FAQ

FAQ 


Find the answers to your questions in our FAQ

General Release & Development Info

Steam Early Access began the 18th of January, 2021 and ended April 6th, 2023.

The full release was April 6th, 2023 with full PC support via Steam, GOG, and Geforce NOW. Steamdeck, MacOS and Linux via Proton support is also available along with XBox Series X|S and Playstation 5 consoles having their versions released on August 15th 2023.

Please note, the game is NOT released on Nintendo Switch, Xbox One, or Playstation 4.

Nope! We announced EVERSPACE 2 would launch on Steam Early Access. Valve and EPIC Games are equally important partners to us, so there’s no good reason for us to become exclusive and restrict our playerbase. We had just enough padding to deliver, and with the help and support from our backers, we were able to deliver even more without sacrificing our integrity.

We’re now at the end of the development cycle for EVERSPACE 2 after our last DLC, Wrath of the Ancients launched in May 2025.

Wrath of the Ancients:

  • Large Expansion
  • New Storyline 4 New Systems, Including Aethon and the Okkar Homeworlds
  • New Ship Class – Okkar Wraith
  • New Weapons and Equipment, including Okkar Gear

We originally launched EVERSPACE 2 using Unreal Engine 4, but alongside our free Incursions update in April 2024, we migrated to Unreal Engine 5.

Gameplay & Mechanics

The programming code of the flying physics remained, but the gameplay loop has changed tremendously based on genre alone (EVERSPACE 1 used roguelike elements, EVERSPACE 2 uses open-world RPG elements). Instead of being thrown mercilessly into combat after combat with a timer ticking down, now you have the freedom to stop, breathe, and carefully navigate to your heart’s content, including the ability to travel back and forth between over 100 persistent, handcrafted locations.

Simply put, because the vast majority of our playerbase and dedicated fans want us to go open-world and indeed this was the original plan for EVERSPACE 1. That said, we incorporated high risk/reward post-game content for die-hard challenge-seekers!

Like other open-world RPGs, loading from your last checkpoint or an earlier save game will be how to return to where you were at. Manual saves are rarely restricted, so use them when you need to!

We were able to devote a healthy bit of our budget for the narrative alongside support from Joshua Rubin (Destiny, Game of Thrones, Assassin’s Creed II). The story-driven gameplay includes around 20-30 hours of content, usually taking 30-40 gameplay hours. To be clear, there is about 80-90 hours of content for those seeking to 100% complete all of EVERSPACE 2 if devoting time to the open-ended exploration and loot collection after the campaign is finished, and still more we’ve included post-game events to master your item hunt and perfect your build.

EVERSPACE 2 was designed as a compelling single-player experience from the very beginning. Adding online co-op into the game post-launch would cost a tremendous amount of development time and financial input and easily two years of production as we’d have to rewrite most of the gameplay and even some VFX from scratch. Maybe in our next game (far after EVERSPACE 2 and DLC is wrapped up), but no promises!

To the contrary, we’re aiming for a very different experience. EVERSPACE 2 is NOT a space sim, but rather a narrative-driven single-player open world RPG with looter shooter elements. Arcade space shooter action is mixed with segments of super fast-paced combat and exploration throughout over 100 handcrafted locations. There are aspects of space sim here, like commodity buying/selling, but the core of our title stems from classic space shooters of old like Wing Commander, Privateer, Descent, Star Wars: X-Wing/TIE Fighter, Starfox, and even Freelancer’s more arcade-y approach to combat.

Nope, njet, non, nein, いいえ! That would be an entirely different space game and just slooooooow down the action, which is the total opposite of what EVERSPACE as a franchise stands for.

As much as we understand that a lot of pilots are eager to get out of their vessel to continue doing awesome stuff on foot, don’t get your hopes up for having space legs in the EVERSPACE universe anytime soon! EVA in a space shooter done right means making yet another shooter game. Just imagine how much more detailed planetary environments and station interiors needed to be if you could leave your spaceship; not to mention all the 3D character modeling, rigging, and animation. Basically, we would be talking about adding a single-player version of Destiny 2 to EVERSPACE 2, which would easily quadruple our dev budget because we are committed to the features we implement: it has to be top-notch, or not have it at all.

We’re big fans of Freelancer and took inspiration from it, but we also want EVERSPACE 2 to stand out from its peers.

