EVERSPACE™
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prudislav
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PostPosted: Tue, 16th Aug 2016 15:13    Post subject:
steampage online

http://store.steampowered.com/app/396750
Early Access Date: 14. September 2016 FULL: Q1 2017 ??
Quote:
Approximately how long will this game be in Early Access?
    “Featuring the scope that we promised in our Kickstarter, we plan to release the full version some time in Q1 2017. Still, unexpected hurdles might occur during ongoing development or some ideas we had in mind might turn out to be not so good after all making us change the direction, postpone promised features or even drop them entirely.”

How is the full version planned to differ from the Early Access version?
    “Over the next months, we will gather feedback from our community and work with you to improve EVERSPACE™ wherever reasonable based on the budget and the resources at our disposal. Bare in mind that we are a fairly small team of 12 developers. We have been working together on space shooters for over ten years but major additions like real-time multiplayer simply are out of scope, at least for the time being.

    These are the features that we plan to add over the next few months:
    • Two additional player ships with different capabilities and starting gear
    • Dynamic cockpit displays for all player ships
    • A captivating non-linear fully voice-acted story featuring interesting and thoughtfully designed characters
    • Hardcore Mode with permadeath for die-hard roguelike fans
    • VR-Support for oculus Rift and HTC Vive”

What is the current state of the Early Access version?
    “The Early Access version of EVERSPACE™ is based on the Beta which was released on July 29, 2016. Since then, we have fixed most of the bugs reported by our backers, did some tweaks and added a few new features. The most notable changes since Beta are a more challenging boss fight, introduction of some voice-acted events as well as improved overall balancing.
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JBeckman
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PostPosted: Tue, 16th Aug 2016 16:48    Post subject:
Nice, picked this up via a Steam key from the official website but haven't had time to play it yet, seems 0.3 was released a few days ago as the next large update so it's probably progressing nicely. Smile
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prudislav
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PostPosted: Wed, 14th Sep 2016 12:37    Post subject:
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Nodrim




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PostPosted: Wed, 14th Sep 2016 12:46    Post subject:
The price for EA will be 30$.
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locke89




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PostPosted: Wed, 14th Sep 2016 16:39    Post subject:
No story mode in EA. Seems like the release will be Q1 2017.
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Nodrim




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Location: Romania
PostPosted: Wed, 14th Sep 2016 16:53    Post subject:
locke89 wrote:
No story mode in EA. Seems like the release will be Q1 2017.


With a price increase to 40$.
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Nodrim




Posts: 9698
Location: Romania
PostPosted: Wed, 14th Sep 2016 23:39    Post subject:
I've played it for a couple of hours, it's pretty cool but needs more content.


Some tips & tricks:
http://thegameslashers.blogspot.ro/2016/09/things-you-should-know-about-everspace.html
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JBeckman
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PostPosted: Fri, 2nd Dec 2016 17:01    Post subject:
0.3
http://steamcommunity.com/games/396750/announcements/detail/261602939047695879

Quote:

New Features

Added new player ship: Colonial Gunship
Added new enemy: Outlaw Drone Carrier
Perks overhaul: Divided into pilot perks and individual ship perks
Added new perks: Trading and Diplomacy
Attacking G&B can result in them reporting your attack and them being hostile in the current and next location
Added two new natural hazards
Added new point of interest: Freighter Wreck
Added more structures
Added option to set a flag for equipment to ignore it when switching to next/previous equipment
Added hall of fame that keeps track of your completed runs
Added backer-written logbook entries
Added new planet type


Tweaks

Interceptor and Gunship now have armor which reduces hull damage by 10% and 20% (what the Hull Enhancer used to do, but doesn't require a device slot)
Renamed "Hull Enhancer" to "Adaptive Armor"
Service stations now only offer one option unless perked with Trading perk
FOV is now being slightly increased while boosting
Slightly tweaked threat levels
Slightly decreased Stasis Missile effect duration
Added Weapon Overdrive blueprint to startup blueprints
Introduced a drone limit of 1. Can be perked to 3 for gunship.
Reduced ore pickup amount
Reduced explosion impulse strength
Increased grey goo NPC speed
Slightly reduced Coil Gun spread
Removed all shield related perks
Removed "store credits" perk
Made sensor range perk scout exclusive
Made jump charge duration perk scout exclusive
Tweaked perks for stronger differentiation between ships
Added more ship class restrictions for equipment
Proximity mines will no longer react to ships of their own faction
Tweaked Mine Cluster behavior
Tweaked jump drive animation
Damage indicator vignette and camera shake strength now depend on the amount of health left
Okkar Corvettes MK 1 can now come with jump suppressors, Okkar Corvettes MK 2 now won't always carry jump suppressors
Prevent more than 2 jump suppressors being active at the same time
Nano Injectors will now consider the nano bot efficiency
Increased Flak Cannon II damage
Increased Weapon Overdrive efficiency
HUD equipment slot tweaks: Display currently active devices with green glow, give currently non-usable equipment red shading
Energized Boost Mk1, Mk2 and Mk3 now have the same duration but increased boost multiplier
Slightly improved Shock Rifle II stats
Added warning and alert sound when close to black hole
Aim assist now works with proximity mines and missiles
The "Devastator" sub-routine now reduces the energy recharge rate rather than allocating energy


