EVERSPACE™ - ROCKFISH Games


The big day has come! We've just released version 1.0! We hope you've had as much fun during Early Access as we've had!

Next to a whole bunch of tweaks and bug fixes the biggest highlights are the addition of the story, VR support, more points of interest as well as steam achievements and trading cards.

A change that might need some explaining is the removal of scanning probes. Please read our thoughts on this right below the list of changes.

New Features
  • Added the story
  • Added more points of interest
  • Added achievements (version dependent)
  • Added new device: Sensor Relay
  • Added new ship colors
  • Added VR support for Oculus Rift and HTC Vive
  • Added option to switch Yaw and Roll mapping for controller

Tweaks
  • Removed scanning probes from the game.
  • Added "radar memory": scanned objects will now remain on the HUD indefinitely
  • Increased spawn chance of comm hubs
  • Changed "Low Profile" glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
  • Changed "Predetermination" glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
  • Decreased "Bullseye" glyph shield regeneration percentage from 20% to 10%
  • Increased "Leech" glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
  • Changed "Devastator" subroutine values from 50% / 30% to 40% / 40%
  • Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
  • Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
  • Give a credits bonus for each sector reached
  • Show total cost of perks with sub levels and credits already spent on level
  • Added more codex entries
  • Added illustrations to codex entries
  • Okkar Interceptors will now occasionally use teleporters
  • Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
  • Reduced energy consumption of some weapon mods
  • Reduced energy consumption of device mods
  • Reduced Damage Booster bonus
  • Reduced Shield Booster Mk2 and Mk3 bonus
  • Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
  • Increased Missile Defense System duration
  • Balanced Ancient "Teleporter" alien: Less damage but better accuracy
  • Set maximum number of ARC-9000s per secondary slot from 2 to 1
  • Further increased Time Extender cooldown durations
  • Increased speed at which plasma is collected in plasma fields
  • Decreased Ancient Weapon damage bonus
  • Increased Nano Injector repair amount to match the required Nano Bots
  • Grey Goos are no longer affected by ARC-9000
  • Performance optimizations, especially on medium and low settings
  • Prevent black holes from spawning close to ancient structures
  • Do not show missile lock warnings if Beeline enhancement is installed
  • Increased Flak Cannon 5-5 damage
  • Increased Sensor Drone hitpoints
  • Increased Elite Access Key drop chance from 40% to 75%
  • Made a few UI changes to the cockpit displays
  • Changed spacing, colors and positions of a few UI elements
  • Added run duration to hall of fame

Bugfixes
  • Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
  • Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
  • Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
  • Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
  • Fixed splitted "Ancient Friends" being hostile and damaging the player
  • Fixed tooltips showing on locked ships loadouts
  • Fixed some navigation issues in setup screen
  • Fixed being able to escape from system map before jumping away by pressing next/previous tab
  • Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
  • Fixed "Colonial Interceptor" always being displayed in end of run screen, even if Colonial Scout or Colonial Gunship were chosen
  • Fixed visual upgrades for ships getting mixed up
  • Fixed spread mod not affecting energy
  • Fixed charge duration of weapons which was affected by energy consumption reduction
  • Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
  • Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
  • Fixed freighter jump charge effect not being displayed

Regarding the removal of scanning probes:

We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option. Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship's sensor range.
With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.

We hope you agree!
EVERSPACE™ - ROCKFISH Games


The big day has come! We've just released version 1.0! We hope you've had as much fun during Early Access as we've had!

Next to a whole bunch of tweaks and bug fixes the biggest highlights are the addition of the story, VR support, more points of interest as well as steam achievements and trading cards.

A change that might need some explaining is the removal of scanning probes. Please read our thoughts on this right below the list of changes.

