Interview: StarWraith On Evochron Legends

One of the starriest corners of the PC space gaming universe has been cultivated by just one man: Shawn Bower of Starwraith 3D Games. Mr Bower has been making games for years, and has slowly graduated into impressive free-form space sims with the Evochron series. The most recent game, Evochron Legends, has a recently released demo, which I recommend that you go play. After the jump we talk to him about his epic indie project, and hear about the brain-mulching scale of Legends’ freeform, multiplayer galaxy.

RPS: Why should space-flight gamers be interested in Evochron games over, say, one of the other spaceflight games such as X3?

Bower: A gamer may enjoy both, I sure do. But for some unique attributes offered by Evochron, here are some details. First, it provides a seamless universe. Most space games present ‘space’ as a series of rooms that can only be accessed by a ‘jump gate’ door of some kind. Evochron’s design lets you fly from one solar system to another seamlessly without being locked out by some kind of wall or gate door, giving you the option of travelling there at your own pace and exploring the space in between. You can travel through Evochron’s universe at cruise speed, with built-in jump drives, or by using optional warp gates to speed up travel time. So for explorers, they can venture into deep space to find uncharted systems or just travel off the beaten path to stay off the radar and avoid being detected. With this kind of freedom comes some risk as well. Several players have even gotten lost in deep space and have sent distress calls to other players for rescue.

The range of gameplay options is also very diverse. From spying to racing, asteroid clearing to solar array cleaning, bribing for better reputations to managing on-board crew members, Evochron includes a variety of optional activities beyond just combat and trade.  A player can make a pretty good living without ever firing a shot, if they so choose.  Or they can focus on more action related objectives.  They can also switch at any time.  Evochron is a technical simulation, not a character or story based game, so the player is not limited to predefined roles nor do they have to follow a static plot pattern.  Players are free to play the game the way they want and complete the objectives they prefer.

Evochron also includes both single player and multiplayer, you are not limited to only one or the other. MMO’s only let you play online. Single player games only let you play offline.  Those that offer both modes often require you to give up what you earn in one mode any time you want to play in the other.  In multiplayer, many games even make you start over if you just want to play on a different server.  Instead, Evochron lets you keep what you earn in either single player or multiplayer, letting you keep your progress, ships, crew, weapons, equipment, cargo, and wealth.  Legends also lets you save anywhere during gameplay.  Many others require you to be at a particular in-game location before you’re allowed to save.

A functional in-scene 3D cockpit is also a critical part of the design equation. When I fly a spacecraft, I want to be treated like a pilot and not a camera operator. So Evochron includes a HUD with a compass, pitch ladder, and FPM (flight path marker) along with 3 cockpit displays for ship status, 360-degree 3D radar, and target MFD.  These systems help provide a realistic sense of situational awareness at a level not typically found in the genre.  Players can use these systems to develop a diverse range of combat tactics far beyond just turning to face and shoot a target.

Complimenting the avionics/instrumentation is the physics system, which is Newtonian based with optional computer assistance.  Instead of the typical instant rotation movement found in many space games, Evochron incorporates a thruster based rotation movement system.  Each control action realistically has an opposite reaction to counter it.  So when you yaw left, thrusters engage to turn your ship and when you center the control, counter-thrusters engage to smoothly stop the movement (rather than suddenly ‘jerking’ to a stop). Players can also turn off the computer assistance to manually control the thrusters themselves. The result is a more realistic representation of how a spacecraft would move and handle in a zero gravity environment. It also allows for some unique maneuvers not typically available in the genre, such as flipping around to fly backwards while firing back at a target behind you.

Diverse control options are also a feature of Evochron. In addition to joystick, gamepad, keyboard, and mouse flight control, the game also supports full variable control for all six rotations and directions for gamers with more complex control systems (HOTAS devices for example) that have sufficient axis channels.  Mouse control also has 3 optional modes to accommodate player preferences for either a pointer method or a directional method.You can hire crew members to enhance your ship’s capabilities, not a common feature in first person perspective space games. You can negotiate trades directly with other ships, both AI controlled and human players.  Many other games limit your trading to stations or planets.

