3 months
ago -
ROCKFISH Games
-
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Transcript (by Youtube)
0s | Greetings, pilots! We're back with |
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2s | another Kickstarter. |
3s | Just kidding! |
4s | Today we want to look back |
5s | at what we have accomplished |
7s | in the last 10 years |
8s | together with you, our loyal fans. |
12s | When my partner and I |
13s | rebooted as Rockfish Games |
14s | and Christian built a new studio from |
16s | scratch quite literally, |
18s | we didn't know where this |
19s | new journey would take us. |
20s | This hard reset was a |
21s | chance to build a new foundation |
23s | together with our veteran team. |
24s | UWE: I've been working |
25s | with Michael and Christian |
26s | even before the previous studio. |
27s | I always admired their ambition |
29s | while giving us a lot |
30s | of creative freedom. |
31s | When they started something new, |
32s | I didn't hesitate to join them to make |
34s | space games on PC and console. |
36s | While a work for hire |
37s | project from a AAA publisher |
39s | helped us to get |
40s | ROCKFISH Games off the ground, |
41s | the sudden cancellation of that project |
43s | only a few months later |
44s | really set us free |
45s | to do what we've always wanted to. |
51s | Thanks to our veteran team, Unreal 4, |
53s | and a huge fan base of Galaxy on Fire, |
55s | we were able to pull off a massive |
56s | Kickstarter success in 2015. |
58s | Combining our space-combat |
59s | exploration gameplay |
60s | with roguelike mechanics |
61s | plus a compelling story |
62s | is a formula that was |
63s | just right at the time. |
67s | Critics appreciated our new approach, |
69s | really enjoying the first EVERSPACE |
71s | as our debut title on PC and console. |
73s | However, for budget reasons, the overall |
75s | concept was a compromise on our initial |
77s | vision of an |
78s | open-world space combat game. |
81s | GEOFF KEIGHLEY: So we're so proud to announce |
83s | this brand-new |
83s | independent game |
84s | made here in Germany, |
86s | on Opening Night Live, |
87s | check this out - |
90s | UWE: A deeper collaboration with our community |
91s | began when EVERSPACE 2 |
93s | entered Early Access in 2021. |
95s | With hundreds of thousands of pilots, we |
97s | received a ton of valuable feedback. |
100s | In total, it took five years |
101s | to complete EVERSPACE 2. |
103s | It has been the largest project and our |
105s | biggest investment by far yet. |
106s | But all the hard work and the financial risks |
108s | have been worth it. |
109s | The best part? We're not done yet. |
111s | The team is working hard on migrating the |
113s | base game to Unreal 5. |
115s | Expect a free update in Spring with a |
117s | brand new endgame feature and tons of new |
119s | legendary equipment. |
120s | More premium content is |
122s | scheduled for later this year. |
123s | Make sure to follow us on our channels so |
125s | you won't miss anything. |
126s | 2023 has been an incredibly challenging |
129s | year for many teams worldwide, |
130s | which is why we couldn't be |
131s | more grateful for where we are. |
133s | Doing what we love as a truly independent |
135s | studio is absolutely priceless, |
137s | and we couldn't have done it without our |
138s | fantastic community. |
140s | So thanks again for all your support! |