New Features
  • Added the story
  • Added more points of interest
  • Added achievements (version dependent)
  • Added new device: Sensor Relay
  • Added new ship colors
  • Added VR support for Oculus Rift and HTC Vive
  • Added option to switch Yaw and Roll mapping for controller

Tweaks
  • Removed scanning probes from the game.
  • Added "radar memory": scanned objects will now remain on the HUD indefinitely
  • Increased spawn chance of comm hubs
  • Changed "Low Profile" glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
  • Changed "Predetermination" glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
  • Decreased "Bullseye" glyph shield regeneration percentage from 20% to 10%
  • Increased "Leech" glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
  • Changed "Devastator" subroutine values from 50% / 30% to 40% / 40%
  • Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
  • Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
  • Give a credits bonus for each sector reached
  • Show total cost of perks with sub levels and credits already spent on level
  • Added more codex entries
  • Added illustrations to codex entries
  • Okkar Interceptors will now occasionally use teleporters
  • Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
  • Reduced energy consumption of some weapon mods
  • Reduced energy consumption of device mods
  • Reduced Damage Booster bonus
  • Reduced Shield Booster Mk2 and Mk3 bonus
  • Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
  • Increased Missile Defense System duration
  • Balanced Ancient "Teleporter" alien: Less damage but better accuracy
  • Set maximum number of ARC-9000s per secondary slot from 2 to 1
  • Further increased Time Extender cooldown durations
  • Increased speed at which plasma is collected in plasma fields
  • Decreased Ancient Weapon damage bonus
  • Increased Nano Injector repair amount to match the required Nano Bots
  • Grey Goos are no longer affected by ARC-9000
  • Performance optimizations, especially on medium and low settings
  • Prevent black holes from spawning close to ancient structures
  • Do not show missile lock warnings if Beeline enhancement is installed
  • Increased Flak Cannon 5-5 damage
  • Increased Sensor Drone hitpoints
  • Increased Elite Access Key drop chance from 40% to 75%
  • Made a few UI changes to the cockpit displays
  • Changed spacing, colors and positions of a few UI elements
  • Added run duration to hall of fame

Bugfixes
  • Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
  • Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
  • Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
  • Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
  • Fixed splitted "Ancient Friends" being hostile and damaging the player
  • Fixed tooltips showing on locked ships loadouts
  • Fixed some navigation issues in setup screen
  • Fixed being able to escape from system map before jumping away by pressing next/previous tab
  • Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
  • Fixed "Colonial Interceptor" always being displayed in end of run screen, even if Colonial Scout or Colonial Gunship were chosen
  • Fixed visual upgrades for ships getting mixed up
  • Fixed spread mod not affecting energy
  • Fixed charge duration of weapons which was affected by energy consumption reduction
  • Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
  • Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
  • Fixed freighter jump charge effect not being displayed

Regarding the removal of scanning probes:

We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option. Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship's sensor range.
With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.

We hope you agree!
EVERSPACE™ - ROCKFISH Games


Exciting news! We'll be leaving Early Access and going into Full Release on May 26th!

The Full Release version will add the story elements with missions, cutscenes and video sequences, as well as full VR support. Next to many tweaks and bugfixes, version 1.0 will also add Steam Achievements and Trading Cards.

The promised Hardcore Mode did not make it in time and will get added post release as a free update. We'll also start working on Joystick support right after release.

The Full Release version will support the following languages: Chinese (Simplified + Traditional), English, French, German, Italian, Polish, Portuguese (Brazilian), Russian, Spanish (Latin America). Voice Overs will be available in English and German.

Here's our brand-new teaser trailer:
https://www.youtube.com/watch?v=MRy04FdwTLk
EVERSPACE™ - ROCKFISH Games


Exciting news! We'll be leaving Early Access and going into Full Release on May 26th!

The Full Release version will add the story elements with missions, cutscenes and video sequences, as well as full VR support. Next to many tweaks and bugfixes, version 1.0 will also add Steam Achievements and Trading Cards.

The promised Hardcore Mode did not make it in time and will get added post release as a free update. We'll also start working on Joystick support right after release.

The Full Release version will support the following languages: Chinese (Simplified + Traditional), English, French, German, Italian, Polish, Portuguese (Brazilian), Russian, Spanish (Latin America). Voice Overs will be available in English and German.