So in the realm of ‘sandbox’ games, I’ve worked to design Evochron as not only having a detailed sandbox, but one with plenty of toys in it to play with.

RPS: Blimey. Okay. Can you tell us a little bit about the background to Starwraith 3D Games? Perhaps include a bit of information about the studio, and how you came to be making these huge, seamless space pilot games? And can you explain the chronology of the Evochron games, and where you’re headed with the series?

Bower: SW3DG is primarily the effort of one space-sim enthusiast who has enjoyed playing and developing such games for over 20 years. In 1999, I launched SW3DG to focus on creating space games I wanted make, support, and play. Over the years, I’ve gradually moved from making space combat shooters (StarWraith) to freeform space-sims (RiftSpace and Evochron).

Evochron began with the original game in 2005 which was later followed by Evochron Alliance and the expansion Alliance 2.0 in 2006. Renegades was introduced in 2007 and the latest, Legends, was just released this year. My goal is to continue to advance Evochron with new gameplay options, graphics, sound, and environment details/capabilities.

RPS: What’s new and different about Legends?

Bower: The primary improvements are gameplay and graphics related. For gameplay, Legends adds several new objectives and options.  Capital ship escorting, military missions, and multiple waypoint patrols have been added to the pool of available contracts along with other non-contract activities such as new mining and material recovery options and passenger transporting.  Players can also take on a fighter pilot role that includes a separate ranking system giving them access to more advanced military ships to own and fly as they advance.  New weapons and technology are also available including proximity mines, probes, kinetic and subsystem missiles, and stealth generators.  Computer controlled ships are smarter in combat and have a wider range of tactics to use.

 Legends also introduces a much higher level of graphics and detail designed for a higher spec system.  The space environment offers a much higher level of detail along with new effects such as stellar accretion discs, more planetary ring types, plant-life, new cities, better textures, and more object variety.  There are more charted solar systems to explore and plenty of uncharted space to discover hidden locations in.  All-new high detail stations have been added including constructors which the player can take raw materials to for building components.  Several new capital ship types have been added including Cruisers, Battleships, Command Ships, and Destroyers that participate in military conflicts.  A new 3D cockpit and improved UI compliment the visual presentation and help make the game more accessible to new players.

The game also continues the tradition of improvements via updates and the next update will add hangars players can rent at stations to store ships and cargo along with the ability to save design templates for the ships they build.

RPS: Your environments are pretty impressive, and I understand things such as nebulae also impact on the player’s experience, can you explain a little bit about that?

Bower: As I mentioned earlier, space is often presented as a bunch of mostly empty rooms, often with just a few rocks and stations thrown in along with some nice wallpaper in the background.  Planets are usually off limits, either part of the wallpaper or they merely behave as giant space mines that destroy any player that dares get too close.  Evochron gives the player access to the objects they see in space and for useful purposes.  They can descend into planet atmospheres and complete activities like harvesting cells from plants on the surface for valuable biological material.  Or they can recover water from lakes and transport it to economies that value it. They can land at city trade stations or mine terrain for gold or other valuable material.  Planets can also be used for shelter from attackers or as a meeting place for trade deals.  While doing these things on or near planets, players can also encounter weather such as rain, snow, lightning, and turbulence.  Nebulae can provide sensor cover if you need to escape for repairs in open space and can be mined for photon particles useful in the processing of fuel.  Some nebulae can even prevent jump drive fields from engaging, giving players a place to meet for PvP matches without easy escape.  Players can even visit stars, black holes, moons, and even massive asteroids with caves.  Such environment elements can also include changes in gravity, fuel consumption, physics, visibility.

RPS: What has been the most difficult technical or creative task in making Evochron legends? What do you still have left to accomplish?

