About this project
EVERSPACE™ in the gaming press:
"Everspace: Galaxy On Fire Creators Tackle Space Porn!" Rock, Paper, Shotgun
"EVERSPACE Will Be Hyper-Colorful Roguelike Free Roaming Space Combat!" Hardcoregamer.com
"If you like No Man's Sky, you'll love EVERSPACE!" Moviepilot.com
"EVERSPACE: Mayhem among the stars!" Gosu-tech.com
- PC platform with additional platforms as stretch goals
- Singleplayer Rogue-like gameplay with persistent progression
- AAA-style visuals & sound and rock solid controls
- Captivating non-linear storytelling that perfectly fits the nature of a rogue-like
- In-depth upgrade and damage system
- 1st and 3rd person action focus (no sim)
Chris Roberts as Chairman of Roberts Space Industries: “The environmental effects [of EVERSPACE] are top-notch (check out the asteroid slicing) and the game itself looks like a whole lot of fun. The game is more action-focused than ours, and should allow for some great, fast-paced gameplay that’ll stand alongside Star Citizen, No Man’s Sky, Elite and all the others!”
There are fantastic and vast space sims out there featuring super realistic space physics and billions of stars to travel to. But we believe that combining easy-to-pick-up gameplay with AAA-quality graphics and sound with a captivating, non-linear story is something that many of you have still been waiting for. We have been for sure and also Brian Fargo - Chief Creator of Bard's Tale 1 - 4, Wasteland 1&2 and Torment likes EVERSPACE™: "The visuals in EVERSPACE™ look spectacular and I liked everything the developer had to say. Proudly backed!"
In EVERSPACE™ we take a more action-focused approach to the core gameplay of a space shooter and combine it with a modern, rogue-like game loop taking you on a challenging journey through an ever-changing, yet beautifully crafted universe full of surprises.
Each run will be exciting as you will have to face completely new situations. Your skills, experience and talent for improvisation will be tested continously. By this we keep each part of the game long-lasting and generate lots of individual, meaningful moments for you to experience.
... FULL OF SURPRISES
The goal of the game may sound simple: Reach your destination. However, with every new attempt you will face all new challenges as the route to your destination and the obstacles you must overcome vary each time you play.
When you start a run, a new course to your destination will be plotted so that it is very unlikely that you will encounter the same setting twice. To survive you will have to adapt to the circumstances at hand:
- Use different tactics when dealing with enemies - cloak your ship and sneak past or attack all guns blazing?
- Gather resources for much needed repairs in the local asteroid belt or hunt down well-guarded traders for their precious supplies?
- Explore the mysterious nebula visible in the distance with unknown consequences or stay safe and head straight to the space station for refueling?
- Investigate cosmic anomalies and stellar bodies (wormholes, comets, derelict ship wrecks) or don't bother and jump to the next system?
Obviously as an EVERSPACE™ pilot you need to deal with lots of decisions during your journey. Each and every one will affect how you experience your personal quest to the ultimate goal. Because of this no EVERSPACE™ run is like any other. Ever.
In order to leave the system and jump to the next one, you will need to gather enough fuel to power up the jump drive and at the same time collect credits and resources to craft items and upgrade your ship.
The mix of persistent progression (blueprints and personal wealth) and temporary progression (crafting and equipping your ship during a run) combined with an ever-changing universe and a rewarding story will make you want to start over again and again to eventually reach your final destination.
We won't make EVERSPACE™ ultra hardcore and unforgiving. Rather, every time you die you will be able to improve your starting conditions for all the following runs. Permanently increase the capacity of your shields, install better engines, improve sensors, upgrade weapons, and attach armor plates - just to name a few.
Most ship upgrades will be directly visible, while some will have a huge visual impact, e.g. upgrading your wings will lead to an entirely different look.
You will be able to dig into the depths of the upgrade tree. Think of perks and upgrades that can change a lot of things - unlock new abilities and equipment, improve various stats and enable several other benefits that may change your play style.