Bugfixes

Fixed a bug where wrong consumable icon was displayed in pickup compare screen
Fixed wrong consumable and secondary weapon amounts being shown in player equipment slots of compare screen
Fixed devices with 4 pre-installed mods being spawned
Fixed sun flares not affecting cloaked ships
Fixed sun flares pushing bigger ships out of level bounds
Fixed spread mods not being available for Coil Guns
Fixed premature uncloaking while charging weapons
Fixed pilot seat clipping/blocking view when playing in 1st person view in ultra-wide
Fixed inverted mouse x and y not working when playing with centered crosshair
Fixed perked critical hit chance not being regarded for right-hand item in compare screen
Fixed trader not offering credits anymore (but needs a perk now)
Fixed ships sometimes having damage in hangar
Fixed current ship name not correctly displayed in ingame menu
Fixed Outlaw Sniper not uncloaking when attacked with explosive weapons
Fixed nano bots not being removed in generic freighter repair mission



EDIT: And the previous 0.2
http://steamcommunity.com/games/396750/announcements/detail/571222077357394752

Quote:

New Features

Added new player ship: Colonial Scout
Added difficulty selection before each run (Easy/Normal/Hard)
Added a few codex entries
Added chance of finding enhanced weapons (weapons with random stat bonuses)
Added new enemy: Okkar Scan Drone
Added new consumable: Nano Injector
Added centered crosshair option for mouse controls (drag mouse to aim, could be useful for custom joystick controls)
Added equipment info tooltips to equipment stats screen (PC / Mac)
Added new "large" asteroid
Added new nebula textures
Added new structures
Added option to switch between Xbox and Playstation style button icons


Tweaks

Replaced Energized Boost with Weapon Overdrive as starting device for Colonial Interceptor
Introduced player ship class restrictions: Cloak is now only available for Colonial Scout, Weapon Overdrive is only available for Colonial Interceptor
Consumables floating in space can now be used directly
Added swappable equipment slots to compare screen for better overview
Game now pauses when using the selection wheel instead of just slowing it down
Jump gates are now activated automatically after some seconds when close
Automatically use surplus nano bots when nano bot limit is reached, health is not full and new nano bots are collected
Slightly increased ship component damage chance
Slightly increased sensor range for containers
Decreased max speed perk effect and added one more level
Increased Plasma Torpedo and Shield Breaker missile damage radius
Slightly reduced Heavy Missile damage radius
Slightly reduced Shock Rifle I & II charge damage multiplier
Added spread to Coil Guns
Increased energy allocation of Mk2 and Mk3 passive devices
Downgraded fire rate mods to put them on par with damage mods
Reduced Energized Boost energy consumption
Increased pickup pull range + pull range for all tractor beams
Increased amount of dark energy needed to craft ARC-9000
Increased Teleporter energy consumption and slightly reduced teleport distance
Slightly increased outlaw sniper aim and doubled uncloaked duration
Okkar Corvettes now travel through the location and are faster
Okkar Corvette Mk1 will now call reinforcements when low on health.
Okkar Corvette Mk2 now fires plasma cannons and uses an Energy Discharger when enemies are close. It also uses combat drones instead of shield charge drones
Freighters now come in different flavors: credits, fuel, equipment, resource and supply.
Grey Goo will now do hull damage to ships that are very close
Changed some consumable icons
Challenges now have different credit rewards that are displayed next to them
Tweaked lightning field VFX
Tweaked sector colors
Blueprints and "enhanced" pickups will now have a special particle effect
Show signal strenghts of all jump suppressors being present, not only closest


Bugfixes

Fixed slowmo not being correctly ended when switching weapons
Fixed bug with selecting an empty equipment slot with the gamepad
Fixed damage not showing in Plasma Mine stats
Fixed player wreck spawning outside of level bounds and if run was successfully finished
Fixed missing Coil Gun weapon meshes
Fixed some keymapping issues
Fixed high frequency tone in a certain ambience track
Fixed "Kill a drone by ramming it" challenge
Fixed bug where failed challenges were achieved when continuing the game
Fixed a bug where outlaw stations would not spawn enemies
Possible fix for GPU particle related crashes
Fixed occasionally wrong explosion impulse direction
Fixed freeze when pressing tab while using jump gate
Fixed hacking sound sometimes not stopping
Fixed some generic missions related bugs

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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Tue, 6th Dec 2016 18:39    Post subject:
And video for the update:




Me Gusta


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LuckyStrike




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Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Tue, 6th Dec 2016 20:24    Post subject:
Didnt like the demo. (Very sadly). Too much arcadey, but not in the good sense. Maybe ill give a go with the new fixes. They could make a much more solid and less shallow experience of this. And we need more of this kind of space fighter/ trader games.. Sad


Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.