Bower: If I had to narrow the most difficult technical task down to one, it would probably be multiplayer.  The capabilities of the multiplayer mode in Legends have been expanded a lot and many of its systems had to be recoded or designed from scratch to accommodate new gameplay options and support for more players.  It’s been an enormous development task for me and will likely continue to be one of the most challenging in the future.

I plan to continue advancing the game based on my own goals for the project and discussions with players.  The game’s future development depends significantly on what players ask for.  If you visit my forum, you’ll find a number of discussions on what should and shouldn’t be in the game.  I also have a lot of discussions via e-mail.  Those discussions are a major part in what direction I decide to go with the game.  Features like station hangars, support for multiple simultaneous control devices, and changes to the nav map are examples of current development goals based on such feedback and discussions.  Those are the improvements currently on my to-do list.

RPS: Can you tell us a little bit about multiplayer in Legends, and what new stuff should players expect?

Bower: They can expect the same kind of experience that single player offers, just with other players being in the game’s universe in addition to computer controlled ships.  Multiplayer can be managed either with the game directly or with an external server program (the recommended option for more populated sessions). It provides both PvP and PvE options, including cooperative contracts.  Players can link together to form squads/clans using tags in their callsign, which automatically sets their threat levels to each other to green (matching tags) or red (different tags).  Players can trade with each other, race, explore, or complete a number of other activities available in single player.  The game is designed to provide the same gameplay and options in multiplayer that are available in single player with few exceptions.  Some players even just sign in to a session to play the game on their own, but still want to chat with others for fun or advice as they play.

RPS: Shawn, thanks very much.

Evochron Legends is out now.


  1. Uglycat says:

    Ickle trailer: link to;

  2. schizoslayer says:

    The demo is less than 50meg. Less. Than. 50. Meg. Lessthan50meg.

    That’s unheard of these days.

  3. schizoslayer says:

    I stand corrected. The Demo is in fact the full game. You just require a key to unlock it. So the full game is under 50 meg.


    The Tutorials need work though. Giant wall-o-text is not helpful.

  4. Daniel says:

    This sounds really awesome. Definately going to purchace when my PC is sorted.

  5. Orange says:

    I like the freeform universe sound. One thing that disappointed me about EVE is how dependent it was on using rooms, kind of killed the whole vibe of space.

  6. Klumhru says:

    As a part-time indie myself, I worship this man. Soon as I reach 1799, I’m buying two copies of the game for me and wifey, as we are both X3 fans and sorely miss multi there.

    Indie devs including near-full spoken dialog tutorials deserve praise, walls-o-text notwithstanding.

  7. danielcardigan says:

    The room vibe makes sense. There’s an awful lot of SPACE between solar systems. I’ve not played the demo yet but it wouldn’t make a lot of sense to zip across the width of a solar system in a couple of minutes and then take a month of real time to travel to the next nearest solar system. So you’re either going to have “rooms” or artificially close solar systems, or a hyperspace system that effectively turns solar systems into rooms anyway.

  8. schizoslayer says:

    This is why you could speed up time in Frontier. And even with it on maximum it would take an immense amount of time to fly from Sol to Barnards Star without using the hyperdrive.

  9. PHeMoX says:

    Actually in Frontier you had to buy equipment to be able to speed up time and later on buy hyper drives and the likes.

    I actually liked that sense of realism, it made the start a bit harsh for most people, but it works quite rewarding after some time. It’s probably both the weakest and strongest point of that game, the real challenge was going on for the good stuff later on.

    “The room vibe makes sense.”

    Uhm, not really. Why would rooms make sense when the distance is covered by high speeds or jumps anyways? It’s basically only useful for lifting the player from the usual spacephobia (fear of insane distances, not ‘outer space’), so adding jump gates ads a welcome illusion of less distance to cover. It’s good to counter the borringness of empty space too, in that respect there’s no arguing about it’s usefulness, but whether it really makes sense… nah, don’t think so.

