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Everspace 2

Very excited for this, but I hate the trope of spaceships going underwater. Space = ships is trying to inflate like a balloon, Atmosphere = trying to crush the ship like a can, Underwater = crushing x 100...
 
Very excited for this, but I hate the trope of spaceships going underwater. Space = ships is trying to inflate like a balloon, Atmosphere = trying to crush the ship like a can, Underwater = crushing x 100...
 
Is this mainly a super fast arcade game about collecting power ups when you kill enemies?
 
I am a bit confused at what this is supposed to be. Seems like it has a very loose narrative, and is a looter shooter?
 
There is a free demo on steam also, I got it to check it out to see if I would like it. I played a couple hours so far and havent made up my mind yet, I like some parts of the game but controls are kinda iffy.
 
I am a bit confused at what this is supposed to be. Seems like it has a very loose narrative, and is a looter shooter?
I think it is a looter shooter. You probably collect power ups after you kill enemies and it's probably geared toward third person. The storyline looks to be complete trash or incomprehensible.
 
I think it is a looter shooter. You probably collect power ups after you kill enemies and it's probably geared toward third person. The storyline looks to be complete trash or incomprehensible.

You pretty much fly around in your ship shooting enemies, collect any loot they drop and explore to find more loot. It has the standard wow loot quality colors, quests to do, repair costs, and junk to sell to vendors.
 
You pretty much fly around in your ship shooting enemies, collect any loot they drop and explore to find more loot. It has the standard wow loot quality colors, quests to do, repair costs, and junk to sell to vendors.
Is it very arcadey? I know it's not billing itself as a sim at all. I just wonder sort of how frantic and fast pasted and childlike the game play is.
 
Yeah it is def arcadey for the flying and there is a lot of keys you need to use to fly around. Not just the simple WASD and mouse. Id say try out the free demo and see how you like it, the demo is right on the main store page.
 
i am interested but not paying the current price. I will wait for a 50% off sale.
 
It looks okay, but I wish it was mission based with a better story rather than being a looter shooter. I may try it eventually. Everspace bored me because it was rouge like. I made it a few hours.
 
I reinstalled the demo based on 1.0. I was feeling mixed on it from the last time I tried it. Today, I turned auto aim all the way up to help with dog fights. That helped a lot. I also got to the point of leveling up, buying armor plating, and finding new weapons. It has been more fun so far.
 
It's fun but there are some repetitive mechanics that will make people lose interest after a while. One thing I don't like about the game is that even when using the jump drive, it can take a while to get between destinations. You CAN unlock faster travel by completing challenges for each sector, but I really don't have a lot of patience for games that don't respect the players time these days. The story is disposable.

Things I do like are the loot drops and RPG upgrades and progression. The game is very well optimized and looks nice overall. The flight mechanics are definitely arcadey but dog fighting is fun overall. I'm using mouse & keyboard and the controls are very responsive and fairly easy to master.

All in all it's a solid above average, space based, looter shooter.
 
I've been playing a bit more and the game is starting to grow on me. There are a huge amount of hand-built areas and some of the highlights take place inside asteroids that resemble the old shooter Descent as you traverse cave systems and mines. Coupled with the general space exploration, progression and the variety of gameplay makes the title quite satisfying. The opening hours can seem quite slow and repetitive so it pays to stick with it if you can. The puzzles are fairly basic but fun and rewarding.

Some locations can have large outlaw or other faction bases that are fun to destroy and salvage loot from. As you progress further there are some good quality of life upgrades that make exploring more efficient and satisfying.

I downloaded a trainer that has an 'increase game speed' option which immediately improved my enjoyment of the game by cutting down the tedious jump travel speed. I would almost go as far to say it is essential.
 
Are you using a controller? That would be how I'd play it since I avoid mouse and keyboard for gaming bc I use both all day at work.
 
Are you using a controller? That would be how I'd play it since I avoid mouse and keyboard for gaming bc I use both all day at work.

I'm using mouse and keyboard and apparently this is what the devs recommend. Supposedly it plays fairly well with controller but I haven't tested it out personally. There is a demo on steam you can give a try to see if it works for you.
 
I'm using mouse and keyboard and apparently this is what the devs recommend. Supposedly it plays fairly well with controller but I haven't tested it out personally. There is a demo on steam you can give a try to see if it works for you.
i'm a big fan of using controllers for pc gaming but i can attest that everspace is definitely better on mouse and keyboard. it was clearly designed with it in mind and controller support was somewhat of an afterthought. not that you can't have fun using controller, but it's just WAY easier to land shots or make tight maneuvers with m/kb.
 
If you think of your ship as your character, qualified yes? You don't start very powerful but you can find random drops that really change how your ship plays. Looks beautiful!
 
DLSS 3 & Unreal Engine 5’s Lumen GI Added to Everspace 2

Developer ROCKFISH has upgraded the game from Unreal Engine 4 to Unreal Engine 5.3, offering Lumen Global Illumination as an option for high-end PC users looking to improve the visuals...


