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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/everspace.jpg]]
2[[caption-width-right:350:Just another day chillin' with the Okkar.]]
3
4''EVERSPACE'' is an arcade 3D spaceship simulator/roguelike game with procedural environments developed by Rockfish Games (creators of the ''VideoGame/GalaxyOnFire'' series). Also, get ready to die, ''[[NintendoHard a lot]]''. It's essentially if ''VideoGame/FTLFasterThanLight'' was in 3D and you could actually control your ship. The two games in fact have incredibly similar mechanics; roguelike elements, a sector map that you jump from point to point through to get to the gate at the end, pursuing enemies that dog you if you linger too long and a sense of progression and reward.
5
6In the distant future, the Colonials (consisting of mankind and a few other species) entered an uneasy truce with an alien race called the Okkar. The Colonials and the Okkar had found themselves evenly matched, and fought an extremely destructive war over the resource-rich Cluster 34. To enforce the truce, a demilitarized zone was established between Human and Okkar space. This demilitarized zone is off-limits to Colonials, with the exception of the single human corporation that secured mining rights. The player is a pilot trying to make their way through this demilitarized zone, which is effectively a lawless place full of outlaws, hostile aliens, and lots of riches.
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8''Everspace'' was originally developed for Platform/MacOS and Platform/MicrosoftWindows. It has since been ported to [[Platform/{{UNIX}} Linux]], as well as the Platform/PlayStation4, Platform/XboxOne, and Platform/NintendoSwitch consoles.
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10A Website/{{Kickstarter}} campaign for ''VideoGame/Everspace2'' [[https://www.kickstarter.com/projects/rockfishgames/everspace-2 began in 2019]] and entered early access on January 18th, 2021.
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12!!This game contains examples of:
13
14* AdvancingWallOfDoom: The Okkar forces that are following you catch up after you've been in a sector for a while, and will continue to deploy powerful Okkar units until you jump to the next zone. Wait long enough, and a Colonial warship will jump in: it cannot be destroyed with any weapons accessible to the player, and its firepower is so overwhelming that, unless the player immediately turns tail and jumps to the next system, they ''will'' be destroyed.
15* ArmorPiercingAttack: Some weapons ignore shields and directly damage the hull, such as plasma fire and corrosive missiles.
16* AsteroidsMonster: Splitters, as the name suggests, split when the original is destroyed, creating several weaker copies which must also be shot down.
17* AttackDrone: Drones are commonly used by all factions, yours included. There are specific anti-drone weapons and drone-only attacks.
18* BanditMook: Outlaws Cargo Thieves can steal your resources. Killing them releases all the stolen goods.
19* BalancePowerSkillGimmick: The four player ships firmly fit:
20** The Interceptor is the balanced, middle-of-the-road option with average speed, hull, energy, and item capacity.
21** The Gunship has the most amount of hull and weapons and consumable slots with the ability to use turrets, but has the slowest engine and can't use regular shields except a temporary Front Shield Generator.
22** The Scout has the fastest engines with upgradable sensors for evading enemies and gunfire, but the lowest amount of hull and energy and lower item capacity.
23** The Sentinel has average hull and engines, but the lowest amount of weapon slots. In return, it has the highest energy capacity and regen with the highest amount of device slots.
24* BoringButPractical: Stasis missiles are unspectacular because they do zero damage. However, they can disable an enemy ship for 8 seconds, leaving it vulnerable to your onslaught.
25* BossArenaIdiocy: The battle against [[spoiler: Admiral Gorc's Colonial Warship would be unbeatable if Gorc showed tactics befitting an Admiral. Instead of swarming you with his endless squadrons of cloned Okkar fighters, he sends two at most to harass you, while he shifts power from his unbreakable deflector shields to a slow-firing WaveMotionGun that can be blocked with [[RockBeatsLaser a single asteroid]]. Especially foolish since he first activated his shields in response to you surprising him with a nuclear missile silo, and it takes five total nuclear strikes to bring him down]].
