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EVERSPACE is an arcade 3D space ship simulator/roguelike game with procedural enviroments developed by Rockfish Games (creators of the Galaxy on Fire series). Also, get ready to die, a lot. It's essentially if FTL: Faster Than Light 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.

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In the distant future, mankind entered an unease truce with an alien race called the Okkar after humans colonists started establishing themselves in Okkar space (although they might have been not aware of that). To enforce the truce, a demilitarized zone was established between Human and Okkar space. The player is an outlaw pilot, trying to make its fortune in this demilitarized zone, which essentially a lawless place, full of bandits, greedy corporations and lots of riches.


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This game contains examples of:

  • Advancing Wall of Doom: The Okkar fleet that is following you catches up after you've been in a sector for a while, and will continue to spawn powerful Okkar units until you jump to the next zone. Wait long enough, then a Colonial warship will jump in. It cannot be destroyed, and it's firepower is so overwhelming, that unless the player immediately turns tail and jumps to the next map, they will be destroyed.
  • Armor-Piercing Attack: Some weapons ignore shields and directly damage the hull, such as plasma fire and corrosive missiles.
  • Attack Drone: Drones are commonly used by all factions, yours included. They are specific anti-drone weapons and drone-only attacks.
  • Bandit Mook: The Outlaw's Cargo Thieves can steal your resources. Killing them release all the stolen goods.
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  • Boring, but Practical: 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.
  • Bottomless Magazines: 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.
  • Bullet Time: The Time Extender, which boosts the pilots reflexes to superhuman levels for short periods of time.
  • Charged Attack: The Shock Rifle do pathetic damage when fired, but if you charge it first, the damage unleashed will be many time more powerful. The Scatter Gun can also be charged.
  • Casual Danger Dialog: You and HIVE will sometime delve into this while under fire from enemy attacks.
  • Cloning Blues: It's revealed early on that all the pilots are imperfect clones of the same man who share memories.
  • Cool Gate: The jumpgates that link the sectors that form the demilitarized zone.
  • Cosmetic Award: Defeating some ships will award you with a new color for your ship.
  • Deflector Shields: The Interceptor, Sentinel and the Scout come with a shield, but not the Gunship. Shields recharge itself over time as long as you don't take any hits. If the shields is fully depleted, it will shut itself down before recharging again.
  • Disc-One Nuke: The 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.
  • The Dragon: Seth Nobu, to Admiral Gorc.
  • Dummied Out: The Scanning Probes have being removed from the game because developers argued that players were too reliant on them. They also wanted to favor the high risk, high reward approach on gamers.
  • Early Game Hell: It's easy to die early on with a barebone ship, little loot and a very unlucky jump in an extremely dangerous sector.
  • Energy Weapons: Energy weapons are available along with ballistic weapons. Energy tend to be more effective on shields.
  • Elite Mook: When you see a "Skull" symbol hovering over on a ship, prepare to face a badder, stronger and sturdier enemy ship.
  • False Flag Operation: 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.
  • Fantastic Caste System: The Okkar follow a very hierarchical caste system where every individual's destiny is chosen at their birth: servant, warrior, cleric.
  • Faster-Than-Light Travel: 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 at the hypergate to jump to next sector.
  • Final Boss Preview: The Colonial Warship that attacks if if you linger through the Okkar attack waves is being captained by Admiral Gorc, and you take the fight directly to his ship in the final confrontation.
  • Flash Step: Teleporters work this way. They will teleport the player forward. It can only be used by the Scout.
  • Fragile Speedster: 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 Glass Cannon, like using the Shock Rifle for outgunning enemies and cloak/teleport to evade them.
  • Frickin' Laser Beams: Lasers can be fired in bursts or in long beams.
  • Fun with Acronyms: Your AI buddy the HIVE: Human Interface Virtual Entity.
  • Gatling Good: Either was a cannon or a turret.
  • General Ripper: Admiral Crin Gorc, the Big Bad, who wishes to reignite the Colonial-Okkar war in revenge for the death of his family.
  • Glass Cannon: Drones are powerful, but have no shields, so they go down easily to a light missile or sustained gatling attack.
  • Gunship Rescue: You can send a distress beacon and G&B ships will come to aid you. Of course, they will attack you if you've pissed them off in the past.
  • Homing Projectile: 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. If you take the Beeline subroutine, enemy missiles will never lock on you. Unfortunately, your own missiles will never home either.
  • Hyperspeed Escape: 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, of 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.
  • Interface Screw: Should your sensors get damaged, you will lose all the useful user interface icons indicating where to find loots and where enemies ships are. On top of that, your vision will get blurry, if not downright glitchy.
  • Interchangeable Antimatter Keys: Access keys are dropped from destroyed Elite ships. Somehow they can open any doors, in different ships, in different sectors.
  • Item Crafting: Once you acquire blueprints, you can craft various equipment and weapon upgrades.
  • Jack-of-All-Stats: The Colonial Interceptor. Its specs and performance are average compared to other ships and it doesn't excel in any particular area.
