EVERSPACE 2 is a fast-paced single-player space shooter with deep exploration, tons of loot, classic RPG elements for PC (Windows, Mac, Linux) and console (PS4 and XB1). Set in a persistent open world, it is driven by a captivating sci-fi story, picking up shortly after the events of the predecessor. An approximately 20-hour-long campaign and various side missions will lead you into the endgame. Prepare yourself to beat the most vicious encounters, and master difficult challenges that will reward you with that juicy epic loot!
[Have a look at the announcement trailer for EVERSPACE 2.]
Imagine a Hack & Slash Action-RPG with all the bells and whistles: classes, random loot, skills, talents, and more... but in space. Your ship is the hero in this adventure. Expand your private ship collection from a virtually endless supply of vessels composed of three main classes with several sub-classes and optimize your build to perfection. Cleverly combine modules, weapons, devices, and perks to fit your individual playstyle and the current objective.
If you liked the fast-paced space combat of EVERSPACE, we have great news for you: aiming, precision, and maneuverability will still be key to your success, so EVERSPACE 2 will keep the much-praised Freelancer-inspired keyboard + mouse controls of its predecessor. Because tastes and preferences vary from pilot to pilot, we will refine the controls even further and add more input settings for tweaking them to your liking.
This time we added customizable input settings for gamepads, even more button layouts to choose from, and HOTAS support from the get-go. We will also be shipping the game with presets for the most common joystick setups on Day 1 to make die-hard fans of space sims happy, too (hey there, space truckers!). And yes, you will be able to turn off inertial dampeners if floating around space Newtonian-style is your thing.
To make the action even more interesting, we have redesigned the enemy AI from scratch and given it a much larger set of behaviors and variables. You will fight against opponents who will now be able to act and react to you, other NPCs, and the environment in a much more sophisticated way, delivering a whole new level of challenge for even the most veteran space pilots out there.
Based on your great feedback about combat inside of derelict space stations and near the surface of celestial bodies, we are planning to add more locations with even greater gameplay variety to EVERSPACE 2:
Fly inside massive capital ships and overcome complex security systems before taking the beast down by placing a ticking bomb right next to its fusion power core. Just be sure to get the hell out of there in time.
Descend to planet surfaces where interstellar mining corporation Grady & Brunt (G&B) Prospects operates large mining facilities both above and below ground, and where massive freighters full of loot constantly come and go.
They might look like easy prey, but you will have to deal with some serious laser and missile turrets and other defense systems on the ground. Make sure you’re packing some decent firepower, and don’t forget to bring a long-range tractor beam – or even better a fetch drone – to retrieve your precious loot. Because down there you are not in zero gravity anymore…
You asked for it, you got it: EVERSPACE 2 will take place in a persistent, open game world, combining the best of level-based and open-world design concepts. Look forward to exploring over a hundred locations filled with little secrets, challenges and puzzles, tons of loot, all sorts of weird alien creatures, and a wide variety of NPCs.
Fixed locations will be created using a large pool of handcrafted props, uniquely designed iconic space landmarks, and some clever procedural generation. Repeat visits will always be worth your while. While some changes to the environment will be permanent, some structures may have been rebuilt since your last visit and you can never be sure who you will encounter or what loot and resources you might find.
The randomly created procedural locations from EVERSPACE will also make a return in the form of temporary events and encounters.
Mining will receive a minor overhaul: it will still be easy to extract iron ore from an asteroid just by shooting at it, but to get your hands on rare resources you will have to be at the right place with the right equipment. Once obtained, use your resources to build or upgrade stuff or sell it to whichever station offers the best price. You can also roam the world looking for the best deals on certain commodities, becoming the part-time trader you always wanted to be.
To get around quickly in any star system, you will be able to travel in Supralight Mode and cover large distances with ease. Of course, if something interesting pops up along your way, you can always stop by. However, Supralight travel generates an enormous energy signature which can be traced by anyone from afar. Be sure to watch out for any unpleasant surprises while zooming through space.
