ROCKFISH Games ‘still haven’t decided’ if EVERSPACE 2 Will get VR Support

Adding virtual reality (VR) support to a videogame not specifically designed for the technology can be a big undertaking and ROCKFISH Games knows this better than most. After a successful Kickstarter for EVERSPACE in 2015, the roguelike shooter launched the following year with VR support added in 2017. The studio saw crowdfunding success again in 2019 for sequel EVERSPACE 2 but there was no mention of VR. The studio has recently broached the subject confirming that VR support isn’t currently being considered.

EVERSPACE 2

In a mailing this week ROCKFISH Games knew it was a question on the minds of VR fans, saying: “Now, before some of you ask: We still haven’t decided if we will support VR at some point. All we can say is that based on the experience from the predecessor, supporting VR is a ton of work for many reasons (like overhauling the UI, rebalancing the game, optimizing to demanding VR specifications)”.

Citing various challenges and issues such as: “quite a lot of VR players miss or have trouble altering graphic settings in games with optional VR support, resulting in negative reviews and complaints about performance issues in VR, which of course hurt overall sales,” one of the biggest reasons simple comes down to where to invest funds.

“It would actually be hard to justify to our entire community if we spent a lot of development resources exclusively on a feature for a comparatively small group of players,” the studio explains.

EVERSPACE 2However, ROCKFISH Games didn’t completely close the book on adding VR further down the road: “Therefore, we decided to look at VR as a separate platform that requires a solid business case to make it worthwhile to support. Long story short, EVERSPACE 2 for VR is currently not on our list, but who knows what kind of deal might happen in the future…?”

EVERSPACE 2 was slated for an Early Access launch on Steam in September but the studio has now pushed that back to December 2020 due to Cyberpunk 2077 and Outriders. If ROCKFISH Games do decide to add VR support then VRFocus will let you know, for the time being, there’s always EVERSPACE.

EVERSPACE Adds TrackIR & HOTAS Support, Plus Hardcore Mode

Hamburg-based indie developer ROCKFISH Games has today released an update for EVERSPACE. Adding a Hardcore Mode, TrackIR, and customisable HOTAS (joystick) support to their fast-paced roguelike space shooter, this major update sees the ROCKFISH Games deliver on the last remaining promises of their wildly successful Kickstarter from 2015.

EVERSPACE image 1The Hardcore Mode offers a whole new level of challenge for veteran pilots. Players are no longer allowed to improve their starting conditions, so each new run starts out with the same fixed set of pilot perks and without any ship perks upgraded. Players can upgrade ship perks only at the end of each sector, provided they have collected enough credits. Hardcore Mode also introduces another surprise: before entering a new sector, players must select from different “handicap” modifiers which have adverse effects on the overall gameplay, letting them choose between the frying pan or the fire.

In spite of the fact that the HOTAS support stretch goal was not unlocked, ROCKFISH Games also added fully customisable joystick support due to strong demand from the community. Enthusiasts can now fully configure the controls layout including button and axis mapping, and even tweak settings for sensitivity and dead zones to their liking.

EVERSPACE is still as fast-paced and twitchy as ever, so we still think that using the mouse and keyboard is the best way to fly. But, some of our fans have been pretty vocal about it, and we heard them loud and clear: they are finally able to use their HOTAS to pilot their space ship on their dangerous journey,” said Michael Schade, CEO and co-founder of ROCKFISH Games.

EVERSPACE Early Acces Screenshot 02With this major patch, there are coming further features requested by the community, like options to toggle Motion Blur, Chromatic Aberration, different kinds of anti-aliasing, changing the screen percentage in non-VR Mode, Colorblind Mode, as well as mouse/keyboard controls and further improvements in VR. The complete changelog is available on the official EVERSPACE forum (requires registration), and VRFocus will keep you updated with all the latest VR news from ROCKFISH Games.

First Look: ‘Everspace’ is a Stunning VR Space Shooter That Scratches My Freespace Itch

Rockfish’s take on the still barren genre of epic space shooters is not only a wonderfully addictive arcade blast, it’s also one of the prettiest games available with VR support there is.

I’ve waffled on about my hopes for Rockfish GamesEverspace, a rogue-like arcade space shooter, before. My nostalgic yearning for a spiritual successor to Freespace (1999), which took the majesty, scale and apologetic spurning of realism of a true space opera’s battles and made it easy to play but difficult to master. That title was developed by Volition way back in 1999 and, if I’m completely honest, there’s not been an awful lot to rival it in all this intervening time.

Now, in Everspace, not only do we have a spiritual successor to Freespace of sorts, but the title has also been developed with VR support pretty much from the get go. After languishing in early access for some time now, Rockfish has finally announced that the first ‘full fat’ version of the title is now on release, with support for the HTC Vive and Oculus Rift headsets.

First off, this is not a full review of Everspace by any means, merely a very brief preview of the title after spending a little time with it on the Oculus Rift since its full release last week. But even after such a short spell, Everspace seems to have the accessible combat and ludicrously OTT space pyrotechnics I crave from a space shooter.

