Teaser Trailer | Story | VR Support | Linux
It has been a very long road since we began developing EVERSPACE over two years ago and it is hard to believe that the full release is now almost upon us. Truly an exciting time for everyone here at ROCKFISH and probably for you as well. While we are working on the final touch you can lean back and enjoy the brand-new teaser trailer to get yourselves in the right mood for the full release.
The greatest addition coming with the full release will be the long-awaited campaign including missions, cinematic flashbacks and cutscenes which are fully voice-acted in English and German. We have partnered with our friends Synthesis and Techland (distributor of the boxed PC version in Poland, Czech. Republic, and Hungary) to add full text localization for Chinese, Czech, French, Hungarian, Italian, Polish, Brazilian Portuguese, Russian, Spanish (LATAM), and Turkish.
You already know that at the beginning of the campaign, the hero finds himself clueless in the cockpit of a space fighter and after guiding you through basic training, the peculiar onboard AI, H.I.V.E. provides sometimes useful contextual information about the game world and its lore. In the full version, you will gradually unveil the mystery behind the hero’s existence and his (your) mission through encounters with various characters and memory flashbacks. In the completely revamped final sector, you will have to face a huge fight which will also provide the last piece of the campaign puzzle. But this will not be the end of the game. There still is one more important objective to accomplish to reach the final destination of your journey – but no more spoilers beyond this point!
We are aware that for many of our backers VR support is not a top or maybe not even a wanted feature at all. However, some of you have been craving for it since we made it a core feature instead of a stretch goal based on the glowing community feedback during our Steam Greenlight campaign. The first “experimental” VR implementation was far from perfect and for quite some time VR has not been a priority as we had to complete all the core elements of the game, first. Fortunately, we were able to hire another talented developer back in March this year to solely focus on the VR implementation. We are excited to announce that the full version will ship with full VR support for HTC Vive and Oculus Rift.
Unfortunately, we won’t be having a Linux version ready for full release. Although we expected to run into problems, we thought that Unreal Engine would make our life a whole lot easier and time spent on the port would be closer to the time spent on the Mac version. We ran into some serious graphics issues on Linux, the biggest one being related to NVIDIA graphic cards. The problem was confirmed on their end and we are waiting for a new driver update that fixes the issue. In the meantime we are working on the other remaining issues and should the driver update not hit soon we will be able to use a workaround with reduced graphics that was thankfully provided by one of the dedicated Linux users on the Steam forums. So please stay tuned!
Ok, now back to work. We got a big day coming and still a lot of things to prepare.
All the best,
Michael and Your dedicated ROCKFISH Games Team
This time, our shout out goes to All Walls Must Fall, from Inbetween Games, another talented German indie team, based in Berlin.
The description of the game sounds nothing but absolutely awesome: "All Walls Must Fall is an isometric tactics game where actions happen to the pulsing beat of the music. You control time travelling secret agents as they jump and loop through a single night in the city of Berlin. Using a pausable real-time system, carefully plan your decisions and use powerful time manipulation abilities to your advantage, as you carry out your mission in the shadows or in plain sight. Levels are procedurally recombined using a bespoke system developed by inbetweengames, giving All Walls Must Fall a highly replayable campaign structure, while still offering individually crafted components and set-pieces."
The project already reached its funding goal and you can tell the three former Yager devs know what they are doing, all having worked on AAA titles like Spec Ops: The Line, Dreadnought and Dead Island 2 for several years. Did we mention the media like Rock Paper Shotgun, Destructoid and The Escapist love it, too?