A network of fixed jump gates connecting most of the star systems on the map allows interstellar travel at no cost. However, jump gates are operated and controlled by Grady & Brunt for good reason: if you cause too much trouble in the zone, the local authorities will happily open fire on you and call for reinforcements, culminating in Okkar forces (the dominating alien race introduced in EVERSPACE) jumping in to put an end to the aggression. But then again, maybe YOU will be the one putting an end to it, luring a special Okkar unit into orbit just to make it drop that one weapon you’re looking for.
The mysterious alien race "The Ancients" will also return in EVERSPACE 2, providing yet another way to get around unnoticed through their divine travel portals, though their destinations may not be totally predictable. Alternatively, you can fly into stable wormholes to travel under the radar, but they are seldom marked on the map, so you must either find them by chance or obtain their exact coordinates elsewhere.
Just like wormholes, certain places are not visible on the map, but you will be able to either buy or earn the coordinates of these secret locations, where unknown treasures may await you. However, the reliability of the information about these destinations is only as accurate as their vendors are trustworthy. Let’s just say that these treasure hunts will come with an element of surprise…
Veteran EVERSPACE pilots know that epic feeling when a super powerful weapon drops from a fallen enemy or is found inside a secured container. Like the Beam Laser M3, which cuts through shields and ship hulls like butter, or the devasting ARC-9000, which can obliterate even an Okkar Frigate and all of its escort fighters in one strike.
Inspired by Diablo and similar loot-heavy games, EVERSPACE 2 will feature a much deeper loot system, featuring a broad range of wicked equipment for your ship. Whether you are hunting for fast laser weapons, shield generators, or cargo units, be ready to constantly re-evaluate your current setup. Look for loot that fits your playstyle but be willing to leave your comfort zone and try something new. Be ready to find and exploit synergistic effects between equipment, perks, devices, and ships to fully maximize their potential.
Awesome news for all pilots who prefer a more persistent player progression: because we dropped the roguelike formula, you will no longer lose any of your precious gear anymore when killed in action. But don’t get cocky: there will be some high-risk/high-reward areas waiting for you where grabbing that ultra-special gear and getting out alive will require some serious piloting skills and talent for improvisation.
You said you want more ships and more meaningful RPG elements? We’ve got you covered! In EVERSPACE 2, we will introduce an all-new player ship system, featuring several main classes and subclasses, each with multiple tiers and extended customization possibilities – avid spaceship collectors will be in heaven!
Equipping your hero, aka your spaceship: just like in your favorite action RPG, left and right hands become your primary and secondary weapons, and your enchanted chest armor is now reactive armor plating. Additional modules like thrusters, sensors, or energy cores come in various levels and rarities, while one-shot consumables will help you turn the tide of battle in critical situations.
To tap the full potential of your ship, you will want to install the right devices. These are permanent unlockables that will be obtained when certain player levels have been achieved, offering various changes to gameplay systems. They are essential tools for surviving on the battlefield and gaining an advantage over your enemies at the right time.
Speaking of customization: celebrate the return of Perks! You will be able to unlock them in sets of three at certain player levels, offering various changes to gameplay systems. Choose one of the sets and then later if you do not like a perk combination anymore choose another one to adapt to the current situation perfectly. There will also be perks offered to you by your companions, which allow you to improve certain stats or unlock new gameplay and missions permanently. These companion perks can be unlocked with credits, items, or by completing certain tasks.
You play as one of the surviving clone pilots of EVERSPACE. After the loss of the ability to return as a new clone after death, the “meaning of life” took on new dimensions for you. Especially because you are wanted by the Colonial Authorities for being an illegal clone after the clone program was officially ceased, and for allegedly having countless Okkar and G&B pilots on your conscience.
Not having much of a choice, you are trying to lay low and make a living as a space miner at Grady & Brunt under a false identity. While your ultimate goal is to earn your passage out of the DMZ, you also start making some friends to find at least some purpose in life. Of course, fate has bigger plans for you. Soon you will find yourself at the center of a sci-fi story about a former military clone discovering what it means to be human.