Furthermore, every death will get you closer to revealing another fragment of the story being told. So dying is part of the progression.
... TO COMPLETE YOUR EPIC SPACE ADVENTURE
Typically, due to the nature of the genre, rogue-likes don't have a deep story. We think the genre is just perfect to tell a captivating story in a fresh, non-linear way that unfolds differently every time you pick up the game. So we came up with an engaging plot that makes perfect sense for you to be re-born after every death and come back with a deeper knowledge of what is actually going on and, ultimately, solving the great puzzle. On this we have been working together with Falko Löffler who has been a successful story and game writer for adventure games for many years.
This will be the first rogue-like space game that brings high production values of this caliber and a deep, captivating story told in an innovative way to your PC.
... PAIRED WITH SPOT-ON CONTROLS
For us, fun and playability come first and have to fit the type of game. EVERSPACE™ will not be a space simulation. Arcady controls will test your skills and reflexes without the burden of crazy speeds up to 40,000 km/h, inertia, thrust and anti-thrust.
The controls will be intuitive and optimized for mouse and keyboard in the first place. In fact, we put a lot of effort into this and we believe EVERSPACE™ has one of the best control schemes since Freelancer. We will support gamepads and joysticks if you unlock the respective stretch goal as it is a lot of work to nail that, too. In any case, no matter what hardware you will be using EVERSPACE™ will be easy-to-pick-up and play.
Speaking of physics, we had lots of fun in playing around with PhysX in UE4 and we will implement some cool gameplay features based on that: Using mining lasers will enable you to slice up asteroids to extract valuable resources inside. See it in action:
Space is a dangerous place and so are most of your encounters. Though you may come across some gentlebeings who will employ you on special missions or sell useful equipment, the majority of NPCs will try to kill you - and they might do so in a variety of ways:
- Imagine a group of pirates launching from the hangar of a destructible outpost, breaking formation and trying to attack you from different vectors while their chief is giving the orders from a bulky war vessel and firing missiles at you from a safe distance!
- Imagine your ship attacking a frigate which is using different defensive patterns and has multiple destroyable turrets and weak spots that can render the whole ship inoperable when critically hit!
- Imagine scavengers, traversing the system in search of easy prey or uncloaking right behind you!
- Imagine organic life forms lurking in asteroid fields surrounded by a dense plasma cloud only waiting to jump at the next target moving into their domain!
- Imagine Kamikaze fighters ramming their ship into yours when their hull integrity is low
The condition of your ship will be more than just a health bar. Damage to the equipment will have noticeable effects on your vessel's performance and needs to be repaired using valuable resources. The type and severity of damage will influence your decision on what to repair first if resources are scarce. This will put you into challenging situations where you have to live with the damage or repair it with resources that you otherwise could spend on crafting new weapons or devices.
During a run you can craft weapons, ammunition and devices that improve stats or offer whole new gameplay possibilities. Crafting is easy: you will need a blueprint and required resources and you are good to go:
- Maybe you are stranded in a desolate asteroid field; craft a mining rocket to extract fuel out of certain asteroids that will allow you to power up your jump drive and leave the place.
- Craft a cloaking device or an afterburner to fly past an overly powerful band of warships.
- Craft an extension to your laser weapon that enables the shield bypass feature.
Whatever you do: Crafting the most suitable item at the right time will greatly increase your chance of survival.
Using Unreal Engine 4 and the latest technology in visuals and audio, EVERSPACE™ will blow you away. From vast space environments to highly detailed ships and spectacular particle effects - you will be surrounded by magic.
We are creating a mesmerizing vision of space that will leave you in awe. There is only so much realistic space simulation one can take before sinking into depression so consider EVERSPACE™ your Prozac. Happy time!
Unreal Engine 4 allows us to go full "da Vinci" on the graphics with all the latest DirectX 11 & 12 features, including full-scale dynamic lighting, reflections, tessellation and much more.