    By the way, in X:tension and later X series games, you CAN actually just fly to the next ‘room’ of space if you continue to fly on long enough. It’s not exactly taking a shortcut though. ;)

  10. Muzman says:

    Once, in Celestia I went out to Pluto and tried to free fly back to earth just for fun.
    It’s so damn hard, not mention scary. You can travel at pretty much any speed you like (with no relativity of course so it’s nice and simple), but you just can’t find the place. Moving at any vaguely useful speed you miss everything by many millions of kilometers. Space is big and empty and cold and lonely.
    Anyway, super inexplicable sci-fi nav systems: a must for any traveller. (made me wonder how they got by without a navigator in Firefly. It’s a fictionally crowded system they’re in but it’s not that crowded).
    I imagine they made space generally smaller and more eventful in this. Which would be good for that Freelancer style wandering.

    What is the story with the 50mb thing anyway? Is it all procedural or something?

  11. schizoslayer says:

    I get the impression that in Firefly alot of the “Planets” were actually moons and the relative distances quite small. Also I don’t think they obeyed the laws of physics much in regard to moving orbital objects.

    Basically it was TV and nobody really cared if it was accurate or not.

    Another reason for the rooms problem is that when you are dealing with space you start to run out of numbers. This means you need to start stacking coordinate systems to retain floating point accuracy. It’s alot easier to do this if you use Rooms.

    A random example: You would need 299196 UT3 maps to cover 1AU of distance (Not area or volume. Just a straight line) if you used a scale of 1 unit = 1 Metre. UT3 is much closer to 1 unit = 1cm.

  12. Cypher says:

    I really enjoyed the demo, and really want this. Just too much to play right now AND it’s sunny outside. Curses.

  13. PC Monster says:

    PHeMox: “Actually in Frontier you had to buy equipment to be able to speed up time…”

    I think you’re thinking of X-Beyond the Frontier, matey? The practically invaluable SETA system that made the first few trading transactions in the game beyond painful? Frontier: Elite 2, which I believe Schizoslayer was reffering to, and First Encounters both had time-speeder-upperers available from the start.

  14. PC Monster says:

    Forgot to say – bought Renegades, loved it. WILL get around to buying this at some point: It’s slowly turning into an absolutely essential experience for fans of the genre (if it’s not there already!).

  15. Xercies says:

    My inner sci-fi nerd is totally geeking out over this game, I must get it. Is Legends a stand alone game or is the whole Evochron thing like an MMO and Legend is a expansion pack. Didn’t really make that clear.

  16. Xercies says:

    Okay this is a totally different game, just had a read of the website.

  17. l1ddl3monkey says:

    I downloaded the demo but couldn’t get it to recognise my joystick (ooooh matron etc etc), after reading this I’ll give it another go.

  18. PC Monster says:

    Xercies, it’s both. The game can be single-player only with AI ships or you can take it online and interact with other players of the game. I recommend the online portion once you get used ot the controls, as Bower is often found there playing and has been known to gift new players millions of in-game credits for supporting his game! I was able to pimp my ship up to a very respectable level (but not too high that I didn’t need to keep playing) with my free dosh!

  19. Munin says:

    This Evochron guy is so close to deliver the kind of thing that Smart keeps promising but constantly fails at; or the thing that Freelancer promised to be but wasn’t, quite. He just needs a slightly bigger budget to polish it up. Some publisher like Paradox should pick him up.

  20. danielcardigan says:

    ““The room vibe makes sense.”

    Uhm, not really. Why would rooms make sense when the distance is covered by high speeds or jumps anyways?”

