Video Game / Naev

Naevnote  (previously NAEV, or Not Another/Neutron Accelerated Escape Velocity, depending on who you ask) is an open source Escape Velocity clone, set in an After the End scenario in which the the sun has exploded in an event known as "The Incident" and created a vast, impenetrable nebula. With the loss of Earth, The Empire (founded out of The Federation) is shattered, unable to keep the Houses under control. Now it's every man for himself as Space Pirates run rampant despite everyone's best efforts.

Currently in development (a playable 0.7.0 beta build is available for Windows, Mac, and some Linux distros), as is this article. To get more exposure, in September 2012 it was added to Steam Greenlight, and in July 2017 Naev was released on Steam.


Naev provides examples of:

  • After the End: After a massive incident in Sol system.
  • All There in the Manual: Wiki and forum, mostly.
  • Apocalypse How: Sol suffered Stellar/Physical Annihilation in the backstory, with Planetary/Total Extinctions and Partial Extinctions to most other planets in systems within the blast radius. Ouch. Plus the plagues on Sorom.
  • Arbitrary Maximum Range: Projectile/energy weapons fade out, missiles presumably run out of fuel... yep, limited ranges all around. Justifiable with everything except kinetic energy weapons like gauss guns.
  • Attack Drone: House Za'lek doesn't have the manpower to waste on the classic Space Fighter, or otherwise find them wasteful. Or something. So instead, they use squads of small attack drones. Also, the Collective.
  • The Battlestar: Since, similarly to Escape Velocity, you can mount a fighter bay to any ship provided it has enough computer capacity and an empty equipment slot of sufficient size, the biggest, most dangerous ship of every faction tends to be this.
  • Beam Spam: Possible with beam weapons, which hit instantly. These tend to have quite short range, so it's not exactly wise to use a pure beam outfit.
  • Big Bad: House Proteron. They're the Empire's one of three Grand Experiments (the other being House Za'lek and House Thurion) on new forms of government that went TOO successful, resulting in a faction that is trying to take the Empire over, after it starts viewing the Empire's shrinking due to House Dvaered and Sirius emerging as the sign that the Empire's time has ended and they, as the ultimate form of government, need to take over. They sabotaged the Sol Hypergate in an attempt to link it to their gate instead so they can launch the invasion right onto Earth, but end up causing the Incident. This being said, the plan is that eventually the player character will be able to help them take over the Empire, assuming you want that.
  • Bio-Augmentation: Soromid's drastic answer to The Plague. Eight out of ten who underwent the augmentation died prior to the breakthrough
  • Boring, but Practical: The Quicksilver qualifies. Few weapon options, but some amazing passive bonuses. It saves 25% on jump time, and it's fast in-system once you have the Zephyr II drive and two stabilizers, and there's still room for a cargo pod. The time saved means that even most "emergency" cargo deliveries become a breeze, and you can run away from most fights.
  • Brain Uploading: House Thurion.
  • Church Militant: House Sirius. They're not zealous fanatics (and in fact have a fairly healthy cultural elite) but, as the wiki puts it;
    "To the Sirii, faith is what air is to other people. You don't see it, you don't pay attention to it, you often don't even think about it. But without it, you can not live."
  • Death World: The world of Sorom seemed pretty hospitable at first... but it would constantly throw bigger, badder and more lethal variants of The Plague at it's inhabitants, until one day, The Big One came along. It seemed like nothing could cure it. To prevent this extremely infectious airborne disease from spreading offworld, The Empire enforced Lockdown and wiped out the spaceports from orbit, preventing any and all ships from landing or taking off. The people who would become the Soromid only survived thanks to a breakthrough in LEGO Genetics that allowed for Bio-Augmentation of their immune systems. And then The Incident sterilized it. Oops!
  • Determinator: The Soromid:
    "Sorom was caught in the blast and was rendered sterile. But elsewhere in the galaxy, the Soromid persisted. All Soromid knew the history of Sorom, and they would not suffer to be destroyed, no matter what the universe threw at them."
  • Earth That Was: Earth was incinerated during The Incident.
  • The Empire: Subverted, as the Empire seems to be the stablest and nicest government in the setting.
