

Thanks to the great commercial success of our debut title on PC and console, we now saw the chance of making the fast-paced open-world space shooter that we had always wanted to make. While almost everyone loved the fast-paced 3D space combat and tight Freelancer-inspired controls, the roguelike game loop was clearly not for everyone.Įspecially for those who were hoping for a spiritual successor of Freelancer or Galaxy on Fire 2, which we were best known for back in the day when our previous studio was one of the best in 3D mobile gaming. However, to really understand what aspects of the original Everspace fans liked and disliked the most, and what they wished for our next game, we also evaluated some 30,000 comments on social media and 5,000 user reviews on Steam. In the end, we decided to drop one of the predecessor’s main pillars, which is a quite unusual approach for a sequel to a successful first installment of a new IP. It actually took us several weeks to come up with the right ideas and forge a strong vision for Everspace 2. Michael Schade – After the commercial success of the original Everspace, we stuck our heads together in late 2018 to brainstorm what our next game should be. PowerUp! – Where did the idea to develop a loot-shooter in space with ships come from? To gain a deeper understanding of Everspace 2 and get some insight into the development we spoke to Rockfish Games’ CEO Michael Schade.

Rockfish says, “Imagine a Hack & Slash Action-RPG with all the bells and whistles: classes, random loot, skills, talents, and more… but in space.” As mentioned, Everspace 2 is not a roguelike and so, your ship - your hero - drives the campaign forward. Set shortly after Everspace, Everspace 2 continues the story but in vastly different ways.