    The rooms vibe works, IMO, because it encloses what’s interesting in the system. Nobody wants to actually travel the vast distances between each oasis of planets so having a jumpgate or hyperdrive system seems perfectly sensible. I don’t know any games that will actually stop you from wandering off into the vast black yonder, if you choose to head past the jumpgate, but you simply aren’t going to traverse that distance under normal sub-FTL engines. So you either go through the jumpgate or engage your hyperdrive to take you to the next room. If there are actually games that box you into an area then, fair enough, that sucks, but I can’t think of a game that does. (oh there are 4X games that do, sure. Space Empires does, for instance.)

    Firefly, as I understand it, all took place in a single solar system.

    From wikipedia: “The film Serenity makes clear that all the planets and moons are in one large system, and production documents related to the film indicate that there is no faster-than-light travel in this universe.”

  21. dsmart says:

    The room vibe makes sense. There’s an awful lot of SPACE between solar systems. I’ve not played the demo yet but it wouldn’t make a lot of sense to zip across the width of a solar system in a couple of minutes and then take a month of real time to travel to the next nearest solar system. So you’re either going to have “rooms” or artificially close solar systems, or a hyperspace system that effectively turns solar systems into rooms anyway.

    It is a matter of choice. If it wasn’t, he wouldn’t be offering a choice (e.g. jump gates).

    In my games, given the size of the game universe, jump gates are used to link systems and reduce travel time. And given the size of each region, as anyone who played my games knows, you’d be hard pressed to call them “rooms”.

    I do get what he’s saying though – and games like X, Eve – and pretty much every space game come to think of it – have these small regions which can be construed as “rooms” when compared to games with much larger regions.

  22. Chis says:

    I refuse to buy software that requires activation. Even if this IS one of the better Elite clones available right now. Chastise my opinion all you like, I can install Doom again right now on any of my PCs and it’ll run without “asking permission” from iD.

    I’m stating this here again right now that this is the only thing putting me off buying the game. Others may find it a reasonable compromise, I don’t.

    Shame, it’s a good game.

  23. PC Monster says:

    “He just needs a slightly bigger budget to polish it up. Some publisher like Paradox should pick him up.”

    Hmm. Risky move, that would be (don’t know why I’m using Yoda-Grammar here, I’m just rolling with it…). Publishers tend to have…ideas…about the products they support.

    I think the ideal scenario for me would be to incorporate the Evochron gameplay into the wondrous beauty of the Infinty: The Quest for Earth engine. I wonder if the Inifinity team would consider licensing it to other devs? Oh, if I had just won that 90mil Eurolottery the other night, providing fiscal support to ideas like that one, or indeed something like Evochron, would DEFINITELY be how I’d spend it!

  24. Heliocentric says:

    freedom of use>Activation~disc check>Limited activation>GFWL

    Discs deteriorate just as one day the auth servers might be gone. But, give me a freely available exe () and a cd key unlock to use it(or forget the key)and suddenly the customer has just as good quality of service as a pirate. Hell, i cant think of a single game which has properly leveraged torrent networks as a means of securing the future availability of the product. If my company of heroes (for example) disc is really a purchased license then make the bits of data available.

  25. InterFaced says:

    Glad to see this game getting some publicity. Its great… I play at least once a week, teaming up with others in multiplayer is insanely fun. The closest thing I could compare evochron too is freelancer but with less “understanding with the people who own the station” and flight controls that feel like I-War. Also, despite that this is a 1 man studio the customer support is outstanding.

  26. Xercies says:

    pretty ambitious for a one man studio, can one man do this.

  27. Tei says:

    I am reading now “Honor Among Enemies”. That don’t seems a good bock, but is like on-topic. I about space ship.

    What I hate about most spaceships is ” World War I ” flyiing combat in space, with all and engines always launching ions to space. Ok, we get it, the german “Red Baron” was cool, dog fighting in WWI ships was really fun. But I don’t really see the need to make all space games about that particular combat style.

    The space is really big, and most probably combat in space will be more about using deflectors, hidding, … much like subs. Giveme a game that is “Silent Service” in space. That will be a game I would tolerate.

