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The Full Release version will add the story elements with missions, cutscenes and video sequences, as well as full VR support. Next to many tweaks and bugfixes, version 1.0 will also add Steam Achievements and Trading Cards.
The promised Hardcore Mode did not make it in time and will get added post release as a free update. We'll also start working on Joystick support right after release.
The Full Release version will support the following languages: Chinese (Simplified + Traditional), English, French, German, Italian, Polish, Portuguese (Brazilian), Russian, Spanish (Latin America). Voice Overs will be available in English and German.
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New Features
- Added the story
- Added more points of interest
- Added achievements (version dependent)
- Added new device: Sensor Relay
- Added new ship colors
- Added VR support for Oculus Rift and HTC Vive
- Added option to switch Yaw and Roll mapping for controller
Tweaks
- Removed scanning probes from the game.
- Added "radar memory": scanned objects will now remain on the HUD indefinitely
- Increased spawn chance of comm hubs
- Changed "Low Profile" glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
- Changed "Predetermination" glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
- Decreased "Bullseye" glyph shield regeneration percentage from 20% to 10%
- Increased "Leech" glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
- Changed "Devastator" subroutine values from 50% / 30% to 40% / 40%
- Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
- Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
- Give a credits bonus for each sector reached
- Show total cost of perks with sub levels and credits already spent on level
- Added more codex entries
- Added illustrations to codex entries
- Okkar Interceptors will now occasionally use teleporters
- Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
- Reduced energy consumption of some weapon mods
- Reduced energy consumption of device mods
- Reduced Damage Booster bonus
- Reduced Shield Booster Mk2 and Mk3 bonus
- Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
- Increased Missile Defense System duration
- Balanced Ancient "Teleporter" alien: Less damage but better accuracy
- Set maximum number of ARC-9000s per secondary slot from 2 to 1
- Further increased Time Extender cooldown durations
- Increased speed at which plasma is collected in plasma fields
- Decreased Ancient Weapon damage bonus
- Increased Nano Injector repair amount to match the required Nano Bots
- Grey Goos are no longer affected by ARC-9000
- Performance optimizations, especially on medium and low settings
- Prevent black holes from spawning close to ancient structures
- Do not show missile lock warnings if Beeline enhancement is installed
- Increased Flak Cannon 5-5 damage
- Increased Sensor Drone hitpoints
- Increased Elite Access Key drop chance from 40% to 75%
- Made a few UI changes to the cockpit displays
- Changed spacing, colors and positions of a few UI elements
- Added run duration to hall of fame
Bugfixes
- Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
- Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
- Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
- Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
- Fixed splitted "Ancient Friends" being hostile and damaging the player
- Fixed tooltips showing on locked ships loadouts
- Fixed some navigation issues in setup screen
- Fixed being able to escape from system map before jumping away by pressing next/previous tab
- Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
- Fixed "Colonial Interceptor" always being displayed in end of run screen, even if Colonial Scout or Colonial Gunship were chosen
- Fixed visual upgrades for ships getting mixed up
- Fixed spread mod not affecting energy
- Fixed charge duration of weapons which was affected by energy consumption reduction
- Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
- Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
- Fixed freighter jump charge effect not being displayed
Ich hab die Early Access Version des Spiels. Seit gestern soll doch die Vollversion draußen sein?! Wird die ea einfach geupdated? Da ist gestern nämlich nichts passiert und auch eine Neuinstallation hat mir nur wieder Version 0.7 auf die Platte geschoben. Wie ist das bei euch?


For us, fun and playability come first and have to fit the type of game. EVERSPACE™ will not be a space simulation. Arcady controls will test your skills and reflexes without the burden of
3rd Person ActionIn welches Sub würde es deiner Meinung nach besser passen?
Warum? Nach allem was ich bisher gelesen habe hat es leider keinerlei Sim-Elemente.Auch wenn es natürlich sehr arcardelastig ist, passt es meiner Meinung nach schon ins Simulations-Sub am besten.
This. Das selbe Problem hab ich persönlich ja auch schon bei Ace Combat. Ein Spiel mit einstellbarer Kamera hat in einem kameraspezifischen Sub nichts verloren, grade da das ja schon einen "Standard" implementiert, was noch eher solch dämliches Verhalten fördert. Gäbe es ein generelles Action-Sub, okay, aber nicht mit dem Anhängsel davor.Ich spiele es zu 95% in Cockpit-Ansicht, also passt 3rd Person auch nicht.
Ich spiele es zu 95% in Cockpit-Ansicht, also passt 3rd Person auch nicht.

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