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Open-world space action sim EVERSPACE 2 from ROCKFISH Games has shown off plenty of new footage across multiple events recently and it looks seriously shiny.

This sequel is expanding on basically everything from the first game, including throwing out the roguelike gameplay loop in favour of the open-world approach to let you really get into deep ship customization and combat in planetary atmosphere as well as space itself. Funded on Kickstarter in 2019 with €503,478 in funding, it's entering Alpha next week with Early Access due at the end of the year and Linux support is due with the final release in 2021.

Check out the new trailer below, shown off during the PC Gaming Show 2020:

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It might already be my most anticipated release for 2021.

I'm a massive fan of space, spaceships and of course lots of explosions so EVERSPACE 2 is going to be a must-buy for me. Tons of ships and different styles, masses of loot to find and equip with all sorts of customization options on offer. EVERSPACE 2 sounds like it's going to be an incredible action-focused space adventure.

After you watch the trailer, if you decide that's not enough for you, the developer actually did quite a long gameplay demo with commentary on June 12 which you can see below. Gameplay starts around 9:10.

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You can wishlist/follow EVERSPACE 2 on Steam. You can also see hundreds of other crowdfunded games on our dedicated page.

Want to try the original? It's intense and very pretty. If you like challenging space combat it's worth picking up. Grab it from Humble Store, GOG or Steam.

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46 comments
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Leopard Jun 14, 2020
Release time absolutely has nothing to do with engine version and Rockfish Games doesn't have that much resources work seperately on a VLK renderer or somehow adjusting the current offering.

They worked on it for first Everspace, and even recommend using it over OpenGL one.

First Everspace doesn't have a VLK backend iirc. Can you show me the source of where they said VLK is available and they're advising usage of it?
Shmerl Jun 14, 2020
Geforce Now is not a competitor to Stadia, it's not even comparable. Totally different business model.


Last edited by Shmerl on 14 June 2020 at 6:37 pm UTC
Shmerl Jun 14, 2020
May be I mixed that up, but I remember something about them recommending Vulkan to address their shader mess with OpenGL that delayed Linux release.
Leopard Jun 14, 2020
Geforce Now is not a competitor to Stadia, it's not even comparable. Totally different business model.

They're both cloud gaming services.

Geforce Now model is the better one. Who buys a game to play on a Google service which is not clear if they will shut it down or not.

Geforce Now provides comfort of " your purchases are safe and when you go over pc gaming you can just keep rocking on with your previous purchases" feeling.
Shmerl Jun 14, 2020
They're both cloud gaming services.

Not really. Stadia is a cloud gaming service, Geforce Now is a VM renting service, where you can play the games you buy elsewhere. Totally different thing.


Last edited by Shmerl on 14 June 2020 at 6:54 pm UTC
Leopard Jun 14, 2020
They're both cloud gaming services.

Not really. Stadia is a cloud gaming service, Geforce Now is a VM renting service, where you can play the games you buy elsewhere. Totally different thing.

How is that so?

They both do the same thing : Customer plays the games they owned via internet connection.

I can't see a difference. No end user cares about underlying technology. They just want to play games that are not possible to play on their current hardwares.
Shmerl Jun 14, 2020
They both do the same thing

They do totally different things. One is a service where developers release their games. Another has nothing to do with developers, it's a VM renting service. If you don't see a difference, then you didn't pay attention.


Last edited by Shmerl on 14 June 2020 at 7:15 pm UTC
Leopard Jun 14, 2020
They both do the same thing

They do totally different things. One is a service where developers release their games. Another has nothing to do with developers, it's a VM renting service. If you don't see a difference, then you didn't pay attention.

This is a service that developers are very well aware and can opt-in to use it.

https://partner.steamgames.com/doc/features/cloudgaming
Shmerl Jun 14, 2020
This is a service that developers are very well aware and can opt-in to use it.

I'm talking about Geforce Now, not about Steam cloud. Geforce Now relies on existing games. Stadia relies on games released there. What happens if something is bugged when played through Geforce Now? Nvidia won't go and fix those bugs for you, and neither will developers who didn't even release their games for it.


Last edited by Shmerl on 14 June 2020 at 7:22 pm UTC
Leopard Jun 14, 2020
This is a service that developers are very well aware and can opt-in to use it.

I'm talking about Geforce Now, not about Steam cloud. Geforce Now relies on existing games. Stadia relies on games released there. What happens if something is bugged when played through Geforce Now? Nvidia won't go and fix those bugs for you, and neither will developers who didn't even release their games for it.

Can you please read the link i posted , pretty please?

It is entirely about Geforce Now.

Steam Cloud Play is currently in Beta and features are being added over time. We are now accepting a limited amount of games into the service as we continue to build features and server capacity for players. The first service we are connecting to Steam to allow users to play games from their Steam Library from the Cloud is NVIDIA GeForce NOW. There are more details below about how to opt your game(s) into the service as well as answers to a few common questions below.