26* BottomlessMagazines: All primary weapons have unlimited projectiles, even ballistic ones. However, you'll eventually exhaust all your energy, forcing you to release the trigger button and let the energy core replenish itself.
27* BulletTime: The Time Extender, which boosts the pilots reflexes to superhuman levels for short periods of time.
28* ChargedAttack: The Shock Rifle does pathetic damage when fired, but if you charge it first, the damage unleashed will be many times more powerful. The [[ShotgunsAreJustBetter Scatter Gun]] can also be charged.
29* CasualDangerDialog: You and HIVE will sometime delve into this while under fire from enemy attacks.
30* CoolGate: The jumpgates that link the sectors that form the demilitarized zone.
31* CosmeticAward: Defeating some ships will award you with a new color for your ship.
32* DamageSpongeBoss: Carriers and frigates have a huge amount of health, lots of weapons/drones, and other gimicks, but as a tradeoff are easier to evade.
33* DeadlyDodging: An effective way to get neutral parties to fight for you. Lure enemies to G&B ships and duck behind them at the last second. The enemy fire will hit the G&B ships and will cause them to go hostile toward your enemies.
34* DeflectorShields: The Interceptor, Sentinel and the Scout come with a shield, but not the Gunship. Shields recharge over time as long as you don't take any hits. If the shield is fully depleted, it will shut itself down before recharging again.
35* DiscOneNuke: The [[spoiler: ARC - 9000]] can be found early on if the player gets lucky with drops and spawns, which will allow them to take down almost any of the earlier ships in one hit.
36* TheDragon: [[spoiler:Seth Nobu, to Admiral Gorc.]]
37* EarlyGameHell: It's easy to die early on with a barebone ship, little loot and a very unlucky jump in an extremely dangerous sector.
38* EffortlessAchievement: You get achievements for things like finishing the enemy-free tutorial, or for [[NintendoHard dying]].
39* EnergyWeapons:
40** Energy weapons are available along with ballistic weapons. Energy tend to be more effective on shields.
41** Lasers can be fired in bursts or in long beams.
42* EliteMook: When you see a skull symbol hovering over a ship, prepare to face a badder, stronger and sturdier enemy than usual.
43* ExpendableClone: Zigzagged. The player character has his memories uploaded to a new clone body upon death. On the other hand, when he comes face to face with his original, who had hoped to transfer his own mind into the clone body to avoid dying from slow, incurable poisoning, he sees the clone has developed an independent mind and gives the clone the means to continue his existence while he himself dies peacefully.
44* FalseFlagOperation: [[spoiler:Admiral Gorc's plan; to unleash a horde of subservient cloned Okkar on Colonial space and provoke retaliation, allowing him an excuse to exterminate the Okkar.]]
45* FantasticCasteSystem: The Okkar follow a very hierarchical caste system where every individual's destiny is chosen at their birth: servant, warrior, cleric.
46* FasterThanLightTravel: All ships are capable of going faster than light. All you have to do is to aim at the jump coordinates. This will jump you to next zone and at the end of all zones, you need to connect to the [[CoolGate hypergate to jump to the next sector]].
47* FinalBossPreview: [[spoiler:The Colonial Warship that [[StalkedByTheBell attacks if you linger through the Okkar attack waves]] is being captained by [[BigBad Admiral Gorc]], and you take the fight directly to his ship in the final confrontation.]]
48* FlashStep: Teleporters work this way by teleporting the player forward. It can only be used by the Scout.
49* FragileSpeedster: The Scout ship. Less hull strength, a weaker shield, but faster and able to equip teleporters. With the right weapons and mods, the Scout can turn into a GlassCannon, like using the Shock Rifle for outgunning enemies and cloaking/teleporting to evade them.
50* FunWithAcronyms: Your AI buddy the HIVE: Human Interface Virtual Entity.
51* GatlingGood: Available as wing-mounted cannons or as a turret. Gatlings are good against hulls but weak against shields. Your starting ship carries two of them as part of its basic loadout.