    Everything else? Meh… I played and loved Tie Fighter, as everybody else, and that the last game worthy of my time.

    Also, give me some space history that is fun or interesting… there are lots of books about sci-fi. Try to avoid the boring and cliche history of the mercenary or the space marine and metal wall.

    And now that we talk about metal walls… most probable is cheaper to build space stations using something existing, like the planetoid “Eros” here in the solar system. Now only because is a good defense against collisions with stuff, but because you can use the planetoid as raw material. Maybe even mine it for …who know.. carbon, ice.. .whatever. How much games use ships made of a big ice planetoid + gravitemtric engines. Yea, because not everything must be about ion engines, or “chemical engines”. We sure will be able to analize the subatomic world, the quantic world, maybe get a grip into the obscure basic powers of this universe, and unlock the ability to create different innertial engines, not just boring ion engines. All i see is cliche cliche cliche bad cliches and more cliches.

    Your “future themed” space ship games are just “WW1” dogfighter games with a metal wall skin :-(

  28. Tei says:

    note to self: I must learn english, It would really improve my writting skills.

  29. Dominic White says:

    The problem is that a ‘realistic’ space combat game wouldn’t be fun. Engagements would happen at hundreds of thousands of kilometers, and be over the moment one side scored a hit. There’s no cover, there’s no hiding, there’s no defense.

    The only way to really make such a setting fun would be to move the gameplay to the strategic level, rather than the tactical. Only example of this I can think of is the (currently Japanese only) Legend of the Galactic Heroes:
    link to

    The game is based on the TV series, which in itself was a direct adaptation of a long-running series of ‘hard’ sci-fi novels. In the LoGH universe, space combat is more a matter of logistics than skill, with the winning fleet being the one to maneuver as many of its ships into firing positions against as few return-fire-capable enemies at a time. In the books/TV show, tens of thousands of ships were lost in each battle, as combat was absurdly deadly. Battles themselves often took days/weeks of maneuver and countermaneuver.

    The game looks pretty abstract, but that’s about the only level it could work on without boring the hell out of players.

  30. RPS says:

    Delete-o-tron has feasted well in this thread. Do be gentlemen, gentlemen.

  31. Nobody Important says:

    Wait…Derek Smart is still alive?

    Oh my God, I love you.

  32. :smith: says:

    Tei, about that submarine-like space combat…

    link to

  33. hellsbells says:

    Hey RPS not everyone who reads this blog are gentlemen/boys

    sexist pig :P

  34. mejobloggs says:

    I wish this had prettier graphics

    I’m a sucker for shiny things

  35. Caiman says:

    If you remotely like space sims, do not let the demo / tutorial put you off. It is a steep learning curve and StarWraith need to put some work into improving that, but the game itself is far and away the best space sim I have played in years… better than Freelancer, more like a more open I-War (with much better graphics). The combat doesn’t quite have the visceral bite of Freespace 2, but it’s Newtonian combat that actually works and is fun, more than could be said for Frontier’s take on it for example.

  36. Erik Sebellin-Ross says:

    About halfway down I thought to myself “Amazing that no one has brought up the Battlecruiser franchise yet”, then POOF, Derek shows up! :)

    I’ve been playing Bower’s games off and on for years now. Every year they get better and better. Keep up the awesomeness.

  37. PC Monster says:


    Silly goose! Everyone knows women don’t play games then go to websites to talk about them! You’re talking about some kind of freakish bizarro world. The only women you’ll find here are men pretending to be women, for various reasons best not delve into too deeply.

  38. Muzman says:

    schizoslayer says:
    I get the impression that in Firefly alot of the “Planets” were actually moons and the relative distances quite small. Also I don’t think they obeyed the laws of physics much in regard to moving orbital objects.
    Basically it was TV and nobody really cared if it was accurate or not.