Look forward to playing through a 20-30 hour-long campaign and extra companion storylines, with much deeper storytelling and more characters than the original EVERSPACE. The story will be delivered through a mix of animated comic flashbacks with superb attention to detail and better-than-ever 3D in-game cut scenes with a more cinematic style.
[SPOILER ALERT: In case you don't intend to finish the predecessor or have forgotten about what happened, here are all the flashbacks and cutscenes of EVERSPACE.]
EVERSPACE has certainly been a commercial success for us, so you might be wondering why we are doing another Kickstarter. Well, there are several reasons:
First and foremost, we want to bring you guys, our die-hard fans, on board from the start. We want to hear directly from you what you think about our concept as soon as possible. While we will control the creative vision and the core pillars of EVERSPACE 2, everything else is up for debate – well, except multiplayer, flying capital ships and space legs. If you are still reading, please consider the following reasons carefully.
Making another single-player space shooter was an intentional creative decision, one which plays to our strengths. Adding multiplayer would not only be a huge stretch conceptually, it would also add way too much risk to the project. Too few in our team have any experience whatsoever making multiplayer games, and there are already a number of great space games to play with your friends that offer that kind of a connected experience. Heck, there are more online space games in the making than ever, and we have no interest in picking a fight we can’t win.
Another, unexpectedly helpful, aspect of our previous Kickstarter was providing closed Alpha access only to those who are willing to spend a little extra. Watching financially invested space-game-savvy streamers get their hands on the game early was invaluable in terms of early QA and testing, as well as for spreading the word about EVERSPACE at an early stage in its development.
Equally important were the tons of highly-qualified feedback from Alpha backers on our forums. They really helped us to iron out major flaws, bring great new ideas into the game, and release a polished Alpha version in Steam Early Access. All of this was the foundation for EVERSPACE to become a Steam Early Access Platinum Graduate of 2017.
Ultimately, the Kickstarter will help us create a better game. We will have more time to make it, stay in full creative and financial control, and increase the quality of the final product.
Creating a living and breathing open game world filled with interesting characters, myriad enemies to defeat, and numerous secrets to unveil is a hefty task. It will require much more content and testing compared to its predecessor, but we are well-prepared.
Delivering outstanding space shooters for the past 15 years has been a strong foundation for even our highest ambitions, as we just proved by rolling out EVERSPACE on PC (for Windows, Mac and Linux) and all major consoles, all while delivering on the promises made in our previous Kickstarter.
We are very confident that we will be able to deliver yet again, even to the much bigger vision of EVERSPACE 2, because we have grown the studio significantly. To fill in gaps and to raise the bar across the board we have infused our team with additional great talents, bringing additional programming, game design, compelling storytelling, 2D animation, AAA concept art, top-notch UI design, and other important skills into the creative mix.
With a bigger emphasis on storytelling, we will have even more charismatic voice actors like Ray Chase (who voiced the role of the hero in EVERSPACE) for a significantly increased cast of characters in the game. We also contracted Joshua Rubin, a world-class story writer, who has worked on award-winning games like Destiny, Assassin’s Creed II, The Walking Dead, and other iconic gaming IPs, to ensure that playing EVERSPACE 2 will be an outstanding narrative experience.
The total budget of EVERSPACE 2 is about twice as big as for the predecessor, so you can imagine it is a very ambitious project for an independent, self-funded studio like us. While we managed to create pretty much every asset for its predecessor in-house, that won’t be the case anymore, even though our team is now twice as big as when we made the first EVERSPACE.
That’s why we decided to bring experienced and well-known external AAA development partners like Streamline Studios and Volta on board. They will not only increase the visual quality of the EVERSPACE in-game assets that will return in EVERSPACE 2, but also help with creating the enormous amount of new content necessary to create a living, breathing sci-fi game world. Even if you guys go crazy and unlock all our stretch goals, we’ll be ready to ramp up our joint development capacity in no time.