Here's our brand-new teaser trailer:
https://www.youtube.com/watch?v=MRy04FdwTLk
EVERSPACE™ - contact@rockpapershotgun.com (Alice O'Connor)

Roguelikelike space shooter Everspace [official site] will leave early access and properly launch on May 26th, developers Rockfish have announced. (You might now Rockfish from the Galaxy on Fire games on pocket telephones.) If you dug the sound of Everspace when Alec had a play last year and thought you might have a crack when it was done, make a note. Or if you’re already onboard, hey, the last big pre-launch update has arrived to add a mysterious alien race, full functional cockpit views for all ships, new upgrades, and other odds and ends. … [visit site to read more]

Apr 13, 2017
EVERSPACE™ - rockfish_andi
We've just released a new update. Highlights include functional cockpit displays and the addition of a mysterious alien race, referred to as "The Ancients".

You can see the complete list of changes below.

We're able to offer this update on Mac as well, however with a slight delay of about 8 hours as something went wrong during build process. Sorry for the inconvenience.

Version 0.5 and 0.6 fell off the back of a gigantic space truck, if you're wondering. Kidding aside, a lot of comments indicated that version numbers were often being associated with completion percentage (though they're really just numbers to us), so we've decided to play along and go with version 0.7 - as the inclusion of the functional cockpits, the Glyphs and the Ancients are all big additions and we're fast-approaching full release.


New Features
  • Added mysterious alien race, referred to as "The Ancients"
  • Added ancient structures, which work as shortcuts
  • Added Glyphs, the second kind of Enhancements
  • Added functional, animated cockpit displays for all player ships
  • Added option to hide HUD in cockpit view
  • Added new device: Missile Turret

Tweaks
  • Tweaked derelict colonial stations to get better performance and avoid crashes
  • Containers carried by freighters now have individual looks (Credits, equipment, fuel...)
  • New animated Jump Suppressor Mesh
  • Reworked Missile Defense System to have an active duration rather than requiring manual activation
  • Prolong time until Okkar forces arrive after alert is shown and don't let them have jump suppressors
  • Removed Collision Damage subroutine and added it as positive effect for Infinite Drift subroutine
  • Changed sensory overload subroutine so that hull and shield bars are not shown anymore instead of okkar forces arriving earlier
  • Further decreased inertia dampening for Infinite Drift subroutine
  • Changed weapon names and descriptions of all primary weapons that had a 'II' suffix
  • Renamed a few subroutines
  • Okkar forces and Colonial warships now won't be able to track you down in cloud field locations
  • Shields now start with 0 hp and immediately regenerate when picked up
  • Increased Plasma Mine life time and prevent triggering by user
  • Increased Front Shield Generator cooldown duration
  • Increased Time Extender cooldown duration and decreased Mk2 & Mk3 effect duration
  • Increased Beam Laser II charge duration
  • Let pursuing Okkar forces drop inferior loot with a tendency towards fuel
  • List backer names in credits
  • Use backer-penned names for players and most wanted criminals
  • Included backer corporation names in codex and equipment descriptions
  • Reduced Scout hitpoints - starts with 250 (instead of 300) and can only go up to 355 with hull hitpoints perk now
  • Reduced colonial station laser trap hull damage
  • Forcefield generators are no longer affected by area damage
  • Optimized overall performance
  • Some minor UI changes
  • Tweaked color grading to work better in some environments
  • Outlaw Chief is now called Outlaw Bomber