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mtj




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Location: Austria / Finland
PostPosted: Wed, 7th Dec 2016 08:06    Post subject:
Tried... so far not good.

It's way too arcade. (It almost behaves like it's made for VR Razz ie. touch controllers controlling the ship).

But I don't think it'll change too much. It's meant to be a 'roguelike' space combat shootypointer. -> It's always going to be short bursts of gameplay and death, and every time unlocking some additional features so you get a bit further.

I would say it's right now a 10-15€ game rather than 30€.


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prudislav
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PostPosted: Thu, 13th Apr 2017 15:00    Post subject:
Quote:
Roguelikelike space shooter Everspace will leave early access and properly launch on May 26th, developers Rockfish have announced.

https://www.rockpapershotgun.com/2017/04/13/everspace-warping-out-of-early-access-in-may/
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Nodrim




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PostPosted: Thu, 13th Apr 2017 15:24    Post subject:
Did the game get a story yet? I played a few hours at release but I haven't been following it much.
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prudislav
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PostPosted: Thu, 13th Apr 2017 15:27    Post subject:
from what i understood they will drop story same way as We Happy Few or The Long Dark people ... aka in v1.0 version


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Nodrim




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PostPosted: Thu, 13th Apr 2017 16:39    Post subject:
I hope so, the game was a bit spendy.
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prudislav
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PostPosted: Wed, 17th May 2017 11:12    Post subject:
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xGAME007




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PostPosted: Wed, 17th May 2017 11:37    Post subject:
Probably will pick up soon, before the release. For everyone who doesn't know, the price will be higher after the release for some reason.


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prudislav
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PostPosted: Thu, 18th May 2017 12:32    Post subject:
Nodrim wrote:
Did the game get a story yet? I played a few hours at release but I haven't been following it much.

ok they explained in recent KS post
Quote:
The Story
    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!


VR Support
    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.

https://www.kickstarter.com/projects/rockfishgames/everspace/posts/1887488
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Bob Barnsen




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Location: Germoney
PostPosted: Fri, 26th May 2017 00:10    Post subject:
Version 1.0 released! List of changes
Quote:
New Features

Added the story
Added more points of interest
Added achievements (version dependent)
Added new device: Sensor Relay
Added new ship colors
Added VR support for Oculus Rift and HTC Vive
Added option to switch Yaw and Roll mapping for controller

http://steamcommunity.com/games/396750/announcements/detail/1252410711759059753


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prudislav
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Location: The land of beer and porn
PostPosted: Fri, 26th May 2017 01:25    Post subject:
EVERSPACE-CODEX


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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ace2kx




Posts: 1996

PostPosted: Fri, 26th May 2017 01:35    Post subject:
Kewl, thanks Men.
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VonMisk




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PostPosted: Fri, 26th May 2017 05:29    Post subject:
Wait, it isn't always online? :O


sar·​casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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JBeckman
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PostPosted: Fri, 26th May 2017 07:05    Post subject:
No that's another game on Steam which I think is a MMO, forgot what the name of that was though. Smile
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VonMisk




Posts: 9485
Location: Hatredland
PostPosted: Fri, 26th May 2017 08:17    Post subject:
Great! Now only to find time to play all the games Crying or Very sad Crying or Very sad Crying or Very sad


sar·​casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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pikachupi




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PostPosted: Fri, 26th May 2017 08:46    Post subject:
VonMisk wrote:
Great! Now only to find time to play all the games Crying or Very sad Crying or Very sad Crying or Very sad


so true Crying or Very sad
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Sin317
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PostPosted: Fri, 26th May 2017 13:42    Post subject:
Streaming Now:

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locke89




Posts: 2812
Location: Poland
PostPosted: Fri, 26th May 2017 16:57    Post subject:
Had to review this. Man, what a boring game. Flight/combat model is light years behind Freelancer and the whole roguelike gameplay loop is terribly executed. Meh.
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h0rnyfavn
Serial Humper



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PostPosted: Fri, 26th May 2017 17:22    Post subject:
locke89 wrote:
Had to review this. Man, what a boring game. Flight/combat model is light years behind Freelancer and the whole roguelike gameplay loop is terribly executed. Meh.



I got bored so quickly.. But, hey, at least it looks nice.


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Sin317
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PostPosted: Fri, 26th May 2017 20:16    Post subject:
Gonna play (and stream) some more, but damn if it isn't hard lol (or maybe I just suck)
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Immunity




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PostPosted: Fri, 26th May 2017 20:25    Post subject:
Sin317 wrote:
but damn if it isn't hard lol (or maybe I just suck)


Nah, it's not just you. It's one of those games where you're all but guaranteed to die a bunch until you've earned enough points to pump up your passive health/shields/energy. It doesn't help that the "flight model" isn't really one. It's more akin to driving a car than flying a ship.

Game looks pretty, ship AI voice sounds good, but the flying and game-play loop are just not fun.


I can never be free, because the shackles I wear can't be touched or be seen.
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