Another busy month for our team has gone by with so much to talk about. Nonetheless, Erik did his best to keep the monthly recap under 4 minutes as we know you guys are busy playing tons of games, right?
The June recap starts off with a slew of fresh concept art of three(!) new factions and other NPCs that will have their debut in the Drake system of the upcoming summer update. Erik then talks about new challenges that will provide permanent bonuses throughout the entire game once you mastered them. Next are new consumables that have been added to the game as well as the possibility to craft consumables which was high on the community's wishlist. But that's not all! You can now craft components from resources, too, so you can build that much-desired Catalyst even though you might not have every single component in place but plenty of others — you're welcome!
Another community request has been to have more ship dealers, so we made the Flying Dutches sell space fighters, too, which should come in super handy, as you can call her in certain areas. It's just a first implementation, and we might extend that feature later on. The highlight of June was of course the reveal of both an icy and a fiery location in the all-new Drake star system.
We know many of you guys can't wait to delve into Drake, but we're not quite there yet. We'll have a few more weekly streams before you can actually try out the new star system for yourselves. Make sure to stop by our weekly live streams not to miss out on the latest in development on YouTube and Twitch every Friday 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT!
Don't stop being awesome, 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.
Celebrating this year's Steam summer sale, we thought it might be a good idea to drop a teaser trailer about Drake: Gang Wars and show you some iconic locations of the most extreme star system yet, coming to EVERSPACE 2 in late summer.
If you like what you just saw, make sure to swing by tomorrow's live streams on YouTube and Twitch 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT! Erik, ACE pilot and Community Ambassador, will take the first trip to one of the new locations in Drake — so much we can share already: it's gonna be hot!
Don't stop being awesome, and see you in space! 🚀🪐🙌 Michael and your dedicated ROCKFISH Games Team
PS: Fair warning to all pilots that haven't jumped in the cockpit, yet: We'll raise the price significantly when hitting v1.0, so make sure not to miss one of the few remaining sales on the already discounted Early Acces price! Just saying... 😉
Goodness space gravy, the May recap of our gamedev & community live streams is here with the latest changes and new features — woot!
Ace pilots and Community Ambassador Erik talks about new types of energy orbs adding a bit more depth to this feature. Tracking required resources for crafting is an all-new feature that goes nicely together with the new resource map mode: not only will you see right away what resources are still required to make that nifty new piece of equipment, but with one click on the map's submenu, you'll see right away where is a good chance to find that precious ore or crystal that's still missing. Furthermore, Erik also goes quite deep into item grades and trades as well as new ship passives — enjoy!
The team is still hard at work to get our big summer update out as planned, and you can look forward to a massive announcement trailer for Drake: Gang Wars dropping soon(TM). As always, make sure to stop by our weekly live streams on YouTube and Twitch every Friday 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT!
Don't stop being awesome, 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 Exel, join our discord and drop them pretties in the #screenshot channel.
The April recap of our gamedev & community live streams is here with the latest changes and new features.
Ace pilots and Community Ambassador Erik talks about secondary weapon modifiers to help make secondaries more varied and interesting. Hotswapping armor was long in the making and a hot community demand, so now it's here (as in the internal dev build) and will come with the summer update to a PC near you.
Gero, our Sound Director, has started implementing weapon SFX based on item rarity, also giving all reworked SFX more oomph. Some perks like Percussive Maintenance have been overhauled to better work with regenerating armor. The biggest change is a new feature called High Risk Area Mutators, adding more variety and greater challenges for hardcore pilots.
May will be another busy month for us with lots of changes and new features, so make sure to stop by our weekly live streams on YouTube and Twitch every Friday 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT!
Don't stop being awesome, 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 Deshra, join our discord and drop them pretties in the #screenshot channel.
While we just dropped a major content update with a hotfix shortly after, we didn't forget about the March recap of our gamedev & community live streams on our YouTube and Twitch channel.
Ace pilots and Community Ambassador Erik talks about why we renamed the Rogue light fighter to Stinger, touches on general player ship rebalancing, community-requested changes to the Vindicator, and ends with a community shout out with some amazing fanart.
