
Jump in your Minos Starfighter and blast your enemies into space dust in virtual reality. Maintain law and order at the mysterious and beautiful edge of inhabited space as you complete increasingly difficult contracts for the United Trade Consortium.
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
There's a lot here that I like. VR is great. Space combat sims are great. End Space shows promise. But unfortunately, End Space has a handful of critical issues that prevent me from recommending it. The largest issue is that, as far as I can tell, you can't die. In fact, I'm not even sure if you can fail a mission. I played about 7 or 8 missions in so far, and there doesn't seem to be any way to fail. I've tried flying directly into asteroids and other ships. I've let ships shoot me like crazy. I've let missiles hit me to no end, but death never comes. I guess this is fine if you're not looking for a challenge, but it kills the game for me. Maybe the developers will fix this in a future patch, but it's a very massive issue that reviewers don't seem to be talking about. The second issue I'm having is with my HOTAS joystick (a Saitek X52). After some fiddling with the keybindings I got it working great. However, the game will randomly recalibrate the joystick midgame, meaning that the "center" of the joystick will change to whatever position you were holding at the time. This means that your ship will start to drift in the middle of missions. The only way I could work around this was unplugging and replugging in my HOTAS midgame... which I guess doesn't matter all that much, since you can't die. I should note that I've never experienced this issue with another game before (and I've put hundreds of hours into other games with this HOTAS joystick), so I'm positive that it's an issue with End Space. Lastly, I could have missed it, but there doesn't seem to be any key binding for recentering the view. This is almost standard for seated VR games, so I'm surprised to not see it here. Considering the other issues I've experienced, this may be yet another oversight. If these issues get fixed, I'll definitely come back to End Space. The game shows promise, and although it's very simple, I really did enjoy what I played. However, these bugs are simply too major for me to take the game seriously at any level. For now, I'll pursue a refund, as I feel very mislead by all of the reviews.
2 Minute Video Review → https://youtu.be/bo9O6SAyngA It seems that most VR cockpit games require either a gamepad, or mouse and keyboard to play. But motion controllers are by far my preferred way to play. So when I was offered a chance to review End Space and discovered that it uses motion controllers I was excited to try it. End Space is about tactical combat. It’s not a simulation game, there isn’t exploration or resource gathering. It’s a game about taking out targets and dogfighting. And because it’s a somewhat simpler action game I really had fun with this. With these kinds of games I want to jump into the action right away and just blow stuff up, and End Space delivers on that front. There is a storyline that gives some context for each mission, and there are a few weapon upgrades that you can earn, but it’s essentially an arcade shooter. There’s plenty of control customizing that you can define with the motion controllers. And one nice touch is that you can have your guns follow your line of sight separate from the flying of the ship. So you can look around and quickly change your aim without having to constantly whip the ship around. If you’re looking for simple space action, then I recommend it.
Realy simple no frills old skool arcade fun. Flying with headtracking on vive the best controls i have experienced in a vr game , well done dev you nailed it!!!!. Tracking enemy ships never been so easy. Just started but the missions are fast paced and really exciting and i feel i have already had my monies worth with more high octane dogfights pending . Overall a really easy to pick up title which looks very nice and has the most intuitive control system in vr try it
Is this game worth 15 dollars? Yes. Playing with Vive, navigating by looking around and shooting with the controllers. There is a button to hold for free look. Good, gentle learning curve. Just died from flying into asteroid. Would protect Jump Gate technology again.
Good game with some shortcomings. Overall, I really enjoy this game. It's a fun, fast paced arcade space shooter. The missions, while short, are clear and concise. The learning curve is fairly gentle, and it gets you into the fun right away. If you're looking for a deep, Elite: Dangerous type game, this isn't it. This is easily accessible to anyone. The graphics are excellent for the most part. The sense of scale is awesome. This is easily the most immersive VR experience I've had so far. The ship is fun to fly, although more ship types would have been fun, particularly if there were particular types of ships required for particular missions. The issues come up with the length of the game, ship upgrqades, and lack of a difficulty level. You get money by completing missions, and use that money for the meager ship upgrades (2 new primary weapons, 1 new missile type). You should have your ship fully upgraded by the time you hit the 8th ot 9th mission, which is right near the end of the game (12 missions). At that point, the money system becomes irrelevant as there's nothing left to spend your money on. Replay value is limited as well. You can replay any mission in any order once unlocked. But starting over with the upgrades means you're very overpowered and will breeze through. And that leads me into my next point. In terms of difficulty, this is a pretty easy game. Even if you suck, you should be able to go through all 12 missions in under 2 hours. It would be great to have the option to replay at a higher level of difficulty. Overall, I really enjoyed this game and love playing it just for its immersive quality. But a few changes could take what's basically just a good, fun game into something great.