With GPU powered particles we can render millions of dynamic sparks, bits and pieces at a time like there is no tomorrow. Advanced post effects, such as colour grading, eye adaptation, lens flares and screen space reflections will top it off. All of these give us the ability to realize our vision and make EVERSPACE™ the kind of experience that makes you go "Whoah!"
Again, we are not creating a simulation here. Our top priority is to make it look and sound awesome! Oh, you say there cannot be sound in space? Don't tell that to our sound director who has created every sound effect with great dedication and passion in Dolby Surround 5.1.
MOBILE IS OUR PAST - PC AND CONSOLE ARE OUR FUTURE
ROCKFISH Games is a studio founded by Michael Schade and Christian Lohr who previously founded and have run FISHLABS Entertainment for almost ten years. Pretty much the whole team who created the Galaxy on Fire series has joined and we are super happy that we got the band back together – YEAH!
If you are a PC or console only player you may not have heard of us before, but we take pride in having built one of the very best mobile games studios in the world with dozens of console-style 3D mobile titles with millions of happy players around the globe.
We have won numerous awards for our games and in 2011 became "Best German Games Studio" based on our pioneer work and consistent performance in 3D mobile gaming.
While our heritage is AAA mobile gaming we are super excited about PC and console games. Equipped with the unlimited possibilities of Unreal Engine 4 and the rendering power of new consoles and gaming PCs we are thrilled to create outstanding gaming experiences as an independent studio built by veterans with more than ten years of joint(!) team experience in creating space games.
During our Greenlight period on Steam we got a lot of feedback about what you would like to see in EVERSPACE™. That's fantastic and we dug through all the comments on Steam and other channels to put them onto our list of stretch goals below. Some of your requests will have a huge impact on the development. Requests like multiplayer or supporting other platforms would even require to add more people to the team.
We are aware that not every stretch goal is equally relevant for everyone. So we made sure that most stretch goals feature something special eagerly awaited by certain fans plus something cool that we think everyone likes. We arranged our stretch goals according to what we believe will make sense for most of you and what fits into the game design or the production best.
"Additional Languages": ES, FR, IT, PL, PT (EN, DE, RU will be available on launch)
"More Devices & Consumables": A greater number of items and consumables but also more diversified. We will put technology of a long gone alien race into the game. If you decide to use these items you will sometimes be surprised what they will actually do. So, expect some stunning effects that will not always turn out to your advantage.
“Hardcore Mode”: Unlock a new hardcore difficulty level with mean restrictions and unforgiving rogue-like mechanics for all the perma-death masochists out there.
We got a lot of tiers, we know! To get a better overview have a look at the table below:
“Help name and design...”: All names and concepts have to be approved by the developers and must fit into the game world.
“Bunch of credits to boost your ship”: You will receive enough credits to level-up several perks before you start off into space, giving you a little head start.
“Unlock a random tier 1/2/3 blueprint”: A blueprint ready-to-craft will be available from the start so you can immediately use it to craft better equipment during your first runs. The higher the tier, the higher the rarity.
“Special rogue-style skin + buff for your ship”: A cool skin for your spaceship that comes with a minor gameplay benefit like improved agility or reduced enemy sensor range.
“Special KS exclusive starting weapon”: The starting equipment for your ship will include a very special weapon that has unique effects and minor gameplay benefits.
“Write a logbook entry that shows up in-game”: Players will find derelict shipwrecks during their journey. Some of them have logbook computers that are still intact and provide information on the former pilot. Help to write a logbook entry that will fit into the game world and tell the world what happened.
“Add a name to the enemy character database in-game”: Suggest a name to be added to the database of enemy names. We reserve the right to make changes to the name if we think that it will not fit into the game world.
“Add a name to the player character database in-game”: Suggest a name to be added to the database of player names. Players will get one of these names each time they start a new run. We reserve the right to make changes to the name if we think that it will not fit into the game world.
If you select "Manage" at the top of the page you can receive the following add-ons by increasing your pledge by the price of the add-on(s). Once the campaign ends we will get in touch with you and let you specify your add-ons.
