Giraffasaur_

Giraffasaur_



16 Oct

Comment

Originally posted by DJToastyBuns

Did Everspace begin as a licensed IP?

Also, do sales of the first game still support you as a studio? I only just bought it last week but I'm really enjoying the game

Everspace is an original IP created by Rockfish Games.

And yes, sales of the first game still support us; we are our own publisher!


25 Sep

Comment

Originally posted by Aeonia92

Are you allowed to mention the IP that you lost in court?

Galaxy on Fire; we were the creators of 1 and 2.

Comment

Originally posted by Soylent_gray

Oh damn, I didn't know this is in Kickstarter. I thought they made some money from the first game

We did make some money from the first game, but keep in mind we started FROM SCRATCH (after having been fired from our previous studio and having our IP ripped from up in court), literally starting with nothing but the money in our pockets.

That kickstarter helped us fund EVERSPACE, and the commercial success it has been gave us the ability to push this larger vision of EVERSPACE 2. Still, we want to do even more, so we created a second Kickstarter and are utilizing the very powerful community-centric feedback from the alpha/beta/early access to help you guys realize our goal as well.


16 Sep

Comment

Yikes! We are investigating the issue and are seeking to rectify this issue; thanks for reporting and providing feedback.

I'll follow-up when we've discovered what can be done.


14 Sep

Post

Hello there EVERSPACE community!

As we move closer to early access, we are expanding the volunteer moderation team on our social channels. With this in mind, we're happy to announce that one of our beloved community members will be joining the team on the subreddit - everyone please welcome /u/hazzydevil!

He will be working with the ROCKFISH community team to keep this subreddit in the loop about the latest ES2 news, help guide info to the wiki, and obviously help keep things tidy here for you all as well, which I'm sure you can see the fruits of his labor already.

We're working on some elements behind the scenes to bring our social circles together more fruitfully, and I'm excited you're on this ride with us. If you have any suggestions or desires, let us know and we'll see what we can make happen.

... Read more External link →

05 Aug

Comment

Originally posted by Pappy13

Pretty sure that means it's on the disk, but I can't be sure about that. Giraffassaur?

The Switch is the only version where the game can be purchased as an all-or-nothing package; there aren't any other options on the Switch. Getting the Stellar version of Everspace has both the game and the DLC on the game card itself.

Comment

Originally posted by sks220

the f**ks a Giraffassaur?

I laughed :D


12 May

Comment

While the tone of this thread is unprofessional, it has been evaluated and will remain active.

We encourage all those to participate in the discussion to share their opinions freely with respect and consideration of alternate viewpoints.

Comment

Originally posted by ded_pixel_

So what's the line of thinking here. Does the game magically become a space sim every time my dampeners get shot out? Does it revert back to whatever once I fix it? lol

It's just a general term.

The procedural generation of levels isn't designed around a realistic portrayal of space, but rather a clustered variety of obstacles and enemies. When your inertia dampeners are damaged, aiming is far more challenging and movement is restricted in a way that makes exploring tight points of interest really difficult, thus removing your ability to gain resources quickly and carefully. The game doesn't "magically become" something else, but rather hinders mobility until the component is repaired.

Sure, some players can deal with the component damage. Which is the same with other components being damaged (i.e. an evasive player doesn't mind their shields being damaged because they rarely get hit anyway).

You should be proud you're skilled with drifting to where this handicap doesn't affect you as badly as it does other players.

Comment

Originally posted by ded_pixel_

uh what part? I don't mean to say this game needs to be a full newtonian simulation btw. But is law number ONE really so much to ask bois x) i mean really. We figured this one out in the 90s.

Dampeners dampen the fun :/ devs said they'll add a toggle in the next game, if I read the forum correctly. So at least they agree with me... Wish they'd update this one tho

Correction: We agree that inertia dampeners make sense in our next game since it is far more similar to a space simulation model (being an open-world RPG) as opposed to a very fast-paced arcade-y roguelike shooter, especially so in conjunction with the feedback from our demographic (which is primarily space game enthusiasts).

We hear you and we understand your perspective and desires. But we don't agree this feature would have been the most beneficial in Everspace, which is why the Enhancement is an unlockable that also changes collision damage AS OPPOSED TO a merely applying drift.

Everspace 2 will be quite different in this regard.


06 Mar

Comment

Originally posted by Pappy13

Would be nice if there would be some type of real world type of "recovery" from a destroyed ship.

Hey there! This is Erik, from the video.

First off, major shout out to u/HazzyDevil tackling a lot of questions through Reddit. Absolute champion sir, thank you.

Alright, now for the response pertaining to "recovery" options after dying:

EVERSPACE 1 took place in a roguelite loop because the main character being a clone could easily respawn and start back at the cloning facility for another attempt at completing his objective. As such, it made sense gathering the wreckage and recovering your past dead self in order to build yourself up.

EVERPSACE 2 is the continuation of that story, and (without spoilers) some things have changed about the clone you're playing as. The most important one is this: You no longer respawn. The body you have is 100% yours, with a full lifespan ahead o...

Read more

17 Dec

Comment

Originally posted by Lutzol

Any news? i cannot wait anymore :)


06 Dec

Comment

Very soon; mid-December! We've been optimizing it quite a bit, to ensure our community will be able to run it when it arrives.