Don't stop being awesome, 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.
Thanks for all your feedback on the big content Stinger's Debut update (0.8.25290) 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:
Balancing: Adjusted Utility scaling curve for diminishing returns in late-game but greater bonus in early-game
Balancing: Increased drop chances for pure and flawless resources
Integrated localization changes suggested from Crowdin community
Bugfixes
Fixed that during "The Magic Of Umami" while chasing Maddocks at Sato Orbit some doors were closed if side mission "Spelunking For Madcaps" was done before, resulting in a mission blocker
Fixed "Cargo Full" loot screen sometimes showing up after pulling multiple items at once although there still was cargo space available
Fixed "Cargo Full" loot screen sometimes showing invalid items after pulling multiple items at once that could result in all sorts of weird glitches including freezes and crashes
Fixed that players who were at "From Scratch" mission when they updated from version 0.7 to version 0.8 were unable to collect the required Aetheum crystals because of a replaced resource ID
Fixed "optimized" affix effect still affecting item after new catalyst has been applied
Fixed Gunship turret damaging the player's ship
Fixed that damage values displayed in device descriptions were not buffed by Utility
Fixed Stinger expertise falsely showing up as a passive
Fixed that blueprintable variants of items did not display the blueprint progress correctly
Fixed wrong rarities of dropped blueprints if there were no more locked blueprints for a rarity
Fixed that pillar-shaped asteroids in generic Zharkov locations could have wrong rotation
For pilots on Gamepass for PC, this latest build has also been submitted to the Windows Store and is currently in certification. It should go live very soon. 🚀💥🙌
Don’t stop being awesome, 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.
Spring is here, and we’re dropping another meaty content update as promised. Along with a new fighter class, new ship modules, new story content, and new enemy ships, we’ve also made major changes to the crafting system, mining, and resource management as well as how ship devices work. We also addressed progression issues and reprioritized difficulty settings and localization. Meaning, we’re ahead of schedule! So let’s get right into it with the official release trailer.
Stinger’s Debut
Stinger’s Debut, previously titled Rogue’s Debut in the 2022 roadmap, adds the Stinger, EVERSPACE 2’s third light fighter class. This new ship focuses on electronic warfare, making devices a critical component for pilots who favor agile, ability-focused spacecraft. When using ship devices, a third weapon hardpoint underneath the Stinger’s hull is activated, dealing 50% more primary damage.
The Stinger’s Void Swarm Ultimate instantly resets device cooldowns and releases a swarm of aggressive micro-bots that consume everything in their way, prioritizing the locked target. Upon return, these bots restore the player ship’s hull and armor based on damage dealt. Stinger vessels can roll with random perks like 20% reduced cooldown for support or warfare devices, Void Swarm radius increased by 25%, or become cloaked for five seconds after its shield is depleted.
New Story Content
As we announced in our 2022 roadmap news in December last year, the spring update will feature “a bit more” story content among lots of other things. While there are “only” one and half main missions left to conclude the Early Access portion of the story campaign, it finishes with a large-scale boss battle and major storyline beat before things continue into the grand finale at full release.
We also added the 2nd part of the multi-stage side mission Parasite. As many of you might recall, Adam now has to prevent a computer virus from spreading all over the DMZ that he has accidentally unleashed, so he’ll need help from his new, dubious hacker friend, Fallon Pango.
New Enemy Ships
With the continuation of the story, we also introduce new enemy ships, like the Okkar Clerical Corvette and the Okkar Prime units. With the introduction of these ships, time to share some lore with those not familiar with the Okkar that were introduced in the predecessor.
The Okkar Fleet manufactures its own ships, weaponry, and mining equipment without the aid of independent contractors. Private corporations do not exist in Okkar society, the concept of capitalism was unknown until the arrival of Colonials in the 30th Century. Nonetheless, this has not prevented Okkar technology from developing on par withto human advancement, although distinctively different in design and function. Experts put the origins of Okkar space exploration and technological development at some one thousand solar years before humans.