  • Fan Sequel / Spiritual Successor: Meant to be what Escape Velocity 4 might have been if Ambrosia Software hadn't stopped making games.
  • For Science!: House Za'lek and the Soromid. House Za'lek are just nerds scientists who spend all day arguing about what to do next. Soromid had a choice: For Science!, or The Plague would wipe them all out; it was a slow, certain death, or a Million-to-One Chance.
  • Future Imperfect: An archaeologist in one sidequest theorizes that a skateboard might be a religious artifact.
  • Game Mod: The game is quite moddable, and while there are very few mods yet (in addition to the relatively obscurity of the game there is the fact that it is an open-source fan game in development — stuff that might have been mods for other, basically finished games have a decent chance of just ending up in the official game), that doesn't mean there aren't any (though, obviously, even less finished than Naev proper). Nox Imperii, for example, is set in an expy of the Flandry setting and features a mostly randomly-generated universe.
  • Gatling Good: Several types of Gatling weapons, most of which are quite useful in combat. A decent build for the Pacifier destroyer is two Mk 3 Laser Turrets and a Turreted Vulcan Gun.
  • He Knows about Timed Hits: Many NPCs in bars mention keys, as if they used the same keyboard as the player to control their ships.
  • Hyperspace Arsenal: The equipment that isn't currently mounted will follow the player around, without even a weight penalty. However, without an easy way to switch equipment back and forth, the game would be less fun. The following NPC line lampshades it:
    "Your equipment travels with you from planet to planet, but your ships don't. Nobody knows why, it's just life, I guess."
  • Hyperspace Lanes: As in Escape Velocity, hyperspace travel is restricted to explored links between nearby systems. Naev further restricts travel to jump points, whereas in EV you could jump anywhere in a system as long as you were far enough from the center.
  • Hyperspeed Ambush / Hyperspeed Escape: Made respectively less and more complicated by the fact that you have to jump at specific jump points, which act as choke points.
  • Klingon Promotion: Combined with retirement. Dvaered Generals take a small contingent with them when they retire and become a Warlord governing one or more planets that they 'acquire' themselves, usually by knocking off an existing Warlord.
  • Legacy Character: The Kestrel appeared in Escape Velocity and EV Nova, and now in Naev.
  • Lightning Bruiser: Averted. Cruisers are powerful but slow, fighters are fast but weak, and corvettes/destroyers are close to average everywhere.
  • Macross Missile Massacre: The Ancestor bomber is meant to do this: with space for 4 launchers and 50% bonus to ammo capacity and launch rate, it's a surprisingly deadly "small" craft. However, it's the slowest small craft, too.
  • Mistaken for Profound: One exchange in a bar:
    "It's one of life's great mysteries, isn't it?"
    "What? No, I mean why are we in here, in this bar?"
    • The last sentence is a Wall breaker, too: it hints at the player's actions that made the player character enter the bar.
  • More Dakka: Most of the kinetic weapons (mass drivers, miniguns). Many other weapons (lasers etc) fire several times per second, too - leading to an energy equivalent of this rather than Beam Spam.
  • Multi-Platform: PC, Mac, and most Linux distros.
  • Multiple Endings: Not currently, but the plan is that once the campaigns for the major factions are in properly (as of December 2015 only part of the Empire campaign, and much smaller parts of the FLF and Dvaered ones are), they'll be mutually exclusive after a cut-off point, leaving the galaxy looking differently depending on which faction you joined up with. The stories are supposed to be mostly separate from one another (with Empire/Proteron and FLF/Dvaered being exceptions as having mostly the same basic story as the other side of the pair, but from a different perspective and with a different outcome), although this is hampered by the interconnectedness of the setting and the intended plans for some of the factions (everyone would have to at least acknowledge the Proteron invasion, for instance).
  • Proud Warrior Race Guy: House Dvaered. They were originally workers, miners, outcasts and low-ranking soldiers fed up with how things were being run, so they rebelled until they were acknowledged and given what they wanted. Now they fly around in bright red ships and start fights. Usually when it's least convenient for you.
  • Red and Black and Evil All Over: Pirates.