  • Jerk with a Heart of Gold: The AI instructor for your ship has a supercilious, critical personality, but it can and will compliment you when you do well. (Sometimes.)
  • Kill It with Fire: Plasma thrower spit flames of hot plasma, bypassing shields altogether.
  • Limited Loadout: Your weapon and device slots are limited depending on the ship you use. You can upgrade the number of slot with perks.
  • Lizard Folk: The Okkar are described as space reptilians.
  • Macross Missile Massacre: 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.
  • Magnetic Weapons: The Coil Gun fires projectiles magnetically.
  • Mega-Corp: Grady & Brunt Prospects, G&B for short. The corporation is so vast and powerful that mining operations and colony effort wouldn't be possible without them.
  • Mighty Glacier: 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.)
  • My Species Doth Protest Too Much: The DLC add a wandering Okkar trader. He didn't like his predestined job as a servant and exiled himself in the DMZ.
  • Necessary Drawback: Some Glyphs and Subroutines will provide you with a perk, but will penalize in some way.
  • Negative Space Wedgie: Some nebula you run into will have strange effect on your ship like disabling your sensors.
  • Neutral No Longer: 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 with the Okkar.
  • Nintendo Hard: 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.
  • No Social Skills: 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.
  • Not Afraid to Die: Played with. The protagonist is not afraid to die, because they are cloned and have full memory of the last run after each death.
  • Precursors: The Ancients, a precursor race of the Okkar who achieved "enlightenment".
  • The Paralyzer:
    • Webber drones can immobilize your enemies for easy picking. Unfortunately, so can enemy ships.
    • EMP Generators disable all ships in an area for a limited time.
  • Piñata Enemy: Destroy enemies and they'll drop all manner of resources, including credits.
  • Ramming Always Works: 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.
  • Random Drops: Loots from containers and destroyed vessels are random. Play at higher difficulty or have the proper perks will increase the chance of better loot drops.
  • Reluctant Mad Scientist: Adam Roslin, who was blackmailed by Admiral Gorc into making a clone army of Okkar for his False Flag Operation plan, and the father/original DNA source of the cloned protagonist.
  • Regenerating Shield, Static Health: 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.
  • Resources Management Gameplay: You need to decide which limited resources will be used for what: cash, nanobots, scraps, etc, don't grow on trees.
  • Rewarding Vandalism: You get prize money for destroying a certain amount of floodlights and fuel depots.
  • Ridiculously Fast Construction: You can craft anything instantly on the fly, all from the comfort of your pilot seat. It's possible HIVE do all the crafting for you. Either way this is a good thing, otherwise you'll be dead very quick or you'll just throw the game away.
  • Scenery Dissonance: The environments you fly into are very beautiful. Too bad some of them have shipwrecks from the war, planets' remains and brutal combat take place everywhere you go.
  • Scenery Porn: Lots of it, making it a gorgeous space game.
  • Sentry Gun:
    • 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 gatling, laser of missile flavors.
    • Enemy turrets are stationed on starbases, wrecks or around asteroids. They will make your life miserable.
  • Sprint Meter: Your ship can boost your speed, but this drains your energy.
  • Shock and Awe:
    • The Lightning gun, which is starter weapon for the Sentinel.
    • Lightning storms are natural hazards you can encounter. They will damage your shield, but they can recharge your energy core.
  • Shotguns Are Just Better: Scatter Guns are space shotguns! Best used at close range for maximum efficiency.
  • Skill Scores and Perks: 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.
  • Skill Slot System: 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.
  • Space Pirates: The Outlaws. They very much behave like space pirates: raiding and attacking anyone while running afoul with authorities. They are different factions of Outlaws.
  • Starter Equipment: When your first play the game, you first ship is the Colonial Interceptor. You get a Pulse Laser and a Gatling Gun for weapons. Light missiles, a weapon overdrive and a shield booster complement the rest of your equipement.
  • Stealth in Space: Cloaking devices are available, but only to the Scout ship.
  • Subsystem Damage: It's possible for a large number of ship systems to become damaged, which begins to impede the ships ability to function.
  • Super Reflexes: The Time Extender works by boosting the pilots reflexes so that they see everything in slow motion.
  • Teleport Spam: Those damn Ancient Wardens will teleport every time you fire missiles at them.
  • Tractor Beam: Construct a tractor beam and it will expand your limited range for picking up items.
  • Unrealistic Black Hole: 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. However, it is possible to get well within said black hole's grasp and escape it; real black holes exhibit such a strong gravitational pull, that not even light can escape once beyond the event horizon.
  • The Voice: You'll hear HIVE's voice, but you'll never see him.
  • We Have Reserves: Adam's research in cloning allowed Colony HQ to amass a large number of pilots for the war effort.
  • We Used to Be Friends: Adam and Seth 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 clone.
  • We Will Spend Credits in the Future: Credits is the form to currency in this game. The dollar sign is the symbol used.
  • Yet Another Stupid Death : You can die in very stupid ways like firing explosive warheads at point-blank range, ramming capital ships while un-shielded or calling G&B for help when you're already hostile with them.
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