The Okkar Clerical Corvette belongs to the cleric caste. Generally, ships like this are seen on diplomatic missions to ease tension between Humans and the Okkar after the war, but its advanced high-tech warfare capabilities are meant to leave no doubt about who would be in control if a situation should get out of hand or escalate into a serious military conflict.
The Okkar Prime are a patriotic subfaction wanting to rid the Beltegrades of Colonials altogether and restore all Okkar territories lost in the war. They agitate within their society for war and intervene against the more peaceful ruling clerical caste.
Overhauled Crafting
As always, EVERSPACE 2 is all about that sweet, sweet loot. The crafting system is designed to complement the player’s gear growth when loot drop RNG isn’t working as desired. However, “filling in the gaps” is neither the crafting system’s main nor sole purpose. Our overhaul gives purpose to crafting from the beginning of a new save file to beyond the final mission; no RNG needed. This has been accomplished through the resource overhaul, granting access to new blueprints through a far more accessible system.
Item blueprints are needed before crafting, and our veteran players know a blueprint can be earned by dismantling three of the same item at the same tier. To make progression just a little easier, we’ve made blueprints infrequently drop from enemies as well. Instead of RNG working against the player, now it randomly helps instead. This small change gives players faster access to crafting possibilities.
Components (previously called tech resources) have also been added to the crafting list. Because of this, and because of the changes above, a lot of the RNG that hindered players before is quickly vanishing. We’ve seen forum posts trying to find ways to spawn certain components over others (spoiler: they don’t), so being able to craft with a handful of ingredients should be a powerfully welcome addition.
Speaking of additions, catalysts are powerful new craftables that can directly specialize an item’s prefix through modification, however, the blueprints themselves are harder to find. Instead of being dropped from random enemies, catalyst blueprints can only be found from high-risk location bosses. Also, this is just the first round of catalysts. More will appear in the future, opening up new customization routes by tampering with item modifiers themselves.
With all these overhauls, it is more than possible to track the location of desired resources, build a specific much-needed component, and upgrade a desired perk or craft a catalyst.
Reworked Ship Devices
Device progression has been fundamentally changed. Upon acquiring a device, players can now upgrade it up to four times, improving the duration or strength of the device’s effects, increasing the number of charges, or lower cooldown timers. The previous three modes are now unlocked once you master a device by maxing out its level, and you can freely swap between all three modes so long as the device isn’t on cooldown.
Choose device upgrades carefully, however. If you want to remove the upgrades you’ve applied, you’ll have to spend crafting ingredients to peel them off. Good thing the crafting inventory is now limitless!
Rebalanced XP plus WIP Difficulty Settings
With the EVERSPACE 2 Stinger’s Debut update, we’re also addressing balancing and progression issues, again. The XP curve has been flattened at the beginning, so when starting a new game, players should hit level 10 after playing through all main and side story content as well as completing all challenges in Ceto. Since complaints about the game being too hard or too easy have still been the biggest issue even after several rounds of rebalancing, we also introduced experimental difficulty levels: Very Easy / Easy / Normal / Hard / Very Hard, which can be changed anytime.
The system is still at an early stage and just the first step to providing more pilots with the level of challenge they are looking for. On Very Hard, our most skilled devs finally started seeing a proper challenge when playing EVERSPACE 2 for real. For a change, they occasionally die even when using every trick they have up their sleeves. On Very Easy, even less skilled pilots can enjoy the adventure through space without breaking too much of a sweat when learning combat and build mechanics of the game.
Right now, the settings affect enemy damage output, enemy aim accuracy, and enemy health, but we also plan to add different enemy spawn rates, game economy, and gameplay rules aka handicaps much as we did in the predecessor. Of course, difficulty settings will also have an impact on loot and resources drop rate and quality in the launch version of the game.
WIP Localization
Another re-prioritized feature is the addition of WIP language support for German, French, Italian, Spanish, Brazilian Portuguese, Polish, Czech, Simplified and Traditional Chinese, Japanese, and Korean. Furthermore, we also plan to enable our community to add further languages through Crowdin which we will add in the future if there’s enough demand.
