ROCKFISH continues to work from their home offices on EVERSPACE 2. Due to release in early access on Steam in December 2020. In addition to insights into the game world. Which has bigger enhancement compared to its predecessor. The Hamburg based team is giving the EVERSPACE community a first taste of planet areas. As well as further details about player ships and devices.
As available in detail in an earlier production update. All player ships in EVERSPACE 2 are based on a modular component system. Since this allows a large number of different ship models. Consisting of hulls, wings, stern/stern engines, cockpits, and attachments. Therefore, in order to avoid having only one set of generic looking player ships. The team has spent a great deal of time and effort to define specific design rules. Available for main and sub ship classes, as well as their ship components. So that a player can immediately identify which class or subclass a ship model belongs to.
Thanks to new texturing and modeling techniques. Players can also enjoy much higher pro-pixel detail. Both on the outer and inner surfaces of the ships. In addition, each player ship can have an individual design. While using a primary, secondary, and tertiary color. Which also influences the color of ship light elements. You can get the full run down from the past livesteam. It’s also worth it to get first hand look at planet locations and new art.
EVERSPACE 2 UPDATE: Planetary Combat and Device Showcase (Windows PC, then Linux)
Devices and Device Modes
Devices in the original EVERSPACE (Linux, Mac, Windows PC) were modules. Since they have active or passive effects. Which you can loot from various enemies and install into your own ship. While active devices have to be active selectively. So that installed passive devices offer up permanent status bonuses and other advantages. There are certain similarities to character skills that are common in traditional RPG’s. ROCKFISH Games are refining this idea further in EVERSPACE 2. While linking devices directly to player progress. Once you find devices, they remain available to install as you choose. Passive devices from the original game, on the other hand. These are getting an update, now using equipment such as armor and energy cores.
Newly added to EVERSPACE are Device Modes. Which you can use to configure devices in different ways. A maximum of three modes can be available per Device. But only one can be active at a time. This allows players to customize their ship in EVERSPACE 2 too. Which you can do according to their taste and playstyle. While using complex synergies between devices, modes, and equipment. To unlock modes, special tokens are required. Which you can collect by leveling up or as rewards for missions.
Exploring new and strange planets has been one of the biggest dreams of many space games. In space sim’s, where exploring hundreds or even thousands of hours is a main pillar of the game. There is no way around procedural world generation. However, procedural generation can have a negative impact on gameplay and environmental design. Ws well as on the implementation of a story campaign with cutscenes and scripted events. In order to provide the best gaming experience. And also to give each location purpose. EVERSPACE 2 will only have a small number of hand designed planet locations. These can be perfectly setup for players to explore down to the smallest detail.
EVERSPACE 2 is due to release in early access on Steam in December 2020. Coming first to Windows PC, then we can expect a Linux build.