Risks and challenges
Video games development is a risky business. We all know that. However, we love the challenge (like making 3D mobile games in 2004). We execute on a very high-quality level and in a highly reliable manner. This always got us long-term deals (7 games within 5 years) with Volkswagen directly including all their top brands like Audi, Porsche, Lamborghini, Bentley and Bugatti as well as global pre-load deals with Sony Ericsson and Nokia back in the days.
Last but not least, a flawless track record and our excellent reputation in the industry as well as tons of Apple love earned us a new-gen console deal when we kicked-off ROCKFISH. Unfortunately, the project didn't make it into full production due to a competitive game in the console publisher's portfolio. It had nothing to do with our performance and it happens in our industry over and over again. Risky business, indeed.
For this console opportunity, the whole team worked with the Unreal Engine 4 for a top tier console publisher for nine months. During this time we became familiar with the tech very quickly and it is absolutely fantastic to work with.
Early this year we kicked off the development of EVERSPACE. We hope the gameplay trailer gives you a good impression of what we have achieved so far and that you are as excited about the game as we are. Of course, there is more to come and we will keep you updated regularly with genuine in-game footage.
Although the prototype looks pretty sleek and plays solidly already there is still a lot of work to be done. By helping us reach our goal of €225K (approx. $250K), we will unlock additional funding from private investors. These investors trust our vision, development experience and award-winning portfolio and will allow us to fully execute our creative vision.
Please support our campaign to make EVERSPACE the best and most beautiful space shooter ever!Learn about accountability on Kickstarter
Nope! Pay once, play for EVER!! THERE WILL BE NO MICRO TRANSACTIONS!!!
We are targeting to support systems which have at least:
- OS: 64-Bit Windows 7 Service Pack 1
- Processor: 2 GHz Dual-Core 64-bit CPU
- Memory: 4GB RAM
- Graphics: DirectX10 Compatible GPU with 1 GB Video RAM
- DirectX: Version 10
- Mouse and Keyboard
Some VR systems require 90 FPS(!) on two(!) screens. With that in mind, we will provide a lot of scalability, so you’ll get awesome graphics on powerful systems and will still be able to play at very good frame rates on older systems. You won’t be needing hardware acceleration for physics. However, you will require more advanced hardware in order to use virtual reality devices.
Yes, we definitely plan on releasing on Mac and Linux, however the inital launch will be on PC and depending on the amount of money we raise the Mac and Linux port will come sooner or later.
Update: We heard you and we pushed the Mac & Linux support up to stretch goal #1!
You will have plenty of graphic options to make sure EVERSPACE runs smoothly on your PC and we won’t limit the framerate. If we do a console version we can guarantee 30 fps at least. In case we even have VR on console then we should be able to offer an option for 60 fps w/o VR.
One major reason for us to go from mobile to PC was to create games for the most powerful hardware w/o any compromises! Still we know from our mobile past any game should run on as many devices as possible at the best quality that is reasonable. If you guys unlock the stretch goal for a console version of EVERSPACE we will have to adapt some effects and textures while still preserving a stunning look and feel.
VR is very important to us as we believe EVERSPACE is a perfect fit and we know from your feedback during Greenlight and here at Kickstarter that many of you want it too. As we know from our mobile background how to cope with lots of different screen resolutions, CPU and GPU performance as well as various input schemes, we will make sure that EVERSPACE runs w/o any compromises at full awesomeness with all bells and whistles as a pure PC game and also very polished with our preferred VR gear. We will provide a comprehensive set of graphical options to adapt the quality of EVERSPACE to your hardware.
We are super excited about VR and we believe EVERSPACE is just a perfect match. In particular as it is a single player game w/o neccessity to connect to a server you will be able to enjoy VR wherever and whenever you want to (probably not on the the go but we have a mobile version up on our sleeves as an upcoming stretch goal...).
At gamescom we have met with the leading VR vendors and we are trying to get hold on to their latest hardware. Technically, implementing VR is less of an issue as UE4 supports all leading vendors already: https://www.unrealengine.com/vr-page.