As with many indie titles across many genres these days, Everspace adopts the fashionable rogue-like structure for its core gameplay. For those unfamiliar with the term (and it’s applied somewhat loosely in this case), this means every play session consists of a ‘run’, a play through whereby you progress a little further with each successive attempt, acquiring persistent upgrades and perks to extend the length of those runs. It’s a classic loop, and you can see why it’s popular, but after myself building the comparison, in this respect Everspace is entirely unlike Freespace‘s mission based structure. My comparison of the two relates more to the combat style, which gives you punchy gatling guns, homing missiles and lasers to toy with – all of which exude that space opera flair I spoke of earlier.

With the full release of Everspace comes a story of sorts. Instead of being thrown into the majestic void to blast things indiscriminately with no idea as to why, you’re now thrown into the majestic void to blast things indiscriminately prefixed by a brief series of hand-drawn cut scenes instead. As I said, my time with Everspace is as yet brief, but although I understand the need for such polish in a game costing £23, I suspect the story will be largely inconsequential to your enjoyment of the title in the long run. I’ve been wrong before though.

The VR support is solid, with some thoughtful graphics options (initially auto detected according to your PC’s specs) available for tweaking – including some healthy super-sampling and AA tweaks, very welcome in such a title. I did notice some glitching artefacts on some text HUD elements, but that aside things looked great.

The visuals are glorious – painterly space vistas punctuated with bright, attractive hues – with some great ship design and a general level of production aesthetic belying its indie roots. The combat feels weighty, with standard lasers and gatling weapons feeling satisfying and punchy and the obligatory homing missiles finding targets in an entirely delightful, if OTT fashion.

You collect scrap, loot, mine ore and collect fuel and upgrades from fallen foes. If you die, you’re returned to the hangar and given the option to upgrade your current ship (those persistent perks and mods I mentioned earlier), or buy a new one should you have enough materials and / or credits to do so. You progress through  the procedurally generated universe via jump gates and .. well that’s about all I know so far.

As I say, these are just some of my very early thoughts. I’ve not played the game enough to recommend Everspace as yet, but what I’ve seen so far looks great, the VR support is solid and it looks to scratch that Freespace itch I’ve had for so long too. If any of that has whet your appetite, you can grab Everspace now from Steam.

The post First Look: ‘Everspace’ is a Stunning VR Space Shooter That Scratches My Freespace Itch appeared first on Road to VR.

Don Your Space Suit as EVERSPACE Comes to VR

It’s been a while in the making but finally ROCKFISH Games’ rogue-like space combat title EVERSPACE Earlier this month the studio revealedhas finally made it to virtual reality (VR). the title would be getting the long awaited support for Oculus Rift, HTC Vive and OSVR and now version 1.0 has been released.

ROCKFISH first announced VR support back in 2015, prior to its successful Kickstarter campaign. The arrival of version 1.0 not only benefits VR users but also players who’ve enjoyed the title all the way through Steam Early Access. The update brings with it, the addition of a story line, achievements, more points of interest, a new device called the Sensor Array, plus many tweaks and bug fixes.

EVERSPACE cockpit image

One feature that has been completely overhauled is the use and crafting of scanning probes. ROCKFISH explained on a Steam post: “We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option.

“Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship’s sensor range.
With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.”

EVERSPACE can be purchased now for £22.99 GBP, and for any further VR updates to the title, keep reading VRFocus.

Full EVERSPACE 1.0 changelog:

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

Tweaks

  • Removed scanning probes from the game.
  • Added “radar memory”: scanned objects will now remain on the HUD indefinitely
  • Increased spawn chance of comm hubs
  • Changed “Low Profile” glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
  • Changed “Predetermination” glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
  • Decreased “Bullseye” glyph shield regeneration percentage from 20% to 10%
  • Increased “Leech” glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
  • Changed “Devastator” subroutine values from 50% / 30% to 40% / 40%
  • Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
  • Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
  • Give a credits bonus for each sector reached
  • Show total cost of perks with sub levels and credits already spent on level
  • Added more codex entries
  • Added illustrations to codex entries
  • Okkar Interceptors will now occasionally use teleporters
  • Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
  • Reduced energy consumption of some weapon mods
  • Reduced energy consumption of device mods
  • Reduced Damage Booster bonus
  • Reduced Shield Booster Mk2 and Mk3 bonus
  • Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
  • Increased Missile Defense System duration
  • Balanced Ancient “Teleporter” alien: Less damage but better accuracy
  • Set maximum number of ARC-9000s per secondary slot from 2 to 1
  • Further increased Time Extender cooldown durations
  • Increased speed at which plasma is collected in plasma fields
  • Decreased Ancient Weapon damage bonus
  • Increased Nano Injector repair amount to match the required Nano Bots
  • Grey Goos are no longer affected by ARC-9000
  • Performance optimizations, especially on medium and low settings
  • Prevent black holes from spawning close to ancient structures
  • Do not show missile lock warnings if Beeline enhancement is installed
  • Increased Flak Cannon 5-5 damage
  • Increased Sensor Drone hitpoints
  • Increased Elite Access Key drop chance from 40% to 75%
  • Made a few UI changes to the cockpit displays
  • Changed spacing, colors and positions of a few UI elements
  • Added run duration to hall of fame