Bugfixes
  • Fixed Drone Override that was not working
  • Fixed bug where the Shield Booster would actually increase the Shut Down Duration and Recharge Delay instead of decreasing it
  • Fixed some dialogs not being spoken and not being affected by voice volume change
  • Fixed a bug where it was possible to navigate out of the item action box with in equipment screen
  • Fixed a bug where the game crashed when looting devices with installed mods from your old shipwreck
  • Fixed Grey Goo not spawning
  • Fixed subroutine spawner not disappearing if all subroutines have been collected
  • Fixed subroutine Beeline not removing homing ability from player's missiles
  • Fixed subroutine Jump Repairs not restoring the correct amount of health
  • Fixed not being able to scroll perk description box with right stick
  • Fixed some perk values falsely rounded to integer values
  • Fixed deadlock when pressing tab before selecting jump destination
  • Fixed freighter wrecks not being affected by scanning
  • Fixed crafting list focus jumping between entries while crafting multiple items
  • Fixed weapon charge sound still playing when switching weapons while charging
Apr 13, 2017
EVERSPACE™ - ROCKFISH Games
We've just released a new update. Highlights include functional cockpit displays and the addition of a mysterious alien race, referred to as "The Ancients".

You can see the complete list of changes below.

We're able to offer this update on Mac as well, however with a slight delay of about 8 hours as something went wrong during build process. Sorry for the inconvenience.

Version 0.5 and 0.6 fell off the back of a gigantic space truck, if you're wondering. Kidding aside, a lot of comments indicated that version numbers were often being associated with completion percentage (though they're really just numbers to us), so we've decided to play along and go with version 0.7 - as the inclusion of the functional cockpits, the Glyphs and the Ancients are all big additions and we're fast-approaching full release.


New Features
  • Added mysterious alien race, referred to as "The Ancients"
  • Added ancient structures, which work as shortcuts
  • Added Glyphs, the second kind of Enhancements
  • Added functional, animated cockpit displays for all player ships
  • Added option to hide HUD in cockpit view
  • Added new device: Missile Turret

Tweaks
  • Tweaked derelict colonial stations to get better performance and avoid crashes
  • Containers carried by freighters now have individual looks (Credits, equipment, fuel...)
  • New animated Jump Suppressor Mesh
  • Reworked Missile Defense System to have an active duration rather than requiring manual activation
  • Prolong time until Okkar forces arrive after alert is shown and don't let them have jump suppressors
  • Removed Collision Damage subroutine and added it as positive effect for Infinite Drift subroutine
  • Changed sensory overload subroutine so that hull and shield bars are not shown anymore instead of okkar forces arriving earlier
  • Further decreased inertia dampening for Infinite Drift subroutine
  • Changed weapon names and descriptions of all primary weapons that had a 'II' suffix
  • Renamed a few subroutines
  • Okkar forces and Colonial warships now won't be able to track you down in cloud field locations
  • Shields now start with 0 hp and immediately regenerate when picked up
  • Increased Plasma Mine life time and prevent triggering by user
  • Increased Front Shield Generator cooldown duration
  • Increased Time Extender cooldown duration and decreased Mk2 & Mk3 effect duration
  • Increased Beam Laser II charge duration
  • Let pursuing Okkar forces drop inferior loot with a tendency towards fuel
  • List backer names in credits
  • Use backer-penned names for players and most wanted criminals
  • Included backer corporation names in codex and equipment descriptions
  • Reduced Scout hitpoints - starts with 250 (instead of 300) and can only go up to 355 with hull hitpoints perk now
  • Reduced colonial station laser trap hull damage
  • Forcefield generators are no longer affected by area damage
  • Optimized overall performance
  • Some minor UI changes
  • Tweaked color grading to work better in some environments
  • Outlaw Chief is now called Outlaw Bomber

Bugfixes
  • Fixed Drone Override that was not working
  • Fixed bug where the Shield Booster would actually increase the Shut Down Duration and Recharge Delay instead of decreasing it
  • Fixed some dialogs not being spoken and not being affected by voice volume change
  • Fixed a bug where it was possible to navigate out of the item action box with in equipment screen
  • Fixed a bug where the game crashed when looting devices with installed mods from your old shipwreck
  • Fixed Grey Goo not spawning
  • Fixed subroutine spawner not disappearing if all subroutines have been collected
  • Fixed subroutine Beeline not removing homing ability from player's missiles
  • Fixed subroutine Jump Repairs not restoring the correct amount of health
  • Fixed not being able to scroll perk description box with right stick
  • Fixed some perk values falsely rounded to integer values
  • Fixed deadlock when pressing tab before selecting jump destination
  • Fixed freighter wrecks not being affected by scanning
  • Fixed crafting list focus jumping between entries while crafting multiple items
  • Fixed weapon charge sound still playing when switching weapons while charging
Mar 10, 2017
EVERSPACE™ - ROCKFISH Games
We've just released a new update. Highlights include enhancements that can be equipped in the hangar, derelict colonial stations, ship color customization and alternative loadouts.

