Everspace: Galaxy On Fire Creators Tackle Space Porn

Our brothers in the land of mobile gaming might recognise the name Galaxy of Fire – it’s an old dog, at least in the context of iOS: A space-em-up dogfighting series from the mid-Noughts. Now some of GoF’s original creators are now back together, this time as a new little studio called Rockfish, and are expanding on the themes of their old series in a PC release called Everspace.

This is, in essence, an ode to space porn on a grand scale. Describing it as a “3D space shooter with rogue-like elements and non-linear storytelling,” Rockfish are looking to carve a niche somewhere outside the Star Citizens and Elite: Dangerouses that it shares a genetic similarity to. Perhaps the biggest thing to take away from its Kickstarter campaign is this ‘graph:

“There are fantastic and vast space sims out there featuring super realistic space physics and billions of stars to travel to. But we believe that combining easy-to-pick-up gameplay with AAA-quality graphics and sound with a captivating, non-linear story is something that many of you have still been waiting for.”

Everspace is a pick-up-and-play/arcadey offering, so don’t expect extreme physics simulation or thoughtful conversations about space-chair realism. Instead, it’s sexy as all hell. That kind of vanity gets you far in life considering the studio is going to be bringing this to VR as well as PC. See for yourself with this 10-minute gameplay trailer:

“In order to leave the system and jump to the next one, you will need to gather enough fuel to power up the jump drive and at the same time collect credits and resources to craft items and upgrade your ship,” says its makers.

“The mix of persistent progression (blueprints and personal wealth) and temporary progression (crafting and equipping your ship during a run) combined with an ever-changing universe and a rewarding story will make you want to start over again and again to eventually reach your final destination.”

Rockfish are looking at October 2016 to launch Everspace, and are currently a few weeks into their Kickstarter funding. The team have a funding goal of €225,000, and are over halfway there as I write this. (For our Amerifriends with translatlantic brains, that translates to roughly $209k of $258k.)

37 Comments

  1. marano says:

    It looks pretty damn good to be honest O.O

  2. Skeletor68 says:

    If it can scratch a Freelancer style itch then I’m a happy spaceman.

  3. Premium User Badge

    BlueTemplar says:

    Space Porn? Space Slug tits or GTFO!

    • Kollega says:

      No hot and steamy pictures of gas cloud intellegences, no sale.

  4. Cinek says:

    I found it randomly browsing through Kickstarter one day… backed it instantly after watching all of the videos. It feels like a modern-day Freelancer (some of the locations look almost like copy-pasted from Freelancer, but with much, much better graphics), only focused more on combat than all the other stuff.

    Insta-buy for me, as I spent dozens of hours playing Freelancer in both: single and multi.

    Game looks delightful, I love the arts style, I love how you can “feel” the power of weapons through the combination of camera shake, sound and visual effects, I love how great does the damage model look like… really can’t wait for getting my hands on it and playing the crap out of it, hehehe

    • Metalfish says:

      More freelancer is pretty much all I ever wanted.

    • utestemme says:

      And then they go ahead and hide this behind a stretch goal that is nearly 2.5 times as large as the original asking price. Screw these greedy bastards!

      • utestemme says:

        Eh, quotation fail on my part. Anyway:

        We will support gamepads and joysticks if you unlock the respective stretch goal

        • Rockfishgames says:

          Also, please bear in mind stretch goals are not priced per feature but as a total sum! Full support for HOTAS & gamepad controls is €100k and after KS fees, costs of physical rewards incl. shipping we have about €70k left to write a plug-in for UE4, test and tweak for different hardware and implement menu navigation.

          • muminap says:

            Still, it doesn’t look like it’s gonna get funded (hotas & pad support), which is kind of deal breaker for me. I can’t imagine playing this game with mouse. Oh well, maybe it’s better that my hype balloon was popped this soon :)

  5. Nice Save says:

    “you will need to gather enough fuel to power up the jump drive and at the same time collect credits and resources to craft items and upgrade your ship”

    ^ This combined with the fact the developers are coming from mobile makes me worried it migt turn out to be grindy or micor-transactiony.

    The rest looks good, so hopefully that isn’t the case.