However, before we commit to anyhting we want to make sure it actually works and the experience is just as good as it can be - we are fully aware that we will have to tone down the quality WHEN running VR to have a solid framerate for two Full HD viewports. No compromises if you run EVERSPACE regularly. Rest assured, from our mobile background we know how to handle an almost infinite range of hardware specs w/o spoiling the fun on the lower and to go with all bells and whistles on the upper end ;-)
So we hope you have a little patience with us and stay tuned until we can provide more details.
Of course we can’t promise anything right now, but if there’s a demand for it after the initial launch of the game we will release DLCs with more content: More story elements, ships, locations, equipment, gameplay, you name it!
You will receive every DLC that is released after launch and also every sequel that is potentially released for free!
We cannot definitely say, as it depends a lot on the money we can raise and the amount of content we put into the game - we have a lot of great ideas, trust us - but we try to aim at March 2016 with the Alpha version.
Our original idea was to go with a retail price of about 30 EUR/USD, but depending on how well the campaign goes the price will likely go up with the amount of additional content and features that comes along with it. So when the total pledge amount gets higher the reward tiers will become an even better deal.
Yep! We just cannot edit the description of the tiers that have already been pledged on - many thanks - anymore. On Steam we gonna use the client only for distribution and maintenance. Once you have downloaded EVERSPACE you don't have to run the Steam client anymore to play. You can read more about this here. http://steam.wikia.com/wiki/List_of_DRM-free_games
About GOG, we have reached out to the guys and they really like EVERSPACE from what they can see and that the community is excited about it too. We definitely want to release EVERSPACE on GOG but the game has to be officially approved by them first. However, we don't have any doubt that we will pass their testing as we have passed even the most akward tests supporting hundreds of different devices for mobile carriers back in the days.
Will the location of critical systems on your ship determine the areas the enemies have to hit you to disable the said systems?
We have not made a final decision on this, yet. Either we take the direction of the hits (e.g. shots from behind will more likely damage your engine) or it will just be random or a combination of both. This is definitely something that could easily be changed according to feedback we receive from Alpha testers.
At this development stage we cannot exactly say which parts of stations are destructible and which are not. But expect to be able to destroy smaller pirate hideouts and ouposts as well as disable defence systems of stations like shield generators or gun turrets.
Sorry, at the time being we don’t plan on having flyable capital ships. We’re rather trying to focus on fast-paced arcade action with smaller, faster fighters. You will however be able to fight or defend them.
We’re currently toying with the idea to include some sort of mission type that is inspired by Starlancer where you have to defend a capital ship against enemy torpedoes. When fighting capital ships you will have to destroy their shield generators and gun/missile turrets.
Will there be Energy management? (Shields/Guns/Engines/other critical systems; directional shield power (re)distribution)
We have not finally decided on this, but as we’re going for fast-paced gameplay we like to reduce the micro management to a minimum. So it’s currently not planned, but might of course change with feedback from the Alpha version. However, we thought of a lot of cool active devices, which you can install/craft that will for example overpower your shields or weapons for x seconds after activation. They come with a cooldown of a few seconds after the effect wears of.
There will be encounters in which you will be fighting others alongside friendly ships. They won’t be your official squadron or wingmen, though. We feel it does not fit into the rogue-like concept.
There will be factions, but it has yet to be determined if and how your actions will make your reputation change.
No plans for economy. This would immensely increase the scope of the game and we feel it does not fit into the rogue-like concept.
You will get offers from NPCs that will sell or trade certain items. But don’t expect to be visiting larger shops.
Currently the limiting factor when having a lot of asteroid fragments is the graphical load, not the physics calculation. We’re very happy with the performance as of now and are confident that we won’t run into any problems on AMD. You can expect the same gaming experience, be it on AMD or NVIDIA. Of course, we will work wirh a qualified testing house to make sure EVERSPACE works on all kinds of hardware configurations.
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