See the complete list of changes below. Please note that Drone Overrides won't work in this version.

Unfortunately we are unable to offer this update on Mac due to several severe issues that popped up after migrating to Unreal Engine version 4.14. We're still working on solutions, but chances are high that we will have to wait for a new Unreal Engine version before we can release the update on Mac.



New Features

  • Added enhancements that can be equipped in the hangar
  • Added new points of interest: Derelict Colonial stations
  • Added player ship colors: Some are unlocked from the start, more can be collected during runs
  • Added alternative ship loadouts
  • Replaced voice actor for protagonist
  • Added new consumable: Distress Beacon
  • Added new consumable: Nano Extractor
  • Added new consumable: Sensor Drone
  • Added new challenge "Survive a Warship attack"
  • Added 1st person view without cockpit
  • The three most crafted blueprints in the current run will now be listed at the top of each crafting list

Tweaks

  • Reworked Colonial Interceptor model and cockpit
  • Consumables will now be activated after holding down the button for a short time to prevent accidental activation
  • All device Sub-Routines have been turned into enhancements. Players who had any of these blueprints unlocked will automatically unlock the respective enhancements.
  • The Devastator Sub-Routine Enhancement is now Gunship-exclusive
  • Shield Disruptor is now Interceptor-exclusive
  • Energy Discharger can now also be used on the Interceptor
  • Front Shield Generator can now be used on the Gunship and is even Gunship exclusive
  • Increased Gunship armor by 10%
  • Added and additional device slot for Gunship
  • Increased Gunship energy core recharge rate and added a few perk levels
  • Drones will now always travel with you, the ability is not Gunship exclusive anymore.
  • Added a level to the Gunship's drones perk theat regenerates hull of drones after jumping.
  • Increased distance of deployed drones to player ships
  • All sorts of Okkars, not only Interceptors can jump in before the Warships arrive
  • Okkar Interceptors are now a common, though rare, enemy in later sectors
  • The effects of previous perk levels are now displayed for perks that have unique descriptions per level
  • Hull repairs at service stations are now limited but can be increased with the trading perk
  • Enhanced turrets can now be found
  • Increased energy allocations of Mk2/Mk3 Shields and Adaptive Armor
  • Removed cooldown for Missile Defense Systems
  • Energy Discharger now won't damage friendly units
  • Don't deal or receive damage when colliding with friendly units
  • Outlaw Drone carrier will now only re-override its own link drones if they got overridden, not all player drones
  • Time Extenders will now leave the player ship unaffected while active
  • Freighter in generic repair mission will now ask for all kinds of resources, not only nano-bots
  • Sensors now need crystals instead of processors to repair which makes finding the needed resources easier without radar
  • Reduced sensor damage radar impairment
  • Show amount of deployed drones in HUD
  • Only show "New ship available" message once
  • Added new message when unlocking Enhancements, Colors, Loadouts and Blueprints
  • Yellow marker colors are now only used for neutral units. Pickups, asteroids and other objects are now drawn in light blue.
  • Added jump suppressor markers
  • Added service station marker
  • Traders will sometimes offer Access Keys
  • Added Access Keys to Bonus Gear Offers
  • Increased alert log font size
  • Removed challenge "Kill 5 Okkar Interceptors in a single run"
  • Added possbility to remap "P" key for opening the system menu
  • Thermo Gun II will now fire bursts rather than bundles of projectiles
  • Tweaked skybox generation to allow for more variation