The conceptual phase of EVERSPACE 2 began in late 2017 with our leads putting their heads together to define the core pillars of a new space shooter. We thoroughly analyzed the feedback that we had received from our lovely community, and it quickly became clear that most of you guys were yearning for an open-world space shooter with deeper exploration, more sophisticated RPG elements, a larger pool of player ships, more NPCs, and a bigger story. Of course, everyone here at ROCKFISH Games was immediately hooked on the idea of taking EVERSPACE to a whole new level, but we knew that one important ingredient was missing: even though the roguelike elements were not for everyone, they had inspired hundreds of thousand space pilots to play EVERSPACE over and over again.
Because we decided to drop the roguelike formula from EVERSPACE 2 to grow our audience, we had to find another way of keeping you engaged even after you had finished the campaign and unveiled every little secret in the game world. We were looking for that “one more run” moment that made its predecessor so addictive. We have big fans of the Borderlands, Diablo, and Destiny series on our team, so it didn’t take us long to figure out that adding itemization as another key pillar to EVERSPACE 2 would make spending hundreds of hours in the endgame worthwhile.
[Watch CohhCarnage play the original EVERSPACE]
We had learned a lot from using Unreal Engine 4 for creating the predecessor, and we wanted to avoid reusing any legacy code that might force us to compromise to our new, much larger vision, so we decided to start from scratch with an entirely new code base. We spent several months redesigning and developing the core elements of EVERSPACE 2 before you could see anything pretty on the screen.
Then at E3 last year, we demoed a rough prototype of EVERSPACE 2 for the first time behind closed doors, and we received loads of great feedback which encouraged us to go all-in, bringing the entire team onboard and ramping up our staff.
Earlier this year, we followed up by presenting a polished Vertical Slice to potential partners at DICE and GDC so we could evaluate our options. There was a lot of interest from publishers and platform holders to partner with us, but we ultimately decided to stay creatively and financially independent by working closely with our community again and doing another Kickstarter, followed by Steam Early Access a year later.
We plan to roll out the closed Alpha in Q1 2020 for eligible backers, followed by launching a solid core version of EVERSPACE 2 into Steam Early Access in Q3 2020. We will continue to work closely with you guys for at least another year before we release Version 1.0 on major PC game stores in Q3 2021. The launch on consoles is then scheduled for six months later. If EVERSPACE 2 becomes another commercial success for us, we also plan to release at least one major paid DLC featuring lots of new content within a year after Full Release.
Risks and challenges
The most obvious risk would be significantly underperforming long-tail sales of the predecessor, potentially putting us in financial jeopardy. Rest assured, we are in the fortunate position of having accumulated a substantial financial buffer thanks to the commercial success of EVERSPACE across all platforms. Even in the extremely unlikely scenario that all current revenue streams dry up, if we reach our funding goal then we could still afford to develop a solid version of EVERSPACE 2 with enough features and content for early adopters for at least another full year and launch it with adequate marketing support in Steam Early Access.
Of course, there are other, more general risks that any studio must deal with, like a power outage or a massive ISP hiccup throwing a wrench into the works. It actually happened to us a few times in the past, but it has never really been an issue. Even if the lights go dark for hours, we know we can rely on Christian, our crafty CFO/COO, to have a 50 kVA power generator up and running in our backyard in no time. #rentapowergen #problemsolved #hardcoreindiedev #spacerocket
All joking aside, our biggest risk is having key personnel leave the team for an extended period of time, which is totally out of our control. But because our team has doubled in size it would now be much easier to compensate internally, and thanks to our savings we could ramp up external development on short notice if we really had to. So even if things take a bit longer and/or ongoing revenues decline sooner than expected, we already have sufficient contingency resources to ship a good game.
Long story short, we are incredibly ready to do this together with you guys. If anyone wanted to stop us from making EVERSPACE 2, they would have to fire an ARC-9000 at us. No worries – last time we checked there were none available in our solar system. Phew!Learn about accountability on Kickstarter
- (33 days)