52* GeneralRipper: [[spoiler:Admiral Crin Gorc, the BigBad, who wishes to reignite the Colonial-Okkar war in revenge for the death of his family.]]
53* GlassCannon: Drones are powerful, but have no shields, so they go down easily to a light missile or sustained gatling attack.
54* GunshipRescue: You can launch a distress beacon and G&B ships will come to aid you. [[HoistByHisOwnPetard Of course, they will attack you if you've pissed them off in the past.]]
55* HomingProjectile: Most missiles will follow targeted ships unless they are shot down, avoided for a time, or completely miss. Missile turrets for this reason are particularly lethal. [[NecessaryDrawback If you take the Beeline subroutine, enemy missiles will never lock on to you. Unfortunately, your own missiles will never home either.]]
56* HyperspeedEscape: The player has this option to get through each sector to reach the jump gate. However, some areas feature a jump suppressor (a spinning device hidden somewhere in the map, or if the player is ''very'' unlucky, on a capital ship such as an Okkar corvette or Outlaw drone carrier) that must be hacked and disabled before moving on. If a Colonial Warship jumps in and the player hasn't moved on, this is the ''only'' option the player has; engaging a Warship is suicide as it cannot be destroyed and will annihilate you in very short order.
57* InterfaceScrew:
58** Should your sensors get damaged, you will lose all the useful user interface icons indicating where to find loot and where enemies ships are. On top of that, your vision will get blurry, if not downright glitchy.
59** There's a type of hostile drones that does nothing but disable most of your HUD elements for as long as they're active. Needless to say this is ''not'' helpful in the heat of battle.
60* InterchangeableAntimatterKeys: Access keys are dropped from destroyed [[EliteMook Elite ships]]. They can open any door or locked crate, in different ships, in different sectors.
61* ItemCrafting: Once you acquire blueprints, you can craft various equipment and weapon upgrades.
62* JackOfAllStats: The Colonial Interceptor. Its specs and performance are average compared to other ships and it doesn't excel in any particular area.
63* JerkWithAHeartOfGold: The AI instructor for your ship has a supercilious, critical personality, but it can and will compliment you when you do well. (Sometimes.)
64* KillItWithFire: Plasma throwers spit flames of hot plasma, bypassing shields altogether.
65* LimitedLoadout: Your weapon and device slots are limited depending on the ship you use. You can upgrade the number of slots with perks.
66* LizardFolk: The Okkar are described as space reptilians.
67* MacrossMissileMassacre: Missiles are usually more devastating on hulls than shields. The Seeker Missile Battery in the expansion can fire multiple ones simultaneously. All ships can install it except for the Scout.
68* MagneticWeapons: The Coil Gun fires projectiles magnetically.
69* MegaCorp: Grady & Brunt Prospects, G&B for short. The corporation is so vast and powerful that mining operations and colony efforts wouldn't be possible without them.
70* MightyGlacier: The Gunship. More armor and heavier weapons than the other ships, but lower on speed and agility and lacks shielding (it can equip a frontal shield, but its usefulness is debatable.)
71* MirrorMatch: The Adam Roslin you're playing as occasionally crosses paths with other clones of Adam Roslin in the same type of ships you're piloting, which almost always results in a battle to the death [[spoiler:since both Adams need the DNA fragments in the other to fix their genome]].
72* MookMobile: Enemies ships aren't sophisticated as yours. However, they come in far greater numbers and their weapons, drones and equipment should not be underestimated. Some are even [[EliteMook ace pilots]].
73* MySpeciesDothProtestTooMuch: [[spoiler:The DLC adds a wandering Okkar trader. He didn't like [[FantasticCasteSystem his predestined job as a servant]] and [[TheExile exiled himself in the DMZ]].]]
74* NecessaryDrawback: Some Glyphs and Subroutines will provide you with a perk, but will penalize you in some way.
75* NegativeSpaceWedgie: Some nebula you run into will have strange effects on your ship, like disabling your sensors.