View: https://www.youtube.com/watch?v=QGLCSxBPYUM


Funny, you posted this right as I was re-downloading the game. I've had it since early access started, then I went thru when it launched fully but the main quest was broken so I deleted it for a year.
 
Man, I still haven't played Everspace 2. I have the first game but the roguelike element got tired so ES2 sounded good, just never got around to trying it.
 
Man, I still haven't played Everspace 2. I have the first game but the roguelike element got tired so ES2 sounded good, just never got around to trying it.

A seriously underappreciated gem of a game!!
 
Very! Especially since they have (wait for it) A DEMO! It's legit jawdropping how much gameplay they give for it, seriously go try if you are even a little interested.
 
Rockfish Games has just launched its final gameplay expansion for space shooter Everspace 2: Wrath of the Ancients, which is now available for PS5, Xbox Series X|S, and PC.

The DLC adds an all-new story to the game and packs it with new quests, puzzles, enemies, and secrets, adding over 10 hours of post-game content.

Wrath of the Ancients is massive DLC for Everspace 2, and brings with it the end of a major chapter for developer Rockfish Games. But it’s going out with a bang, with a new storyline that delves into four new explorable star systems, each consisting of new locations to discover, new enemies, side quests, and secrets.

In this expansion, players can experiment with new playstyles using the new playable Okkar spaceship, which boasts an ultimate ability that allows it to change its appearance and enhance its special skills. This all-new adventure will reveal provide insight into the Okkar, who are attacking human colonies.


View: https://www.youtube.com/watch?v=drfJtbzBfNg


Patch Notes:

https://store.steampowered.com/news/app/1128920/view/524216645064853297?l=english
  • Wrath of the Ancients DLC card added to main menu
  • Added “Nightmare” Ancient Rift difficulty that scales up to Lunacy 4000 and unlocks after completing Lunacy 2000
  • Upgraded Unreal Engine version from 5.4.4 to 5.5.4
  • UI: Added ship-to-ship item transfer interface at Homebase
  • Including equipment comparison and swapping across player ships
  • Fast one-click cargo transfer (PC-only)
  • UI: Added mark-as-favorite action for all non-stackable items (community suggestion)
  • Use case: Protect favorites from (mass-) dismantling and selling operations
  • UI: Added mark-all-items action and hotkey (Ctrl+A) (community suggestion)
  • Gamepad: Action available on empty slots within “Expand View” (Mark mode)
  • UI: Added attribute locking for item reroll modification (community suggestion)
  • UI: Added dedicated sorting type for set-items (community suggestion)
  • UI: Added direct ship selection with mouse (community suggestion)
  • UI: Added world codex quick jump-to-category feature, including a dedicated category for ship classes
  • UI: Added ship customization option to import styles from other ships
  • UI: Added ship customization action to manually toggle effects/night-mode in every submenu
  • UI: Added ship customization option to change livery color opacity (supporter pack feature)
  • [XSS] Xbox Series S is now using “Lockhart Advanced Memory Profile
Tweaks
  • Removed restriction that you can only level up an item two times. Now, the more often you increase an item's level, the more resources it will cost you.
  • Push Leviathan pearl loot items away from the geometry the pearl collides with to minimize chances that loot could get stuck in geometry
  • Judgment Day mines will no longer damage the player
  • Removed "auto-fire on primary critical" attribute from Cruise Missiles
  • Mounted turrets don’t auto-aim if player has locked their owner
  • Disabled critical hits for Combat Drones and Sticky Turrets, but increased their base damage accordingly
  • Balancing: reduced “Hollow” legendary plating hull damage reduction
  • [Windows: Steam, GOG, Microsoft Store] Upscaling plugins: Updated DLSS to version 4.0.0, FSR to version 3.1.3 (FSR 4 available on supported GPUs through AMD Adrenaline), XeSS to version 1.3.1.
  • Added support for DLSS Ray Reconstruction & Multi Frame Generation
  • Added support for AMD Antilag2
  • Note: Unreal Engine FSR plugin no longer supports DX11
  • Reduced overall memory usage and usage spikes
  • Steam Deck now uses DX12 by default again
  • UI: Commodity item demand info is always shown in item icon now
  • UI: Added grade-based sorting condition to rarity and item type filter
  • UI: Added an option to restock secondaries in cargo even when there are no restockable secondaries equipped (community suggestion)
  • UI: Customization - Dedicated color indication badge for livery color (supporter pack feature)
  • UI: Customization - Color indication badges on category buttons
  • UI: Customization - Multiple root menu layout adjustments to improve readability and consistency
  • UI: Optimized size of item statcard when shown in space
  • UI: Added amount and ammo info to item statcard in space
  • UI: Improved player feedback in many error cases
  • UI: Showing set item icon for items that have been modified to be part of a set by installing a catalyst
  • UI: Increased statcard height of crafting and modify result and preview screen
  • UI: Added basic intro fade-in animation for logbook widgets
  • UI: General memory and performance optimizations within the in-game menu
  • UI: Integrated community suggestions for translation improvements from Crowdin and our community tester
  • UI: Fixed some grammatical flaws in the dynamic naming of equipment in French