    • Rockfishgames says:

      No worries, one of the main reasons we left mobile gaming behind was the market shift to F2P! EVERSPACE will have NO micro transactions. Pay once, play for EVER!

      For more check out the FAQs on link to kickstarter.com
      and our podcasts:
      link to youtube.com
      link to spacegamejunkie.com
      link to bit.ly

      • Kollega says:

        Good on you, guys! It’s all too often that we see devs abandoning their artistic integrity to rake in some filthy microtransaction lucre, and it’s great to see a dev team voluntarily refusing said filthy lucre to make a better game for the players.

      • kael13 says:

        You guys made Galaxy on Fire 2, as well right? For an iOS game, it was rather pretty.

        To readers; I recommend clicking through to the Kickstarter page. The project looks pretty impressive.

  6. karthink says:

    As pretty as this looks, I do not get the appeal of dogfighting in space games at all. I say this as someone who played Freespace 1/2 to completion back in the day.

    It’s similar enough to a shooter in that it’s about lining up a cursor with a moving point on screen, but (i) I lose all spatial awareness after two minutes of weaving about, and (ii) there’s no terrain to make maneuvering interesting. It’s like the 3d equivalent of deathmatch on an open featureless plane.
    (Maybe the former issue can be fixed with VR?)

    • EhexT says:

      That’s the problem with having guns aiming at the mouse cursor instead of a fixed point in front of the ship. There is simply far less depth to that combat system. And it’s not like you have to do that if you want mouse controls. Countless games, most obviously Privateer 2, have proven that you can do fantastic mouse controls AND a combat system with fixed guns that gives you more depth than magic gimbals.

      • Asurmen says:

        Not sure if I’m missing the point, but karthink was talking about Freespace and not Freelancer. Freespace is fixed guns, Freelancer is gimballed. He’s saying anything dogfighter in space lacks appeal.

        • karthink says:

          No, you’re right. It’s space dogfighting on the whole that I don’t see the appeal of. (I haven’t actually played Freelancer or any game with gimballed weapons.)

          I have been playing Kerbal Space Program of late, though, and that thing is just riveting; it has a vice-grip on me. If someone can make a space combat sim with KSP’s mechanics and magically keep the learning curve from becoming a cliff… now that would be my dream space game.

          • Zenicetus says:

            The closest I’ve seen to that is Independence War 2. You might want to give that a shot (I think it still runs on current Windows?).

            It’s not full-on Orbiter or Kerbal Space Program physics, but the design goes further into Newtonian combat tactics than anything else I’ve played. It doesn’t have the same ridiculous speed caps all these other games have (including the new AAA stuff like Elite:D and Star Citizen), while at the same time providing a flight assist that makes it manageable, and not the nightmare it would be to target and shoot something in Orbiter or Kerbal.

            The main drawback (aside from dated graphics) is a very linear campaign and somewhat hackneyed main story, but it’s still a lot of fun.

            I wish Elite or Star Citizen had adapted IWar’s spaceflight model and combat design. They would have been better games, instead of “let’s pretend we’re doing WW2 air combat” like every other goddamn game out there.

          • Asurmen says:

            Because it’s a terrible combat system against humans.

  7. Kollega says:

    This actually looks like something I would want to play. Beautiful graphics, breezy combat, simplified controls… I can dig it. And according to the KS page, the customization looks cool too. The only thing I can wish for, as Nice Save mentions, is that it doesn’t have any microtransactions.

  8. SuicideKing says:

    I liked:
    – that combat has a FreeSpace vibe to it
    – those space dust effects
    – all the graphics
    – that asteroids didn’t seem to pop in.

    I disliked:
    – beam turrets on fighters. As a FreeSpace fanatic I can’t get behind this idea. :D

    I’m concerned about:
    – how it’ll play with a joystick
    – them getting sued by the Everquest people.

    I wish:
    – RPS would keep pestering Voliton about re-aquireing the FreeSpace license and making FreeSpace 3. It is the One True Space “Sim”.

  9. Kraosdada says:

    good old Thermal Fusion guns? i loved those things in GoF2! The one they show seems to be a Maxheat o20, although it is unlikely unless they were in the same verse.