Now, even though the game’s story content is not complete yet, we’re already at a whopping 80,000+ word count and we’re using a lot of genre-specific terms as well as puns that carry on for several missions. We’ve been working with our professional localization friends from Synthesis on the listed languages above. However, we can tell from double-checking the German version that a lot of things can be lost in translation. So, if anyone finds any awkward or incorrect translation, we would highly appreciate the community’s support to iron out any kinks before the full release.
Last but not least, shout out to Polish science-fiction author Stanisław Lem for letting HIVE borrow various quotes from the novel The Cyberiad in the Polish language version of EVERSPACE 2, free of charge. During the process of translating the game into Polish, our localization partners came up with this idea, and we just loved it, but no spoilers!
Demo Content
While less important to all you Kickstarter Backer who already have Early Access, the content-gated EVERSPACE 2 demo on Steam has been updated with all relevant changes, including WIP localization. In the updated demo, players from all over the globe can explore the first sector of EVERSPACE 2’s first star system and carry their save game over to Early Access. Got a friend on the fence about EVERSPACE 2? Point them at the demo to get hands-on before buying!
Changelog 0.8.25290
Features
Added text localization for various languages (work in progress)
Added new main mission and new side missions
Added new player ship class: Stinger
Added new enemy faction: Okkar Prime
Added new voice recordings (no Text-To-Speech fallbacks in version 0.8)
Added new ship modules for heavy and light player ship classes
Added new companion perk for decreasing cruise mode charge duration
Added new weapons and modules
Added new "Sustained" weapon prefix that increases energy capacity
Added new item sets
Added option to show a horizon indicator in HUD
Added an option to en- or disable pausing of the game when window is unfocused (community suggestion)
Blueprints for crafting equipment can now be found or received by dismantling the respective item multiple times
Parts, mineable resources, components and catalysts are now stored in a separate crafting inventory, no longer occupying space of cargo or storage
Crafting of components (formerly tech resources) and catalysts now possible
Mining resources has the chance of spawning the same resource in a higher rarity
Mined resources are now displayed in the location info window once the Location Scanner perk level 2 has been unlocked
Devices can now be upgraded and mastered. Upgrading increases device attributes. Mastering unlocks all device modes
UI: Added dedicated crafting tab to ingame menu
UI: Added option (toggle) to show current item level on top of the item icon within inventories
UI: Added new sorting option "SortByLevel" for cargo inventories
UI: Added total selling value info when selling multiple items at once
UI: Added ingame dialog log to the pause menu to recap the most recent conversations
Tweaks
Increased player level cap from 20 to 22
Revised ore and crystal resources and properly distributed them among regions of all systems
Removed random spawns in the last stage of mission "The Convert"
Dialogs get aborted when involved speakers are destroyed
Improved texture streaming
Improved video ram usage
Speedward shield will now also recharge during cruise drive
Reworked Outlaw Bomb Thrower: No more invincibility shield but a fast high-capacity shield
Reworked Outlaw Bomb Thrower barrel bombs: Less damage but disable shields for a few seconds
(Exp) UI: Added dedicated item category icon for catalysts
(Exp) UI: Items cannot be modified anymore while they are damaged
(Exp) UI: Fully implemented reworked device appearance including upgrade animations
Bugixes (Experimental relevant only)
(Exp) Fixed that "Okkar Prime" name was missing in the "kills" stats
(Exp) Fixed that obsolete items were gone instead of replaced when loading an older savegame
(Exp) Fixed Freelancer Cargo Carrier not exploding correctly
(Exp) Common Catalysts are now always unlocked
(Exp) Swift Catalyst can now also be applied to Disintegrator
(Exp) Fixed one Stinger passive being wrongly assigned to the Scout
(Exp) Fixed Optimized and Prototype Catalysts not working on modules
(Exp) Fixed Void Swarm not resetting device cooldowns