Bugfixes
  • Fixed that Exorcist Missiles (mission item) could have an attribute that reduced the lock-on duration
  • Fixed that the last burst of “Ritual” (legendary item) fires only one missile
  • Fixed that it was possible to teleport through a closing Leviathan door
  • Fixed FPS degradation in supralight when having “Inferno” weapon installed
  • Fixed an edge case in which it was possible to jump into supralight while remote controlling a drone
  • Fixed that jumping away from Leviathan sighting locations could instantly kill the player (crash into planet), despite no "Planetary Obstruction" warning was shown
  • Fixed that Scrap Screen plating affected Vindicator drones when docking
  • Fixed that Redeemer Inquisitor was sometimes rotating weirdly (was colliding with its turrets)
  • Fixed that shield charge drones would not recharge their target’s shield if it was already depleted
  • Fixed that Vindicator drones could be created while using a remote drone
  • Fixed legendary weapons mixing up their attributes when two or more of the same weapon were installed
  • Fixed Nexus Heart drain effect still persists after unequipping
  • Fixed that repair bonuses (e.g. Dax/Ben perk) were ignored when calculating the total repair costs
  • Fixed that the buyback price of items in shop inventory was displayed wrong in certain cases
  • Fixed minor gamepad navigation problems within loot container screen
  • Fixed a rare crash that could occur when using “Take All” within loot container screen to collect an already unlocked blueprint
  • Fixed a bug in the calculation for crafting missing components
  • Fixed that missile silos were not firing their rockets straight up but to the side
  • UI: Fixed a possible soft lock following a menu layering problem that could happen while creating an Ancient Rift at a spatial bypass
  • UI: Fixed a rare soft lock that could happen after purchase of the Primesense STA item
  • UI: Fixed potential negative ship cargo ratio after modifying an equipped cargo unit in rare cases
  • UI: Fixed appearance of category filters within item selection of loot containers
  • UI: Fixed that mission info panel might be outdated when entering for the first time in rare cases
  • UI: Fixed that the item info within reliquary selection could not be scrolled via gamepad
  • UI: Fixed layout of reliquary selection for widescreens
  • UI: Fixed potential loss of focus in repair and restock screen which would break hotkey functionality
  • UI: Fixed minor issues regarding world codex background fade-in logic
  • UI: Fixed that the wanted bar was not correctly displayed after re-entering a location
  • UI: Fixed that some equipment item indicators could show up on ship items within ship dealer
  • UI: Fixed that shop tutorial boxes could get stuck and lead to input problems after closing
  • UI: Fixed a bug where category icons of equipment slots could get stuck in highlighted state after certain drag and drop operations
  • UI: Fixed that mouse-only buttons of player attributes could be displayed even though gamepad was used
  • UI: Improved layout of savegame info panel in some cases
  • UI: Removed unnecessary shortening of resource requirement button labels within modify item panel in some cases
  • UI: Fixed that button caption of certain toggle actions was not properly initialized
  • UI: Fixed that expand cargo view animation could render a misleading slot highlight frame in some cases
  • UI: Fixed a rare focus loss issue within Ancient Rift setup screen
  • UI: Fixed that sorting button tooltip label alignment was a bit off
  • UI: Fixed a rare bug where statcard scrollbars did not show scrolling progress properly
  • UI: Fixed that signal decoder map icon animation could get stuck when closing menu before completion
  • UI: Customization - Added missing color badges for engine color selection screen
  • UI: Customization - Ordering of livery color properties now in line with other colors
  • UI: Customization - Gamepad navigation in livery panel was broken in some cases
  • UI: Fixed that rarity navigation of catalyst crafting menu could be broken in rare cases
  • [PC] Fixed that Ctrl key could get stuck after using the Windows key
  • [PC] Fixed that entering photo mode via hotkey while holding an object and holding F key and then exiting photo mode led to object being grabbed with no option to let go
  • [XSX|S] Fixed Intelligent Chunk Install
  • [PS5] Fixed PlayGo Chunk Install
  • [XSX|S, PS5] UI: Gamepad settings menu page fade-in animation was wrong
  • Known Issues
  • [Mac] Visual glitches in large UI elements utilising background blur
  • [Mac] Steam Overlay is broken (can’t handle the surface format UE5.5 uses)
 
I'll have to check out the new DLC once I have money & a chance. Way more places & ships to explore is definitely what I want.
 
Been enjoying this, playing it on and off for the last year. It just seems every time I get into it, another game I want to play comes out and it gets put to the back burner.
 
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