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EverSpace 2

Platform(s): PC, PlayStation 5, Xbox Series X
Genre: RPG/Action
Developer: Rockfish Games
Release Date: April 6, 2023

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'EverSpace 2' (ALL) Shows Planetary Scrapyard, Ship Devices & Device Modes, And More - Screens

by Rainier on April 30, 2020 @ 3:13 p.m. PDT

In contrast to the roguelike concept of its predecessor, EverSpace 2 is an open-world space shooter with classic RPG elements and persistent player progression, as well as a much larger number of player ships and significantly enhanced storytelling.

Set in a persistent open world, it is driven by a captivating sci-fi story that picks up shortly after the events of its predecessor, but instead of the previous roguelike game mechanics, the focus in EverSpace 2 will be on open world gameplay combined with classic RPG elements and extended storytelling. 

Thanks to the expanded perks and a brand new class-based player ship system with dozens of models, players can also fully customize their spaceship to their individual playing style with weapons, plating, and equipment, similar to classic RPG character development. Despite all the innovations, EverSpace 2 remains true to its space shooter core and presents fast-paced space action in the well-known EverSpace style.

The story of EverSpace 2 continues from its successful predecessor. As one of the surviving clone pilots, the player is faced with the remnants of his past: the cloning program has been canceled, the colonial authorities have placed a bounty on him, and now that dying means the ultimate death the search for the meaning of life suddenly takes on a whole new importance. Fate, however, has big plans and soon the player discovers what it means to evolve from a former military clone to a truly real person. EverSpace 2 not only creates a powerful gaming experience, but also one that is visually impressive in the beautiful infinity of space where breathtaking cinematic scenery invites - encourages - exploration.

To ensure the narrative quality of the 20+ hours campaign, with countless side missions, ROCKFISH Games is working with creative minds such as Joshua Rubin, who has been involved in AAA productions such as Destiny, Assassin's Creed II, and The Walking Dead. Streamline Studios and Volta will also be involved as external development partners.

Greetings, Pilots!

We hope everyone is doing alright during these challenging times. Fortunately, the entire ROCKFISH team and our loved ones are safe & sound. We are incredibly grateful that we can work from home, and for the fact that we are still in a financially comfortable position so we can continue working on EverSpace 2. Sure, we're losing a bit of steam as up- and downloading tens of gigabytes of graphic assets and test builds to and from the cloud is no joke. What used to take minutes can now take several hours. Our communication is also a bit slower, but considering the situation the world is currently in, we can be very pleased with the progress we're making.

New Concept Art

As we promised a much bigger game world in EverSpace 2, we have been hard at work producing a lot of new concept art pieces. Some of you have already seen them in our weekly dev & community streams on Fridays, but we’d like to share them here, too, so none of you fine space pilots miss out on anything.


The Outlaw Viper fires corrosion missiles from afar. When closing in on its target, it switches to drone behavior and folds out its armor to fire with a battery of scatterguns while orbiting around its prey - snakey!


The Carrier is the pride of the G&B Fleet. To compensate for its low mobility, it not only features a super durable hull underneath massive plating, a small fleet of fighters and drones can launch from openings in the hull on each side to keep attackers at bay. Those hangars also serve for mining and supply vessels to land. Consequently, security measures and defense systems are extremely sophisticated to prevent any introducers from sabotaging the carrier’s supralight energy coils and its turbines.


Armed to its teeth and heavily plated, the Outlaw Dreadnought is the Frigate-style capital ship of the Outlaws. Because of its massive armor, it is almost impossible to destroy it from afar. Pilots need to dodge its high-frequency output of barrel bombs and horrifying plasma thrower turrets to find a weak spot, fly inside and take it out with a critical hit deep down in its belly and get out without being caught in the nuclear blast.


The Colonial Light Cruiser is a true masterpiece of high-tech in sci-fi warfare: It is equipped with rapid-firing rail gun turrets that do not overheat as well as EMP bombs with an enormous blast range. Thanks to its fighter hangar, the capability of making several consecutive long-range hyper jumps, and sneaking up on its target in almost undetectable stealth mode, it is perfectly suited for taking on expansive spec ops missions.

Hi-Res Player Ships

As you already know from a previous production update, all player ships in EverSpace 2 are based on a modular component system that allows for a large number of different combinations of hulls, wings, sterns / rear engines, cockpits, and attachments. 


To prevent having just a bunch of generic-looking player ships, we spent a lot of time and effort in defining distinctive design rules for main and sub ship classes, as well as for all the ship components, so you can easily tell which sub-class a certain ship model belongs to.