(Exp) Fixed that obsolete Catalysts and Affixes were not removed when loading a game
(Exp) Fixed that Cruise Drive Duration perk did not unlock under certain conditions
(Exp) Fixed bug where Cruise Booster's cruise drive activation time would be overwritten by upgrading the perk
(Exp) Fixed Okkar Corvette shooting through its own geometry
(Exp) Fixed mining Catalyst bonus attributes not being removed when applying a new Catalyst
(Exp) Fixed some dialogue lines repeating during mission "The Emissary"
(Exp) UI: Fixed that the item info in the "Modify" screen could not be scrolled using a controller
(Exp) UI: Fixed that the device description text wasn't clipped properly after scrolling
(Exp) UI: Fixed overlapping descriptions in catalyst selection screen
(Exp) UI: Fixed a bug that occured after a companion was unlocked but no perks were shown
(Exp) UI: Fixed that the repair banner of an item tooltip could have elements from the device upgrade banner
(Exp) UI: Fixed a bug in which the amount of an item for sale would get bigger after buying
(Exp) UI: Fixed a bug in which the item rarity wasn't instantly updated after a modification
(Exp) UI: Fixed that the dialog board entries always showed "text-to-speech placeholder"
Well, this concludes our first major content update of 2022 with two more to come, one in summer, one in fall, before we wrap up production and will only be working on final polish for the full release, currently scheduled for early 2023. Check out our 2022 roadmap for more details.
So there’s still plenty of work ahead of us, but we’ll keep you in the loop with our weekly gamedev & community streams so that everyone can see for themselves where production is at, on Twitch and YouTube, every Friday from 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. 🚀💥🙌
Don’t stop being awesome, and see you in space! Michael and your dedicated ROCKFISH Games Team
PS: As per usual, we timed another 20% sale with the release of The Stinger's Debut, starting today at 7 pm CEST / 1:00 pm EDT / 10:00 am PDT, so here’s another chance to get in the cockpit and save a few bucks. Note that we’ll raise the price at full release, so you won’t find a better deal to grab a copy of EVERSPACE 2 anytime soon. Unless you’re on Game Pass for PC, that is.
The VOD of the last Spring Update, aka Stinger'S Debut, live sneak-peek is up. Ace pilot and beloved Community Ambassador Erik Schrader takes the Stinger for another spin while introducing the all-new item set Umbra & Penumbra, a blaster and flak cannon pairing nicely together. He also goes through rebalancing of some player ships and further tweaks, like new mining SFX and more.
The astronomical vernal equinox of the northern hemisphere is upon us, meaning the EVERSPACE 2 spring update is literally just around the space corner. Time to give you an early look at the all-new light fighter class, the Stinger, which is a much more fitting name than Rogue, as you will be able to see for yourselves in our upcoming live stream.
While Erik, our Community Ambassador, will take the Stinger for a spin and play through some side missions of the previous update that recently got the full voice recording treatment in English (so no more text-to-speech placeholders), he will also talk about difficulty settings and localization which have both been re-prioritized for the upcoming update.
So, swing by and join us in this Friday's gamedev & community live stream on Twitch and YouTube, from 7:00 pm to 9:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. Erik even promised to show the Stinger's devastating Void Swarm ULT—whoop, whoop!
If you want to catch up on development since the last major update, check out our short & snappy recaps below:
Don't stop being awesome, and see you in space! 🚀🪐🙌 Michael and your dedicated ROCKFISH Games Team
Here's the short February recap of our gamedev & community live streams on our YouTube channel. Ace pilots and Community Ambassador Erik talks about icons for resources and components that have been updated, the all-new crafting tab with a lot of changes under the hood, including the introduction of weapon catalysts. and how to get blueprints for those.
Erik also goes through the addition of various new ship modules for light and heavy fighters. Further major changes highlighted in this recap are how upgrading ship devices now work and the new Bomb Thrower mechanic.
Don't stop being awesome, and see you in space! 🚀🪐🙌 Michael and your dedicated ROCKFISH Games Team