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Release Notes for EVERSPACE™

Patch 1.3.5 (7 October 2019)

Tweaks
Bugfixes

Patch 1.3.4 (07 May 2019)

Features
Bugfixes

Patch 1.3.3.36382 (23 November 2018)


Patch 1.3.3 (20 November 2018)

New Features
Tweaks
Bugfixes

Patch 1.3.2 (08 August 2018)


Patch 1.3.1 (2 August 2018)

Tweaks
Bugfixes

Patch 1.3.0.36069 (8 June 2018)

New features
Bugfixes

Update 1.2.3.35978 (9 May 2018)

Tweaks
Bugfixes

Patch 1.2.2.34636 (16 November 2017)

Tweaks
Bugfixes

Patch 1.2.1.34610 (07 November 2017)

Tweaks
Bugfixes

Patch 1.2.0.34537 (24th October 2017)


Patch 1.1.3.33662 (31 August 2017)

Tweaks
Bugfixes

Patch 1.1.2.33595 (26 August 2017)

New Features
Tweaks
Bugfixes

Patch 1.1.0.33508 / 1.1.0.33501 Hotfixed (17 August 2017)

New Features
Tweaks
Bugfixes

Patch 1.0.8.32661 (19 June 2017)

Here's the tiny little list of changes for this patch:

Patch 1.0.7.32541 (06th June 2017)

Tweaks
Bugfixes

Version 1.0 released! (26 May 2017)

Please note - only 64-bit Windows in this version. We apologise for inconvenience caused.

The big day has come! We've just released version 1.0! We hope you've had as much fun during Early Access as we've had!

A change that might need some explaining is the removal of scanning probes. Please read our thoughts on this right below the list of changes.

New Features
Tweaks
Bugfixes
Regarding the removal of scanning probes:

We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option. Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship's sensor range. With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.