But that’s not all! Thanks to our new texturing and modeling techniques, using floaters, decals, and emissive materials, you will also feast your eyes on much higher per-pixel details on the exterior and interior ship surfaces in addition to customizing your vessel by choosing primary, secondary and tertiary colors, which will impact the color of your ship’s glowy bits, too. We have even more ideas for further customization features and will share more when they are fleshed out.

Ship Devices & Device Modes

Devices in the original EVERSPACE were items that would drop as loot from various sources and could be installed into your ship's device slots. They came in two flavors, active and passive. While active devices needed to be activated in order to apply their effect, passive devices would provide permanent stat bonuses or other benefits while they were installed.

The similarity to skills you know from traditional RPGs has not escaped us, of course. That's why we want to take this idea further in EverSpace 2 and have decided to link the devices directly to the player progression. That means that once found, devices will remain unlocked and can be accessed and installed at will. Passive devices were replaced by the equipment items you install into your ship, such as platings, energy core, etc.


New Devices and Device Modes offer a variety of combination possibilities and synergy effects for pilots who want to get the most out of their spaceship.

A further novelty over the predecessor are the so-called Device Modes. These are passive extensions that alter the function of a device to varying degrees. A maximum of three modes can be unlocked per device and only one of them can be active at a time. To unlock device modes, you will need special tokens that can be obtained, for example, through level-ups or as a reward for missions. The idea behind Device Modes is to allow you to tailor your build to your taste through complex synergies with other devices, perks, items, etc. 

For example, there is a new device called Annihilator Virus that infects targets with a system virus that spreads to nearby enemies and causes a massive explosion once the timer ends. One of its device modes causes it to deal increased damage for every debuff active on the target. Now, if you use your EMP Generator right before the virus explosion, the target will receive extra damage for the EMP debuff. The EMP Generator, on the other hand, has a device mode that causes affected targets to lose shield hitpoints over time. Since this is another debuff, the explosion will deal even more damage.

This is the kind of decision-making we're aiming to promote with these systems, and we would love to hear your thoughts about it on Discord, or our forum.

Planet Locations

Being able to explore new and strange planets has always been one of the biggest dreams for many space game enthusiasts. In space simulations, where exploration for hundreds or even thousands of hours is the main pillar of the game, there is no way around procedural world generation, and we’ve already seen some great examples for this concept. However, there are some fundamental downsides to it. 

For starters, working with high-quality, pre-baked global illumination solutions in procedurally-generated environments is not possible, especially if the game world is truly seamless. Secondly, game designers have much less control over gameplay and environmental design in procedurally-generated game worlds, which only gets worse when trying to implement a proper story campaign, featuring cutscenes and scripted events. In fact, we spent a lot of effort and time managing randomization and player frustration in the original EVERSPACE.

Since we dropped the roguelike formula in favor of a persistent open world with fixed handcrafted locations in EverSpace 2, we can now take the overall experience to a whole new level, especially on planet locations

However, having handcrafted planetary locations with super hi-res height maps, high-quality illumination solutions, large set pieces featuring lots of surface details as well as lots of interesting activities going on in the sky and on the ground, comes at a price: They not only take a lot of time and effort to create, they are also very memory-heavy.

To manage your expectations: We really want to prioritize those features mentioned above. What it means though is that we're not able to implement a large number of explorable planets, rather, we're focusing on a few that are most important to the story and the overall game experience. Also, there is no way around the fact that these sections will impact load times by a few extra seconds but hey, we like to think seamless atmospheric descending is totally overrated anyway.

So, if you want to see more of the all-new planet locations in-game as well as Ship Devices and Device Modes in action don’t miss TOMORROW’s dev & community stream on Twitch, YouTube, and Mixer from 8:00 pm to 10:00 pm CEST / 2:00 pm to 4:00 pm EDT.

See you online!

As with the successful campaign of its predecessor in 2015, the EverSpace community will thus be involved in the development process as early as possible. On the other hand, the financial independence of the studio will be further secured in order to ensure full creative control at all times during production and, if successful, to even increase the scope of the game by activating stretch goals.

EverSpace 2 will clearly outperform its predecessor in terms of both audiovisual quality and scope, which is reflected in the significantly higher development budget.

Early access of EverSpace 2 on Steam is currently scheduled for December 2020, with the full version for PC, PS4 and Xbox One scheduled for release in the second half of 2021.


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