  10. AyeBraine says:

    It would be so cool if somebody implemented “realistic” space fighter explosions. Meaning, made explosions continue forward in a cone or a similar strange shape. Ideally, with a deadly shrapnel cone that has the blast wave velocity plus ship velocity. And shotguns into capital ships. Right now they just instantly lose all momentum and transform, also instantly, into completely static, very cartoony fireballs.

    I understand that space sims have to be “dogfighty” and that’s cool, but from the visuals side, you can implement as many “realistic” things as you want. So, for example, unrealistic fiery explosions, but with weird dynamics of an ultra-fast ship exploding (again, I can’t imagine how would this look without air resistance to slow down debris and burning gas/fuel? a forward-oriented vortex/cone/donut?)

    • JazzTap says:

      +1 to this. I do wish there were more hard sci-fi space games. (That aren’t necessarily centered around a design-test-redesign loop – too much like work, that, – nor set in the present-day.)

      The consequences of classical physics in the absence of air resistance are more intriguing than I’d realized offhand. I have previously, briefly contemplated the potential insight yielded by a 4X (or fortress sim!) with an FTL mechanic that’d actually take relativism into account.

      (No, I haven’t tried that RTS with working time-travel. I suppose I shouldn’t let fiddliness be an obstacle.)

  11. DaedricShadow says:

    Too much missile guidance, IGN 0/10

    • Rockfishgames says:

      Eh, what’s wrong with homing missiles in a science fiction space game? What would you expect?

      • SuicideKing says:

        Usually there’s a requirement to keep the reticle on screen long enough to allow the missile to lock, and if the target goes off-screen then you lose lock.

        It seemed not to be the case in the video, hence DaedricShadow’s comment (I think).

        • Rockfishgames says:

          Target lock is actually in there already but at this point in production nothing is properly balanced. Also, missiles are a consumable weapon so you need to find a blueprint first and craft them with resources you find in-game which make them precious.

  12. Christo4 says:

    I have a question to ask. Why is it that, in every space game, you gotta always turn around in order to get to the enemy spaceship that’s shooting you from behind?
    I mean, it’s space, the ships don’t have the limitations of the current aircraft.
    Why don’t they shoot rockets backwards at who is shooting at them, or why don’t they put the thing on auto-pilot with evasive action and allow you to shoot at the enemy spaceship in a backward turret? Or make the AI do it.
    Also, all encompasing shield are always meh. They should make shields cover some spots and also have some weak spots depending on the type of vessel and if you go past a part of shield then you can damage those engines, weapons or whatever electronics are there.

    • Rockfishgames says:

      Well, EVERSPACE is not meant to be a space sim but an arcady space shooter. So it was a game design decision. However, if we had gone for Newton-correct physics a backfiring turret would have quite a challenging impact on the flight behaviour and to answer your question about shields: our shields are so smart in combination with the ship’s sensors that the energy is automatically directed to deflect the strongest impact!

      • Christo4 says:

        Well, if it’s automatically directed to deflect the strongest impact then the other impacts that come from other sides, say strongest comes from the front and you have another coming from the back, well then you have a problem.
        And i’m not sure shield emmiters would work that way, but hey it’s sci-fi(fantasy) so do what you want it just seems weird to me that shields don’t have any weakness. It’s like armor and each armor has a weakness, i just fnd shields a kinda poor design when they cover EVERYTHING and are the same power no matter where the ship is hit but i guess it’s just a gripe of mine.
        Even in arcadey shooter i can’t see why it’s hard to have a turret turn or a rocket that is fired backwards as long as you can customize them, but i can kinda understand it from a gameplay perspective.

  13. Psychomorph says:

    Another colourful space game with magical looking weapon effects.

    When will this stop?

  14. kud13 says:

    That first bit of music sounded VERY Freelancer. That is a good thing.

    This is certainly somrthing I’ll look into helping to crowdfund. Of all the space sims we’ve had pitched at us recently, only this catches my interest. (along with Limit Theory but for totally diff. reasons)

  15. racccoon says:

    Its does look better than Star Citizen as its has developed a good graphical concept which nice a pleasent on the eyes.
    My only beef is the video of gameplay isn’t that exciting I kind of get very bored if you can’t do anything else but dog fights, also it looks like the physics are more earth flight sim than a space sim, but, graphically they win so far! so lets see what else they bring into the game as it needs more added into it.