Currently NVIDIA GeForce NOW is available in North America, Western Europe and Asia Pacific. Currently, Steam users will need to download the GeForce Now client and connect their Steam account to the GFN service to play their Steam Library. The user may pay a subscription cost to use the GFN service. Customers will continue to acquire games on Steam the same way they do today, and partner payouts will remain the same.
Shmerl Jun 14, 2020
OK, so it's Steam allowing Geforce Now pull their games from it. I don't see how it helps with the above issue. Developers won't start running fixing any bugs that pop up there, they never signed up for it.

On the other hand, when they release for Stadia, they support their games. So Geforce Now is nowhere comparable even in its concept. It's just a VM renting service, with the "use it as is" idea.


Last edited by Shmerl on 14 June 2020 at 7:32 pm UTC
Leopard Jun 14, 2020
OK, so it's Steam allowing Geforce Now pull their games from it. I don't see how it helps with the above issue. Developers won't start running fixing any bugs that pop up there, they never signed up for it.

On the other hand, when they release for Stadia, they support their games. So Geforce Now is nowhere comparable even in its concept. It's just a VM renting service, with the "use it as is" idea.

I think you have serious understanding problems.

1-) Geforce Now runs on a Windows environment.

2-) Steam Cloud lets Geforce Now to utilize those games on a Windows environment that has native d3d drivers that are provided by Nvidia on desktop too.

3-) How the hell games might be borked on Geforce Now? If some game is borked on Geforce Now it means it is also borked on a desktop installation of Windows.
Shmerl Jun 14, 2020
It doesn't matter what environment it runs in (for the point of support). If there are bugs related to the whole integration with such service and certain game, developers won't care to address them. How, doesn't matter. Nothing is bug free.

It's approximately the same situation as with Proton. If something doesn't work there, Wine developers would need to take care of it, game developers don't care for the most part.

Stadia on the other hand is a supported platform. If something is bugged there, developers (normally) would care to address it.

So I don't see Gefroce Now as anywhere comparable to Stadia, totally different idea.


Last edited by Shmerl on 14 June 2020 at 9:02 pm UTC
Cyril Jun 15, 2020
Alas, I must be cautious, as "Works Great With Proton™" is not sufficient for me. I can not verify Ekuator Games' denial on Kickstarter (as I am not a backer), but see no reason to not believe Cyril.

Here we go:
Spoiler, click me
drmoth Jun 15, 2020
I've been revisiting the original Everspace recently and getting back into it, it's really fantastic. However just recently I'm getting a segmentation fault just as the menu appears on the intro screen. I'm running an up to date Manjaro. I'm pretty sure it was a library update that killed it. I've been able to continue playing by forcing Proton and copying my Linux save file across....and the result is indistinguishable from native fortunately. However I feel a bit sad.

Anyone else have this problem?
Alm888 Jun 15, 2020
Thank you! This shows that right now Ekuator Games are in clear violation of the agreement. It seems they will not release the Linux version because they don't feel like it. I don't understand for what understanding they are thanking their backers.

They have given literally no explanation and just assuming that Linux users will understand that they were screwed when they choose Linux in the first place!?

I hope they reconsider their (…ahem…) unwise decision.


Last edited by Alm888 on 15 June 2020 at 4:16 am UTC
poiuz Jun 15, 2020
Anyone else have this problem?
Not exactly your problem, but I'm getting segmentation faults when starting with the Freedesktop SDK 19.08 on the GOG release.

To run the game, I've to delete the provided OpenAL (Engine/Binaries/ThirdParty/OpenAL) and libvlc (RSG/Plugins/) libraries.

OpenAL must be provided by the system (works with the one from the Freedesktop SDK 19.08) but replacing libvlc is not so simple since the VlcMedia-Plugin uses a VLC snapshot instead of a stable release (no idea what's the idea behind this, it's only used to playback plain h264 video & AAC audio) and the locations seem to be hardcoded VlcMedia #17 (the user is probably a Everspace developer).

But then the game works here without videos.
Jau Jun 15, 2020
Just a little information about Unreal Engine : I've read someone here talking about using OpenGL instead of Vulkan. Well… we would love to. Every dev using UE4 would love to right now. But Epic removed it from the engine, saying that Vulkan was better ! They just forgot they didn't fully implemented it… Or even care.
Tim Sweeney just doesn't like Linux. "Why bothering, when you can improve Windows ecosystem ?". This guy can have great ideas but also be so disrespectful, egotistic, dumb, it's almost impressive !
Shmerl Jun 15, 2020
Just a little information about Unreal Engine : I've read someone here talking about using OpenGL instead of Vulkan. Well… we would love to. Every dev using UE4 would love to right now. But Epic removed it from the engine, saying that Vulkan was better ! They just forgot they didn't fully implemented it… Or even care.

Vulkan should be better, if they are using it correctly. If they remove OpenGL great, but then their Vulkan renderer should be of good quality.

Where can I read about them not fully implementing Vulkan path btw?


Last edited by Shmerl on 15 June 2020 at 10:04 pm UTC
Jau Jun 16, 2020
Of course it was removed... just read the patch notes or test it lol.
About UE4 development, you can check :
https://trello.com/b/TTAVI7Ny/ue4-roadmap

And of course the git, but you have to register en unrealengine.com as a developer.
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