Bugfixes
  • Fixed generic minefield mission automatically succeeding
  • Fixed player deploy drones not having shields when respective perk level was reached
  • Fixed some loot being spawned way outside of level bounds
  • Fixed a bug where the game would hang when the last secondary weapon of a slot was fired while the others were set to "skip when switching"
  • Fixed turrets of Okkar Corvette and G&B Fighter not turning friendly if ship's mainframe gets overridden
  • Fixed camera stuttering when flying in third person
  • Fixed codex screen in hangar being unresponsive when using controller
  • Fixed a bug where game could freeze when firing last secondary weapon of a kind
  • Fixed a bug where drone carriers could be mainframe overridden
  • Fixed black hole alert sounds and lightning sound not being affected by volume settings
  • Fixed a bug when trying to collect previously excess nano bots after crafting nano injectors
  • Fixed Okkar Swarm Fighters speaking with Outlaw voices
  • Fixed ships not colliding with crystals
Mar 10, 2017
EVERSPACE™ - ROCKFISH Games
We've just released a new update. Highlights include enhancements that can be equipped in the hangar, derelict colonial stations, ship color customization and alternative loadouts.

See the complete list of changes below. Please note that Drone Overrides won't work in this version.

Unfortunately we are unable to offer this update on Mac due to several severe issues that popped up after migrating to Unreal Engine version 4.14. We're still working on solutions, but chances are high that we will have to wait for a new Unreal Engine version before we can release the update on Mac.



New Features

  • Added enhancements that can be equipped in the hangar
  • Added new points of interest: Derelict Colonial stations
  • Added player ship colors: Some are unlocked from the start, more can be collected during runs
  • Added alternative ship loadouts
  • Replaced voice actor for protagonist
  • Added new consumable: Distress Beacon
  • Added new consumable: Nano Extractor
  • Added new consumable: Sensor Drone
  • Added new challenge "Survive a Warship attack"
  • Added 1st person view without cockpit
  • The three most crafted blueprints in the current run will now be listed at the top of each crafting list

Tweaks

  • Reworked Colonial Interceptor model and cockpit
  • Consumables will now be activated after holding down the button for a short time to prevent accidental activation
  • All device Sub-Routines have been turned into enhancements. Players who had any of these blueprints unlocked will automatically unlock the respective enhancements.
  • The Devastator Sub-Routine Enhancement is now Gunship-exclusive
  • Shield Disruptor is now Interceptor-exclusive
  • Energy Discharger can now also be used on the Interceptor
  • Front Shield Generator can now be used on the Gunship and is even Gunship exclusive
  • Increased Gunship armor by 10%
  • Added and additional device slot for Gunship
  • Increased Gunship energy core recharge rate and added a few perk levels
  • Drones will now always travel with you, the ability is not Gunship exclusive anymore.
  • Added a level to the Gunship's drones perk theat regenerates hull of drones after jumping.
  • Increased distance of deployed drones to player ships
  • All sorts of Okkars, not only Interceptors can jump in before the Warships arrive
  • Okkar Interceptors are now a common, though rare, enemy in later sectors
  • The effects of previous perk levels are now displayed for perks that have unique descriptions per level
  • Hull repairs at service stations are now limited but can be increased with the trading perk
  • Enhanced turrets can now be found
  • Increased energy allocations of Mk2/Mk3 Shields and Adaptive Armor
  • Removed cooldown for Missile Defense Systems
  • Energy Discharger now won't damage friendly units
  • Don't deal or receive damage when colliding with friendly units
  • Outlaw Drone carrier will now only re-override its own link drones if they got overridden, not all player drones
  • Time Extenders will now leave the player ship unaffected while active
  • Freighter in generic repair mission will now ask for all kinds of resources, not only nano-bots
  • Sensors now need crystals instead of processors to repair which makes finding the needed resources easier without radar
  • Reduced sensor damage radar impairment
  • Show amount of deployed drones in HUD
  • Only show "New ship available" message once
  • Added new message when unlocking Enhancements, Colors, Loadouts and Blueprints
  • Yellow marker colors are now only used for neutral units. Pickups, asteroids and other objects are now drawn in light blue.
  • Added jump suppressor markers
  • Added service station marker
  • Traders will sometimes offer Access Keys
  • Added Access Keys to Bonus Gear Offers
  • Increased alert log font size
  • Removed challenge "Kill 5 Okkar Interceptors in a single run"
  • Added possbility to remap "P" key for opening the system menu
  • Thermo Gun II will now fire bursts rather than bundles of projectiles
  • Tweaked skybox generation to allow for more variation