Bugfixes

  • Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
  • Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
  • Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
  • Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
  • Fixed splitted “Ancient Friends” being hostile and damaging the player
  • Fixed tooltips showing on locked ships loadouts
  • Fixed some navigation issues in setup screen
  • Fixed being able to escape from system map before jumping away by pressing next/previous tab
  • Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
  • Fixed “Colonial Interceptor” always being displayed in end of run screen, even if Colonial Scout or Colonial Gunship were chosen
  • Fixed visual upgrades for ships getting mixed up
  • Fixed spread mod not affecting energy
  • Fixed charge duration of weapons which was affected by energy consumption reduction
  • Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
  • Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
  • Fixed freighter jump charge effect not being displayed

Everspace erhält VR-Support zum offiziellen Release

Der Space Shooter Everspace von Rockfish Games wurde im Jahr 2015 per Kickstarter finanziert. Damals wurde das Spendenziel durch mehr als genug Unterstützer weit übertroffen. Die Entwickler versprachen in der damaligen Kickstarter-Kampagne VR-Support für das Actionspiel. Zum Release am 26. Mai wird dieses Feature nun endlich integriert. Zusätzlich werden weitere neue Inhalte, wie beispielsweise eine neue Kampagne eingeführt.

VR-Support zum offiziellen Release

Everspace-SteamVR

In Everspace bestreitet der Spieler Weltraumschlachten in Singleplayer-Missionen. Dabei navigiert ihr euer Raumschiff durch das Weltall und messt euch mit anderen Piloten mit einem Arsenal unterschiedlicher Waffen und Geräten. Zusätzlich beinhaltet es ein Rollenspiel ähnliches Loot- und Craftingsystem. Die auf der Unreal Engine 4 basierende Grafik des Spiels ist schön anzusehen und bringt eine großartige Science-Fiction-Atmosphäre mit sich.

Das Spiel startete die Early-Access-Phase im September letzten Jahres. Während dieser Zeit experimentierte Everspace mit Support für die Oculus Rift und HTC Vive. Jedoch war die VR-Implementation noch äußerst fehlerhaft, wie die Entwickler in einem Update der Kickstarter-Kampagne anmerkten: „Die erste ‚experimentelle‘ VR-Implementation war alles andere als perfekt. Der Support für Virtual Reality hatte vorerst keine Priorität, denn wir legten den Fokus zunächst auf die Kernelemente des Spiels.“

Die Early-Access-Phase von Everspace endet am 26. Mai, denn zu diesem Datum findet der offizielle Release des Spiels statt. Zum vollständigen Release erhält das Spiel die lange erwünschte Umsetzung des VR-Supports für HTC Vive und Oculus Rift. Wie das aussieht, kann man im kürzlich veröffentlichten Trailer betrachten:

Außerdem bringen die Entwickler einige neue Inhalte ins Spiel. So erscheint eine neue Kampagne mit neuen Missionen und Storyelementen. Des Weiteren wurden weitere Zwischen- und Videosequenzen eingefügt, einige Bugfixes unternommen und Steam-Errungenschaften sowie Steam-Sammelkarten hinzugefügt.

Wir dürfen gespannt sein, wie sich Everspace in der Virtual Reality anfühlt. Das Spiel ist auf Steam für 27,99 Euro erhältlich.

(Quellen: UploadVR | Steam | Kickstarter)

Der Beitrag Everspace erhält VR-Support zum offiziellen Release zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

EVERSPACE to Launch This Month With Full VR Support

Today, ROCKFISH Games has announced that its rogue-like space combat title EVERSPACE will fully launch out of Steam Early Access this month, bringing with it full virtual reality (VR) support.

VR support has been teased since the studio first revealed the title back in early 2015. Then later that year its launched a successful Kickstarter crowd-funding campaign, reaching some €420,252 EUR, whilst releasing a video showcasing the VR development. That’s all now set to come to fruition with Oculus Rift, HTC Vive and OSVR owners finally getting to play the title.

EVERSPACE cockpit image

EVERSPACE will launch on Friday, 26th May 2017. In the announcement on Steam ROCKFISH Games wrote: “The Full Release version will add the story elements with missions, cutscenes and video sequences, as well as full VR support. Next to many tweaks and bugfixes, version 1.0 will also add Steam Achievements and Trading Cards. The promised Hardcore Mode did not make it in time and will get added post release as a free update. We’ll also start working on Joystick support right after release.

“The Full Release version will support the following languages: Chinese (Simplified + Traditional), English, French, German, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Russian, Spanish (Latin America). Voice Overs will be available in English and German.”

EVERSPACE is a single-player shooter, putting greater emphasis on story than multiplayer focused titles like EVE Valkyrie. Players will be able to engage in dogfights, mine resources to craft equipment and modify ships, loot blueprints for exotic weaponry and much more.

Checkout the new gameplay video below, and for any further VR updates to EVERSPACE, keep reading VRFocus.