Final sprint for EVERSPACE 2 Kickstarter!
For the final sprint of the EVERSPACE™ 2 Kickstarter, the most ambitious video game crowdfunding campaign of the year, independent developer ROCKFISH Games is releasing two more comprehensive vlogs on NPCs, alien life forms, and the open game world featuring a mix of persistent and procedurally generated locations, as well as brand new planet surfaces to explore.
The Kickstarter campaign for EVERSPACE™ 2, the new open-world space shooter from independent developer ROCKFISH Games, is entering its final sprint at 78% funding of the financing goal of 450,000 EUR, ending on November 4 at 11:59 pm CET / 3:59 pm PST:
In these last two vlogs of the campaign, the Hamburg-based studio gives insights into the new open-world game mechanics and its quite bizarre inhabitants. In the full version, there will be at least eight star systems, each divided into zones with differing threat levels and featuring numerous hand-designed locations to discover, between which players can travel freely. Further surprises await daring space pilots in the form of procedurally generated locations styled after those in the first EVERSPACE title, offering even greater variety for player pilots.
The combination of fixed, hand-designed and procedurally generated locations and events with ingenious design rules offers the best possible gaming experience while allowing a vibrant and stunningly beautiful game world with countless trading stations, shipyards and secret locations in a visual quality that is not possible with purely procedurally generated game worlds. ROCKFISH Games also responds to the community's desire for more fantastic life forms in EVERSPACE™ 2 with a variety of extraterrestrials. Due to the positive response of the fans, further creative rewards were added to the Kickstarter campaign to help with the design and naming of these exotic flora and fauna.
One of the biggest fan wishes to be able to fly down to planet surfaces is now also fulfilled in EVERSPACE™ 2. Planetary levels are designed by hand for maximum visual quality and gameplay control. Differences in gravity and air resistance as well as new types of enemies put the skills of pilots to the test, and provide further variety before players tackle new missions on ground stations, equip their ship or trade. Furthermore, the visual quality and level of detail of the predecessor's established NPCs coming back to the series have been significantly improved by means of a fundamentally new texturing process and with the help of leading external studios including Volta, Streamline Studios and Liquid Development.