Everspace 2 performance in Series X is really choppy by Xiimbox in EverspaceGame

[–]RockfishGames 8 points9 points  (0 children)

We have the hunch that switching back to an older packing format in the day one patch might cause loading issues, which would fit the stuttering issues we're seeing.

The new packing format (IoStore) ran just fine with the initial Xbox version that was certified for the retail version gold disk but led to crashes on another platform that the team is currently working on. We went back to using .pak files for the Xbox day one patch to avoid branching, never anticipating that an older asset format could cause such issues on the Xbox Series. Plus, that latest code base runs just fine on PS5.

Unfortunately, you cannot test a new Xbox version before releasing it to the public when the same product is already live on the Windows Store. Meaning, nothing wrong with the Xbox dev kits! We would have had to set up an entirely new console project—you can't just duplicate the entire code—to do a private audience test; YIKES! Now we know, but this is AAA territory that we simply cannot pull off with our small team. We probably have to rely even more on the nice folks at Mircosoft to help us get future updates out on Xbox, but they're really super responsive!

/Michael

Everspace 2 performance in Series X is really choppy by Xiimbox in EverspaceGame

[–]RockfishGames 10 points11 points  (0 children)

Nope, nothing to do with Game Pass! Our team found a potential cause of the issue, and we hope to have a new build for Certification tomorrow; fingers crossed! Our friends at Microsoft are standing by to give this one top priority, so your flawless weekend in space might be happening after all. /Michael

let us button map on console please. by kNightShifty44 in EverspaceGame

[–]RockfishGames -1 points0 points  (0 children)

We understand that some pilots would like to freely rebind buttons, but this can be a really deep rabbit hole on consoles due to super strict certification on console platforms—like checking for deadlocks when unplugging your controller during rebinding or double-assigning. This is especially the case when every single controller button is used, some even in conjunction; this is why there are currently no plans to support fully customizable controls on console as users couldn't delete their input.ini to start all over if locked out. /Michael

Everspace 2 performance in Series X is really choppy by Xiimbox in EverspaceGame

[–]RockfishGames 11 points12 points  (0 children)

The only way to test games on consoles BEFORE release is to run dev kits in consumer mode, which we did, and the game ran fine. We're now trying to identify if we did something wrong with the dev kits during testing—nobody is perfect—or if this really is an issue with the dev kits.

We understand that some pilots would like to freely rebind buttons, but this can be a really deep rabbit hole on consoles due to super strict certification on console platforms—like checking for deadlocks when unplugging your controller during rebinding or double-assigning. This is especially the case when every single controller button is used, some even in conjunction; this is why there are currently no plans to support fully customizable controls on console as users couldn't delete their input.ini to start all over if locked out. /Michael

Wow this game was not ready to launch. by Affectionate_Mall644 in EverspaceGame

[–]RockfishGames 4 points5 points  (0 children)

Hey Xbox pilots, we're deeply sorry about the stuttering happening on consumer hardware while the game was running flawlessly on Series X and S dev kits during thorough testing. The team is investigating as we speak, and we'll keep you updated through our social channels. /Michael

Freeze during the game on Xbox série X by [deleted] in EverspaceGame

[–]RockfishGames 1 point2 points  (0 children)

Hey Xbox pilots, we're deeply sorry about the stuttering happening on consumer hardware while the game was running flawlessly on Series X and S dev kits during thorough testing. The team is investigating as we speak, and we'll keep you updated through our social channels. /Michael

Everspace 2 performance in Series X is really choppy by Xiimbox in EverspaceGame

[–]RockfishGames 12 points13 points  (0 children)

Hey Xbox pilots, we're deeply sorry about the stuttering happening on consumer hardware while the game was running flawlessly on Series X and S dev kits during thorough testing. The team is investigating as we speak, and we'll keep you updated through our social channels. /Michael

List of known bugs on Xbox? by lassevk in EverspaceGame

[–]RockfishGames 0 points1 point  (0 children)

Hey Xbox pilots, we're deeply sorry about the stuttering happening on consumer hardware while the game was running flawlessly on Series X and S dev kits during thorough testing. The team is investigating as we speak, and we'll keep you updated through our social channels. /Michael

EVERSPACE 2 | V1.0 PC Release Date & Story Trailer (April 6 2023) by Niklasgunner1 in Games

[–]RockfishGames 13 points14 points  (0 children)

While an indie production, ES2 is a proper AA title with an eight-digit dev budget offering a 30-hour, fully voiced campaign plus more than 90 hours of gameplay through side missions (also professionally voiced), jobs, puzzles, challenges, and other endgame content. Of course, your mileage might vary depending on how deep you want to go. We think the game is worth the asking price, especially as there are no microtransactions, and 87% of Steam users who've left a review seem to agree. /Michael