    Just for some belated clarity; the thing about Firefly was that it’s NotStarTrek, particlarly in regards to technology. Which is great, don’t get me wrong, I love it. But after a while I noticed it gives them less handwave room. They fly blind and run silent and people can’t see them, or they get lost, and space travel is basically portrayed as fairly hard compared to Star Trek (where they can go anywhere easily and then tell you everything about a ship or planet in the blink of an eye). So when you lose the sensor array/supercomputer handwave it raises a few problematic questions about how they get around to me. I know it’s fiction, but they put a lot of thought into being NotTrek that I like and wish more people did so after buzzing around in space sims and things I think the inclusion of a full time navigator or something would have been helpful to the fiction there.
    Pointless, OT, webs of speculation about a cancelled 13 ep show, but there you have it.

  39. Tei says:

    @Dominic White and :smith:

    Thanks guy, seems I have to change my opinion. Well.. In any way, thanks!.

  40. hellsbells says:

    @ PC Monster
    hey i play all sorts of games.
    world of goo
    fallout 3

    I started played PC games when total annihilation came out so don’t go telling me I am not a gamer!

  41. Erik Sebellin-Ross says:

    @hellsbells That qualifies you as hardcore in my book, sir!

  42. unPC Monster says:

    No-one is doubting your gaming credentials. No, I’m telling you you’re not female. It’s obviously a trick: Gameplaying women online are a myth spread by canny games companies to entice slobbery young males online.

    Besides, don’t women’s brains overheat playing anything more difficult than Solitaire/Minesweeper…?

  43. Premium User Badge

    ChaosSmurf says:


  44. warsign says:

    I play Evochron games approx 1,5 years.
    I played almost every space sim game and friends, just say you, you have to try it.
    MP is impressive, beacon quest is also.
    You can go to SOL system, everything!
    Especially dog fights are awesome. Please visit to web site, screenshots are awesome!
    We are waiting there to fly with you.

    • Sol Seeker says:

      Ok ok! Awesome!!! That’s what I wanted to hear. I want to so badly fly around the Solar system. I have an Asp Explorer parked above Charon in Frontier for my Amiga emulator. But I really want to fly past Jupiter and Saturn with newer GFX than the Amiga.
      In Frontier and starting off at Lave I made it my game objective (after I had acquired enough money thru dubious smuggling on the Lave/Leesti run to buy an Asp) to act as a taxi but always taking jobs that led me generally inwards from Lave towards Sol. I refused to jump to dock anywhere or even explore Sol till I had a paid gig that took me there. Then one day from Van Mannens… I would so love to do something similar in the Evochron universe… Is it really possible?

  45. Dae says:

    Warsign doesn’t lie. We are waiting to fly with you. And on my machine, Evochron Legends’ size installed is 147mb. Things are getting better with mods (if you’ve got trackir check out carwash’s cockpit)

    Anyways, room to room flying is fine if you’re in a hurry, but some of us are explorers by nature. Nothing like being out in the middle of nowhere, and having to ask another pilot where I can get a refuel in uncharted space!

  46. dsmart says:

    @ Hellsbells

    I started played PC games when total annihilation came out so don’t go telling me I am not a gamer!

    Ah! But did you play TekWar!! huh? huh?

  47. Nick says:

    I did! It was awful.

  48. Cigaro says:

    Just wanted to chime in and say how good this game is. Evochron is a space sim that feels the way you expect it to.

    It’s basically what you wanted from Elite 4 without having to wait for it. Oh sure you could wish for better gfx, naumachia-style, but I’ve tried pretty much all space sims out there and this one is currently the best.

    Go and buy a copy, the guy really deserves it.

  49. Theo says:

    old comments i know, but this game ROCKS, rather largly.

    just picked it up this weekend, its awsome.

  50. Serondal says:

    Small correction to PC monster, in Frontier : Elite 2 it depended on which starting base you choose as to if you had time compression or not. You had 2 or 3 starting kits to choose from one I believe only one of them had the time compression do-hicky which meant I never played the other two :P