
You can imagine my disappointment when I went to the store page to buy it today and came here to see if VR was going to be on the cards like the original. It's a shame because I finally bought a VR headset 2 months ago so I could play Everspace, ED and eventually Everspace 2 in VR. Now couple that with the fact that the audience for the space combat/space sim genre is pretty small in comparison anyway, then you have your answer.

Even if Hades was selling for $40 it still would be highly regarded. Hades got the love it did because of it's tight gameplay, replayability, writing, soundtrack and art - all things (besides gameplay and replayability) which ES1 wasn't known for.

I'll just preface this with I'm in the "Disappointed about VR not being in ES2" camp, but the Hades comparison is a false equivalence. Originally posted by Zarlock:Did you check how much Hades, game of the year 2020 according to many, with three movies worth of dialogue, perfect art, design and game balancing, cost at release? Did you take a hint from its monumentally historic success? PS: This post has passed our PR police, so this is no joke!Įdit PPS: Adding some of my previous responses to the VR community for a more complete picture about our reasoning:

Even if the business decision might hurt my own pocket as is claimed throughout this thread, at this point, I am more concerned about protecting our team from toxic community feedback than delivering the next big VR title. Meanwhile, we’re at a tipping point: the bridges are burned, and I couldn't genuinely care less about any business consequences due to not supporting VR in ES2. On a personal level, the audacity of some hardcore VR fans calling me out for being patronizing while I genuinely wanted to openly share our reasoning about our business decision which was based on deep market research and our own internal data at the beginning of this thread-arguably quite rare in the gaming industry-was just the beginning. Our PR folks are probably pulling their hair out right now-I've been called out for poor communication to VR users before, but I genuinely don't care anymore-if any gruntled VR user is still reading, ask yourself WHY in the world should any indie developer get excited about putting their house on the line to make significant changes to their game to support a heavily fragmented platform for a single-digit percentage audience? This is especially difficult when the feature asked for is led by a vocal minority with utterly unrealistic expectations as if the title was designed as a VR-only game, and frequently shows a complete lack of understanding of what it takes to properly implement VR, also often paired with outright false perceptions of how the gaming business works. Frankly, many of the comments here show a level of entitlement that is off-putting to a team that really does find VR an exciting platform, and two studio founders willing to invest a six-digit budget in VR out of their own pockets. Even if there are VR players who only bought the first EVERSPACE because of VR support, that does not mean it is a guaranteed feature in the sequel.

Disrespectful comments from VR players calling our team lazy, technically incompetent-mind you this is to a veteran team that has been working their butts off to deliver best-in-class space combat games on all kinds of gaming platforms-and/or greedy because we allegedly "mislead" VR players that we'll add VR to ES2 (a never-promised feature). Without going too much into technical/design details or debating business cases (we’ve shared our reasoning in-depth in an earlier comment about why we don't plan to support VR in ES2), we’ve come to the conclusion that we would not be able to match high expectations of all VR players while justify spending our limited resources on a complex feature that is relevant to less than 5% of our target audience.įWIW, the final nail in the coffin for VR in ES2 is this thread. We understand that you are all passionate about VR as a whole, but we are not going to spend time and resources creating this for EVERSPACE 2. First off, thank you to everyone in this thread who has listened to us as we’ve been saying that we don’t want to create a VR experience for EVERSPACE 2. Well, it's probably about time to close this topic for good.