76* NeutralNoLonger: G&B are indifferent to your fate and will only defend themselves when threatened. With a specially acquired glyph however, they will always be hostile to the Okkar.
77* NintendoHard: The game is a rogue-like and is veeeeery difficult, even on the easiest difficulty. Expect to die and respawn a lot. It's not unusual for enemies to absolutely swarm the player upon jumping into a new sector, with multiple Bombers, Marauders, Scouts and other enemies ganging up on the player along with Webber drones and missile turrets. Lampshaded by the "Welcome to Everspace" achievement, which has the simple requirement of "Die."
78* NoSocialSkills: Adam is described as this. He is shy and isn't good with people, preferring to focus on his studies. This got him bullied by his peers back at the academy.
79* NotAfraidToDie: Played with. The protagonist is not afraid to die, because they are cloned and have full memory of the last run after each death.
80* OldSchoolDogfight: You need to fly close enough to the enemies to fire your weapons, although some weapons can pick up targets well outside of visual combat range, such as the shock rifle.
81* {{Precursors}}: [[spoiler: The Ancients, a precursor race of the Okkar who achieved "enlightenment".]]
82* TheParalyzer:
83** Webber drones can immobilize your enemies for easy picking. Unfortunately, so can enemy ships.
84** EMP Generators disable all ships in an area for a limited time.
85* PinataEnemy: Destroy enemies and they'll drop all manner of resources, including credits.
86* PureEnergy: Ancient Wardens and Splitters have no hull, only shielding.
87* RammingAlwaysWorks: You can destroy enemies by ramming them, if you have sufficient resources to repair your ship afterwards. You can even earn an achievement for ramming a certain amount of drones.
88* RandomDrops: Loot from containers and destroyed vessels is random. Playing at higher difficulty or having the proper perks will increase the chance of better loot drops.
89* ReluctantMadScientist: Adam Roslin, who was [[spoiler:blackmailed by Admiral Gorc into making a clone army of Okkar for his FalseFlagOperation plan, and the father/original DNA source of the cloned protagonist.]]
90* RegeneratingShieldStaticHealth: In full effect. Shields automatically recover after not being damaged for a short period of time, but hull integrity and systems require nanobots or other resources to repair.
91* ResourcesManagementGameplay: You need to decide which limited resources will be used for what: cash, nanobots, scraps, etc, don't grow on trees.
92* RewardingVandalism: You get prize money for destroying a certain amount of floodlights and fuel depots.
93* RidiculouslyFastConstruction: You can craft anything instantly on the fly, all from the comfort of your pilot seat. It's possible HIVE does all the crafting for you. Either way this is a good thing, otherwise you'd be dead very soon.
94* SceneryDissonance: The environments you fly into are very beautiful. Too bad some of them have shipwrecks from the war, planets' remains and brutal combat takes place everywhere you go.
95* SceneryPorn: Lots of it, making it a gorgeous space game.
96* SentryGun:
97** To compensate for its lack of shields, Gunships are the only ships capable of using turrets. The turrets will target and fire at any hostiles automatically. They come in [[GatlingGood gatling]], [[EnergyWeapons laser]] of [[MacrossMissileMassacre missile]] flavors.
98** Enemy turrets are stationed on starbases, wrecks or around asteroids. They will make your life miserable.
99* SprintMeter: Your ship can boost its speed, but this drains your energy reserves.
100* ShockAndAwe:
101** The Lightning gun, which is a starter weapon for the Sentinel.
102** Lightning storms are natural hazards you can encounter. They will damage your shield, but they can recharge your energy core.
103* ShotgunsAreJustBetter: Scatter Guns are space shotguns! Best used at close range for maximum efficiency.
104* SkillScoresAndPerks: You do not level up in this game, but you can spend your money on various upgrades. Perks can be purchased at the start of the game after you died. Skills are analogous to primary and secondary weapons which can be upgraded for superior firepower or less energy consumption.