  • Required Secondary Powers: Most components need both power and CPU time. The main power plant provides both, and there are several different to choose from: some provide good shielding but poor power and CPU, some provide good CPU power, and a third line provides more power. A secondary line of powerplants provides more of everything but is much heavier, and you need more powerful thrusters to move more mass at an acceptable speed.
    • In a more literal sense, you can buy secondary power plants, should you meed more power than what your primary power plant provides. However, these are slaved to the main computer and take CPU.
  • La Résistance: The Frontier Liberation Front is a militant, illegal (but with suspected backing from at least some individual Frontier governments) group aimed at trying to keep the Dvaered from taking over the Frontier. The Dvaered could have crushed the FLF and overrun the Frontier anyway without a miracle for the FLF, but in-fighting and manoeuvring within the Dvaered High Command have kept the Dvaered from properly focusing on it (as every general wants to be the one to benefit the most from the conquest). There may be other reasons as well, but those are intended to be revealed in the FLF campaign.
  • Sci-Fi Writers Have No Sense of Scale: The aforementioned Kestrel, a cruiser, has 700 megajoules of shielding. That's approximately the amount of energy released by burning five gallons of gasoline.
  • Sealed Evil in a Can: House Proteron. They're cut off from the rest of the universe by the Incident's nebula, but since they posses a functioning hypergate, the appearance of newer hypergates leads to the can being unsealed. House Thurion doesn't count since they can get in and out of the nebula just fine, due to their superior armor and shield technology designed to withstand the nebula's condition. They only isolate themselves out of the need for secrecy.
  • Shout-Out:
    • Arrakis in the Dune system, as well as Caladan.
      • Arrakis lampshades itself: the landing description notes that the locals are all talking about sandworms for unknown reasons.
    • Also, a planet called Praxis, belonging to the local proud warrior culture.
    • Like EV and Elite before it, the first two combat ratings are "Harmless" and "Mostly Harmless".
    • Dialog in the bar, mentioned above, is almost direct quote from RedVsBlue
  • Sleeper Starship: The means by which the Frontier was colonized, in the First Growth. This is the main reason for the Frontier being a relative backwater, as without the convenience of hyperspace the First Growth colonizers could only rely on telemetry in the Solar System, leaving most of the twelve successful colonies (there were twenty ships sent out, one blew up, two veered off course, three disappeared and two arrived but their destination planets were later found to be barren and without human life) on harsher planets with less resources than those of the hyperspace-allowed Second Growth.
  • Space Is Cold: Averted. Management of weapons heat is part of combat. As your weapons heat up, they lose accuracy, and when an outfit or weapon maxes out in heat, it fails and has to cool off. Weapons and outfits transfer heat to your ship, which radiates it into space. The hotter your hull gets, the more visible you are (which plays out as enemies shooting at you more). You can enter a rapid cooldown mode if need be, which radiates all your heat at the cost of you being immobilized for the duration.
  • Space Is Noisy: Very noisy. If you can't hear gunfire at any given moment, then you're either in the starting systems or the Nebula.
  • Space Friction: As with Escape Velocity we'll have none of that Space Is an Ocean nonsense, thank you.
    • Downplayed. You can drift in one direction with thrusters off, but to maintain full speed you need to maintain thrust. (Let go of the accelerate button, and you'll slow down a little and then stay at that speed.)
  • Space Pirates: Complete with black and red spaceships and pirate talk... and Suicidal Overconfidence. Arr matey!
    • In the pirates defense: Yes, they attack everything in range, even if it a huge cruiser. But they do break from combat if they get down to around 30% hull. They then fly to the nearest jump point to escape.
  • Super Soldier / Übermensch: Soromid don't exactly get along too well with the rest of humanity due to their enhanced capabilities and appearance. Or more accurately, the rest of the galaxy doesn't get on too well with the Soromid. The Soromid could care less.
  • Unfortunate Names:
    • One randomly chosen name for pirate targets in bounty hunting missions is "The Horrible Mustache".
    • A funnier one is The Delicious Mustache.
    • One nonrandom example: Pilot T. (Target?) Practice.
  • Wide Open Sandbox: Continuing the tradition from the series that inspired it.
  • Xtremely Kool Letterz: An interesting visual variant, the title "naev" is written in a way which would look the same after a 180° rotation.