded into memory when entering a new location in EVERSPACE 2 for technical reasons. Since we cannot hide the loading process by riding in an elevator or traversing through a tunnel, like in other games, and as streaming is probably not gonna do the trick either as you already can see the destination right in front of you before leaving supralight travel, don’t expect any miracles to happen.
The second "disadvantage" of having a handcrafted game world in an arguably pseudo-open space game is that locations have to have boundaries because space… Well, maps in EVERSPACE 2, or locations as we like to call them, are 10 km x 10 km x 5 km in size and bigger than in any other space game featuring handcrafted locations that we are aware of. We cannot go that much further without running into severe gameplay issues at the far ends of the maps without implementing dynamic world origin shifting, which would be a huge undertaking and may even break the game.
We’re not saying that isn’t technically feasible; we think it is just not worth the effort and the risk. In fact, we’re pretty happy with the size of the locations as they are since it fits our vision to design a great gameplay experience within a controllable area, featuring great maneuvering with robust 3D collision physics while flying at high speed in open space but also inside narrow spaces, like hollow asteroids, derelict space stations, tunnels etc., precision-maneuvering in centimeters - yeah, let this sink in, it’s nuts, we know! :D
Last but not least, bear in mind: EVERY one of those fixed locations you can see on the map in EVERSPACE 2 was carefully designed, manually crafted, and tested by our team. For the final game, we plan to have some 100, each one featuring at least one challenge or mission objective plus various optional activities. In video game development, you gotta pick your battles, especially if you don’t have deep pockets. We went for quality over quantity.
Wanted Features
The closing sentence of the previous topic is also a great intro for this one: We already made a big leap in game development by taking EVERSPACE from an indie roguelike space shooter to an AA open-world space looter shooter with RPG elements plus endgame content. We know space game fans always want more, but there is only so much we can do as a 100% self-funded team of 25.
Consequently, big features like multiplayer (PvP, Co-op, shared online space, you name it), EVA (extravehicular activities aka Space Legs), piloting capital ships, and VR support have never been on our list. There is a plethora of technical, game design, and business reasons that have already been discussed at great length for each one of them, so no need to delve into each topic again here. We are 100% committed to the promises we made in our Kickstarter, and we’re laser-focused on our creative vision to make the best single-player open-world space looter shooter that we possibly can. Yet again, we’re putting everything on the line with EVERSPACE 2, and we don’t have any other irons in the fire. We don’t have any filthy-rich investors, big AAA publishers, or platform holders paying our bills in case things go sideways. This is just us and you, our fans! If you want to know where we’re coming from, here’s our story.
Outlook
With this update, we had planned to share our high-level roadmap with you guys. However, we’re still digesting the enormous amount of feedback we’ve received so far on the Steam and GOG forums (2000+ open threads even after us merging threads wherever reasonable), our discord, and social media channels. While we’re already working on a lot of new content and additional features, we also want to make QoL improvements based on community feedback. There is some really good stuff being shared, so keep it coming!
Now, we don’t want to leave you hanging in the air with this update: System 3 is already in the works and scheduled to drop in summer because we’re not done yet with System 2! We still have some cool new stuff for Union up our sleeves with our first major content update in April. You can also look forward to piloting two new ship sub-classes as soon as the update drops.
Concept Art: Right now, visitors will find a side mission, assignments for various jobs as well as shops to trade goods at Noah Damaris Starport. And there is much more yet to come! Rest assured, we didn’t build this sprawling beast of a station just as a pit stop.
But wait, there is more! We’ve also been busy working on the first patch bringing various bug fixes, QoL improvements, and further performance optimization to be released sometime next week. Here’s the kicker: Everyone can jump right into it by switching to our all-new Experimental Branch on Steam.
To access the EVERSPACE 2 experimental branch, right-click on EVERSPACE 2 in your Steam library -> select Properties -> pick Experimental Branch under BETAS. The Experimental build changelog can be found here.
So, it’s fair to say that overall, things are looking pretty good. And while we will keep reading through every thread no matter if good or bad, glowing feedback like the fan video below makes our day and never gets old: https://www.youtube.com/watch?v=NIjK5TD3Njg
Alrighty, this is it for now! In case you are not familiar with our weekly “ROCKFISH Recap,” hosted by our one-and-only Community Ambassador and ace pilot Erik Schrader, make sure to dock on Twitch and YouTube to watch the latest dev build in action, from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. 🚀👀💥🙌
Keep it civil on the forums, and see you in space! Michael and your dedicated ROCKFISH Games Team