Bugfixes
  • Fixed generic minefield mission automatically succeeding
  • Fixed player deploy drones not having shields when respective perk level was reached
  • Fixed some loot being spawned way outside of level bounds
  • Fixed a bug where the game would hang when the last secondary weapon of a slot was fired while the others were set to "skip when switching"
  • Fixed turrets of Okkar Corvette and G&B Fighter not turning friendly if ship's mainframe gets overridden
  • Fixed camera stuttering when flying in third person
  • Fixed codex screen in hangar being unresponsive when using controller
  • Fixed a bug where game could freeze when firing last secondary weapon of a kind
  • Fixed a bug where drone carriers could be mainframe overridden
  • Fixed black hole alert sounds and lightning sound not being affected by volume settings
  • Fixed a bug when trying to collect previously excess nano bots after crafting nano injectors
  • Fixed Okkar Swarm Fighters speaking with Outlaw voices
  • Fixed ships not colliding with crystals
EVERSPACE™ - ROCKFISH Games
Dear Pilots,

It's been a while since you’ve heard from us, but we’re breaking the radio silence now. We recharged our batteries over the holidays and we’re ready to tackle the last remaining challenges that lie ahead of us before the full release. Because we had a couple of moving targets on the technical side of things, it was hard for us to announce anything concrete earlier this year.

However, a major task has been completed: we migrated the whole project to Unreal Engine 4.14, which enables us to simultaneously release all upcoming patches and the full version across all current platforms. We’re still waiting for NVidia/Epic to fix the major graphical glitch under Linux, but we will keep you posted on that.

Releasing simultaneously on Steam, GOG, Xbox, and the Windows Store is quite a task, particularly for a small team like us. Plus, we got several parties involved at the same time which makes communication even more challenging. We ask for your understanding if we area little less responsive than usual during our last few Milestones.

With all of that being said, we would now like to give you a sneak peek of what you can look forward to in our next major update, which is not that far away.

Derelict Colonial station wrecks: You will be able to explore the large wrecks of Colonial stations. Some security mechanisms like turrets, laser barriers, sentry drones, and secure doors are still intact. There may also be dangerous plasma discharges that will harm your ship and push it away. As you might have expected, there is a new type of precious loot hidden inside these wrecks...

Enhancements: Enhancements can be found in Colonial station wrecks, and work like runes that can be equipped before a run. Some give small bonuses to various ship stats, while others can change the playing style completely and have both positive and negative effects, e.g. “All enemies and loot are visible on the radar, but alien forces and warships arrive twice as early.”

Ship Colors: Ship colors can be collected just like blueprints by shooting down powerful enemies. Colors can be applied to any ship in the hangar, and you can change the look of the ship’s body and markings. The more colors collected, the more variations possible.

Alternative loadouts: Can be unlocked for each ship by reaching new sectors. There are two additional loadouts for each ship to unlock, changing the starting equipment drastically and thus allowing new playing styles, especially in the beginning of a run.

Gunship balancing: The Front Shield Generator is now available and even exclusive for the Gunship. Furthermore, its armor and energy core recharge rate was increased and a new device slot was added.

Of course, there is much more coming with this update but we'd like to keep some surprises for you.

That's all for now and thanks for bearing with us.

Cheers,
Michael


PS: You can find some fresh screenshots coming along with this news on Kickstarter.
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