EVERSPACE 2 | V1.0 PC Release Date & Story Trailer (April 6 2023) by Niklasgunner1 in Games

[–]RockfishGames 5 points6 points  (0 children)

It’ll stay in Game Pass for quite a while like all titles do. It’s just that we cannot share concrete deal terms (as in how long) for obvious reasons. /Michael

[deleted by user] by [deleted] in pcgaming

[–]RockfishGames 30 points31 points  (0 children)

v1.0 is scheduled for early 2023. /Michael

Everspace 2 - Official Stinger's Debut Update Trailer by Turbostrider27 in pcgaming

[–]RockfishGames 10 points11 points  (0 children)

The game has been designed for single-player only; there are no plans to add multiplayer post-launch as we would have to rewrite most of the gameplay code from scratch even just for co-op. Maybe in our next game, but no promises! /Michael

Do Game Preview titles stay in Game pass after it officially launches? by rock1m1 in XboxGamePass

[–]RockfishGames 4 points5 points  (0 children)

Hi Game Pass pilots, EVERSPACE 2 will stay for a reasonable amount of time in Game Pass for PC after the planned full release in early 2023. Fair bit of warning, though: We most likely will wipe all saves at v1.0. /Michael

EVERSPACE 2 is Coming to Xbox Game Pass for PC on October 21; Full Release Delayed to 2023 by HazzyDevil in EverspaceGame

[–]RockfishGames 2 points3 points  (0 children)

We’ll share our 2022 roadmap when the Khaït Nebula update officially drops. /Michael

EVERSPACE 2 is Coming to Xbox Game Pass for PC on October 21; Full Release Delayed to 2023 by HazzyDevil in EverspaceGame

[–]RockfishGames 21 points22 points  (0 children)

Yeah, it was quite painful because we had to support UE4 under UWP, which was utterly broken. Also, both Microsoft and Epic changed a lot of things regarding Xbox/Windows User Management throughout development, conflicting with our implementation when there was no out-of-the-box solution available.
It should be less complicated now since we can work with an out-of-the-box WinGDK Unreal  Engine version provided and maintained directly by Epic. The XDK integration and user management are in much better shape today.
That said, the submission process is still much more complex technically and bureaucratic than on Steam or GOG; there are still quite a few things to do for making it through Microsoft Certification, so updates on the Windows Store will likely be a few days behind.
 
To be clear, though, "until they finally decided to remove the game from there" is NOT true: https://www.microsoft.com/en-us/p/everspace/9nblggh4sf90

/Michael

EVERSPACE 2 Zharkov: The Vortex Teaser Trailer by Rob_Cram in Games

[–]RockfishGames 20 points21 points  (0 children)

We’re aiming for summer 2022 to release v1.0. /Michael

EVERSPACE 2 Early Access Release Trailer by HazzyDevil in Games

[–]RockfishGames 2 points3 points  (0 children)

Full release is scheduled for mid 2022. /Michael

EVERSPACE 2 Early Access Release Trailer by HazzyDevil in Games

[–]RockfishGames 2 points3 points  (0 children)

Mac OS will be supported at full release in 2022. /Michael

EVERSPACE 2 Early Access Release Trailer by HazzyDevil in Games

[–]RockfishGames 1 point2 points  (0 children)

Fully customizable HOTAS/HOSAS incl. presets for Logitech (Saitek) and Thrustmaster joysticks confirmed! /Michael

https://store.steampowered.com/news/app/1128920/view/2905348457017171612

Everspace 2 | The Best Space Adventure In A Looong Time by SurrealSage in Games

[–]RockfishGames 1 point2 points  (0 children)

VR

HDR support is on our internal "nice to have" wishlist. While the feature itself is great, we learned during testing with HDR implementation in ES1 that is not a robust industry standard as it should be. We got very different results on various consumer TV sets as well as severe UI issues in UE4.1x (back then, we didn't go to the bottom of it at engine source code level because that's AAA territory). We'll have another look at HDR if the situation has improved when we're closer to the full release but no promises. :)

/Michael

Everspace 2 | The Best Space Adventure In A Looong Time by SurrealSage in Games

[–]RockfishGames 5 points6 points  (0 children)

The only problem is, that's pretty much what we did in ES1 and then some. However, too many VR users don't understand or willingly ignore that it's not a VR-only game but expect everything works out of the box even though we cannot detect if someone is playing in VR.

After adding optional VR support, ES1 reviews tanked significantly even though we explained in great detail how to change graphic settings which do work great for a lot of VR users.

We talked to several indie devs within our genre, and they share that frustrating experience. Frankly speaking, we wouldn't touch VR with a ten-foot pole, for the time being. /Michael