Space 2 original version11/24/2023 With EVERSPACE, we wanted a colorful universe that felt big. While we love many other games in the genre that came before, we noticed that the universes they were set in felt empty and bleak, mimicking real zero-G physics and the vastness of space. With the original EVERSPACE, we wanted to make a slight departure from the genre of space shooter games. We are proud of what we’ve created so far and plan to continue expanding the universe in games and perhaps even other mediums in the future. and the EVERSPACE franchise is our way of contributing to the genre. Most of our team have been working together for years on space titles in prior ventures and EVERSPACE seemed like a natural extension of our talents.Įvery single person on the team loves sci-fi, especially big properties like Star Wars, Star Trek, Battlestar Galactica. ![]() Schade: The shortest answer: We love space games! Many of us at the studio fell in love with games like Wing Commander and Freelancer as fans of the genre. What made you decide to create the original EVERSPACE? As we keep moving forward, we’ll continue to double-down on our bottom-up, family-style way of rolling things by not bringing any VCs or publishers on board. Our story has attracted a bunch of great new talents over the years, so it seems we’ve been doing quite a few things right. They followed me and my partner even when times were super tough and the future was very uncertain, but deep mutual trust and having achieved many lofty goals together have forged us stronger and stronger. Our veterans have been working together for two decades on action, fighting, racing, sports, and role-playing games for all kinds of platforms. I’m responsible for where and when to set the goal posts to make sure I can sell our products to potential partners and as many fans as possible, while my business partner has my back and keeps the studio lights on. I believe it’s important for discussion to happen but within a fostered culture of respect.īasically, our team always owns the vision of the game we’re working on. I try not to change general direction too much and avoid micromanagement even though I also have strong opinions. Everyone fights hard for their ideas and loves to debate passionately, but we always allow plenty of room for failure to encourage trying out new things. The team likes to challenge each other constantly, always pushing the limits, while also always having each other’s back. Michael Schade, CEO and Co-Founder of ROCKFISH Games: We’re a very tight team, but have a diversity of preferences in terms of different gameplay, visual design, and storytelling styles we prefer individually. We spoke with ROCKFISH Games about the early history of the franchise, why Kickstarter was the best route for developing both games, and how Unreal Engine empowered the team’s decision to shift from procedurally generated areas to more than 100 hand-crafted locations.Īround what ideals and goals did the studio form? TheGamer notes that it’s easy to lose track of time in the game thanks to its “stunning locations.” And writes that “Flying around space is exhilarating, fighting against enemy ships is a rush, and the story keeps me guessing.” The new title, which hit Windows PC on April 6 and has a planned summer release for Xbox X/S and PlayStation 5, is already garnering high praise for its scope and detail. ![]() ![]() More than five years later, the studio released Everspace 2, an evolution of the original that pushes the space combat franchise into the realm of action role-playing game and expands the universe into a living open-world. In 2017, ROCKFISH Games delivered a shade of roguelike play to the space combat genre with Everspace.
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