105* SkillSlotSystem: The game use this scheme for your weapon slots, consumables and devices. You can increase the amount of slots by spending your credits on the appropriate perks.
106* SpaceBattle: Both dogfights and naval space are present in the game. Unfortunately for you, you're very much alone against everyone and allies extremely are rare.
107* SpaceClouds: There are literal space clouds at some nodes which impair sensors and prevent the Okkar from pursuing you in that node. Another variant covers the area in darkness, severely limiting visibility but not impairing sensors or pursuit.
108* SpaceColdWar: The humans and Okkar have a peace treaty, but they are many skirmishes in the DMZ from both sides. Both sides are preparing for the next conflict as the situation is still volatile.
109* SpaceFighter: You and all the factions make use of these for combat.
110* SpaceIsNoisy: Very loud. You hear everything in space, from explosions to weapons firing.
111* SpacePirates: The Outlaws. They very much behave like space pirates: raiding and attacking anyone while running afoul of authorities. There are different factions of Outlaws.
112* StarterEquipment: When your first play the game, you first ship is [[JackOfAllStats the Colonial Interceptor]]. You get a [[EnergyWeapons Pulse Laser]] and a [[GatlingGood Gatling Gun]] for weapons. Light missiles, a weapon overdrive and a shield booster complement the rest of your equipment.
113* StealthInSpace: Cloaking devices are available, but only to the Scout ship.
114* SubsystemDamage: It's possible for a large number of ship systems to become damaged, which begins to impede the ship's ability to function.
115* SuperReflexes: The Time Extender works by boosting the pilot's reflexes so that they see everything in slow motion.
116* TakingYouWithMe:
117** Ancient Wardens drop a black hole when they die.
118** [[spoiler: Even though Adam can eventually bring down Admiral Gorc's warship, Gorc still manages to overload his reactor in a final act of spite for the man who ruined his ambitions. Adam coolly informs him that "[[BodyBackupDrive this wouldn't be the first time he died]]" right before the explosion levels the entire area, and Adam's certainly not exaggerating]].
119* TeleportSpam: Those damn Ancient Wardens will teleport every time you fire missiles at them.
120* TractorBeam: Construct a tractor beam and it will expand your limited range for picking up items.
121* TheUnfought: You encounter [[spoiler:Seth Nobu]] multiple times over the course of the game. It gives the impression you're going to fight them at some point as a boss. This seems empathized when you reach Sector 7 [[spoiler:and he kills your friend/your original's sister.]] However, you find [[spoiler:Seth at the end of your first completed run, mortally wounded from the lab's security systems, cursing and mocking your current clone with his dying breaths.]]
122* UnrealisticBlackHole: Some areas have a black hole as an environmental hazard, with very desirable crafting materials (Dark Matter and Dark Energy) floating around its event horizon. To retrieve them, you have to fly close enough to grab them then use your boost to escape, the ease of which will depend on how far you've upgraded your boost through perks. Fly too close and it will suck you in, spelling instant death. Tricking an enemy into doing this is an occasional side mission.
123* VillainsWantMercy: When Adam has [[spoiler: Admiral Gorc's warship on the ropes, the Admiral opens a line to Adam and begs him to come aboard to the negotiation table and discuss terms. Given the outcome of the original Adam's last face-to-face with Gorc, Adam's having none of it]].
124* TheVoice: You'll hear HIVE's voice, but you'll never see him.
125research in cloning allowed Colony HQ to amass a large number of pilots for the war effort.]]
126* WeUsedToBeFriends: [[spoiler:Adam's and Seth's friendship began way back before the war, while they were still attending the academy. Now Seth has a vendetta against Adam, or rather you, one of Adam's clones.]]
127* WeWillSpendCreditsInTheFuture: Credits are the primary currency in this game. The dollar sign is the symbol used.
128* YetAnotherStupidDeath: You can die in very stupid ways, like firing explosive warheads at point-blank range, ramming capital ships while un-shielded or [[GunshipRescue calling G&B for help]] when you're already hostile with them.

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