We’re the original dev team of GOF 1&2. EVERSPACE 2 is a much bigger space game than we have ever done. We’re pretty confident you won’t be disappointed.

Features & Controls

There is cockpit view, ultrawide and three-screen as well as TrackIR and HOTAS support. We have no plans to incorporate VR. We tried to support PSVR in the predecessor but couldn’t get close to mandatory 2x 60 FPS on the regular PS4, so we’re instead focusing our efforts on the gameplay experience for everyone to enjoy.

Although, we were very pleased with the intuitive control scheme and the response from our playerbase. Based on feedback regarding boosting and evasion, we are making some small adjustments, establishing more variety between schemes, and implementing a few custom options for greater player control. As of the Incursions update, console players have the ability to bind their own inputs.

While HOTAS and HOSAS are supported, there are no plans to officially support rudder pedals. For PC users, any USB input device should work with the plug-in we’re using, but we won’t provide presets nor tests for pedals, dance mattes, steering wheels, fishing poles, guitars, etc., so try using those at your own risk!

Tip: Try the Free Demo to check compatibility with your favourite peripheral.

Please note: Consoles do not support any input devices other than their respective controllers

For various technical and game design reasons (mostly math calculation precision issues and lack of occlusion culling in open space games), we’re using two entirely separate UE5 scenes with different world scale factors for long-distance space travel and close to mid-range shoot & loot gameplay in handcrafted and proc-gen locations (aka maps); consequently, there’s always a brief moment due to heavy CPU load when initializing the new destination, no matter how fast your system SSD might be.

System & Technical Info

MINIMUM

  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-2500K@2.9GHz or AMD FX 6300@2.9GHz
  • Memory: 8GB RAM
  • Graphics: Nvidia GeForce GTX 970 (4GB) or AMD Radeon RX 6400 (4GB)
  • DirectX: Version 11
  • Storage: 35GB available space
  • OS Version: Mac OS 11
  • Disk Space: 35 GB
  • Processor: Apple M2 Pro or Intel Core i5-2500
  • Memory: 8 GB
  • Graphics: Apple M2 Pro or AMD Radeon Pro 5500 XT (4GB)

 

RECOMMENDED

  • OS: Windows 10 64-bit
  • Processor: Intel Core i7-4770K@3.5GHz or Ryzen 5 1500X@3.5GHz
  • Memory: 16GB RAM
  • Graphics: Nvidia GeForce RTX 2070 (8GB) or AMD Radeon RX 5700 XT (8GB)
  • DirectX: Version 12
  • Storage: 35GB available space (SSD recommended).
  • OS Version: Mac OS 11
  • Disk Space: 35 GB
  • Processor: Apple M2 Max or Intel Core i7 4770
  • Memory: 16 GB
  • Graphics: Apple M2 Max

EVERSPACE 2 is technically much more advanced than the predecessor, which already took a lot of effort to port to Switch. We can say with great certainty that our new game wouldn’t run on current original Switch hardware without unacceptable sacrifices to game quality, so that’s not gonna happen.

There’s a big difference between changing your weapon stats, to being able to fully import your own ship and ship modules. Changing around weapon stats can be accomplished with a cheat menu, whereas custom ship pieces require so much more from our end to enable basic accessibility from yours. Essentially, some modding is really easy to implement that just takes time. And some of it is absurdly complex, that greatly extends development, and removes the time we could otherwise build content for the game. As we are now at the end of EVERSPACE 2’s development cycle and have future projects to consider, we won’t be bringing new features, such as Mod Support to the game.

Community & Contributions

Stream away! And be sure to link us to your stream too: use the ⁠#es2-discussion channel and you may just have developers pop into your gameplay stream!

Help out your native language through Crowdin.

Head on over to the ⁠#support-forum and tag it accordingly. Thank you for helping us make the best experience possible.

Kickstarter

By establishing and unlocking stretch goals, we were able to expand the scope of the game even further than we imagined with the help of dedicated, supportive backers. The additional funding also ensured we stayed in creative control.

Check the email associated with your Kickstarter account for your Steam key. Be sure to check your spam folder as well, as sometimes email distributions can be tossed in there. If you still can’t find it, send us an email at support@rockfishgames.com with your Kickstarter purchase ticket and we’ll get back to you shortly.

Reach out to our @Community Team and we’ll verify it. From there, you get your Backer role and exclusive access to the ⁠backer-lounge and ⁠dev-channel.