There is only like ten small missions. Story just started to pick up and get interesting but now says to be continued. Where is the rest of the game?
This look like an awesome game. I have always used an inverted look on my mouse due the first flight sims i played with a joystiick (pull back to cliimb, push forward to dive). I really need the ability to invert the mouse look and cannot give a positive review until this is addressed. First game I've seen where this is a problem. Please fiix!
Gameplay: 5/10 Story: 6/10 Graphics: 8/10 Performance: 7/10 Overall: 6/10 End Space is a tiny arcade combat space sim that was at one point exclusively a VR title. I must highlight the emphasis on "combat space sim", as the game is mission based. No exploration, no trading and you are limited to a single starfighter that can be upgraded with credits earned from missions. On top of that, the game is relatively simplistic and features a total of only 12 missions. Most missions amount to varying degrees of "destroy all enemies" or "protect this target" and lack any alternative objectives or parameters. If you fail to protect the target or kill all the enemies then it's mission failed. Because of the linear nature of the game, I can't see myself ever going through multiple playthroughs. As you can imagine, being limited to only 12 missions, the game's story is relatively dull and ends just when it's getting interesting. In terms of graphics, End Space looks decent, and I imagine it would look amazing under a VR headset. I neglected to use my own headset, but the game does have some stunning visuals at some points. Sound design is "meh" though. The game features a very generic futuristic soundtrack and the starship propulsion and weapon's systems could use a bit more "oof", if you catch my drift. Performance was also very good, but this shouldn't come as a surprise for a title that was originally slated exclusively for VR. Many people have had issues with connecting their HOTAs, but I didn't experience any such problems. I was able to connect my Microsoft Sidewinder Force Feedback 2 and my Thrustmaster TWCS throttle without issue. Although, it did take a bit of finagling to figure out. Also, I encountered several bugs in the game in relation to the physics engine. For example, one of the enemy capital ships was literally pelted through space a good distance away after I had destroyed the twin capital ship accompanying her. I assume that this happened because the ship I destroyed "pushed" the other one, but because of the wonky physics engine, capital ships have about the same mass as a regular fighter. It was funny the first time it happened, but not so funny having to chase it down after being slingshot. Overall, the game is okay. But the price point is just too much. I completed the game in 4 hours time. With only 12 missions, it's just not worth the asking price of $19.99 USD. You could get Elite Dangerous or No Man's Sky for $10 more and play those games for days with the amount of depth they possess. I'm not saying that End Space is a bad game, but that it's not worth it at the full price. I only recommend buying it on sale and even then, End Space is probably only worth it if you have a VR headset. Even though the game can be played without a headset, there are much better titles available.
Fun but not worth the $20. The game looks pretty decent graphically. Runs smooth, though i did have one moment where the game black screened. When ships blow up it looks really pathetic. like some legos coming apart. The game is right around 2 hour to beat. So very short Missions arent to varied, kind of feel the same. Its a decent dog fighting sinle player game if that what you are looking for. My HOTAS was ready to go at the start of the game didnt have to program any thing. Over all I enjoyed it but would not recomend this game for more then $7-$8 at the most.There is just not enough meat on the bone to justify the $20 price tag. if they added more missions , made the explosions better, and had morte variety then yeah.
Played with an x52 pro. 1st game ive ever played that automatically detected and mapped the hotas! Granted, this game is a lot simpler than most space sims, but its very enjoyable. Certainly the easiest one to jump right into it. There are a series of single player campaign missions that take about 2hrs to finish. Ive played a bunch of games with space fights, like no mans sky, elite dangerous, squadrons, overload, house of the dying sun, everspace... and honestly this is the most "streamlined" space shooter of them all. It was honestly a pleasure to, run the game, recenter the sitting position, and start playing without needing to setup the mappings of the controller (i did see them, but everything was on point and there arent that many buttons) The game itself its pretty simple and missions are usually "destroy everyone", after scanning a container, or escorting a ship or reaching a destination. And honestly its all that i wanted! But it does have some issues, it needs more audio sfx, like, im getting destoyed and its all just so... quiet. no fuzzing or electronics going haywire... Enemies distance is somewhat hard to measure. and the skymap is "noticeable" as in it looks lower res or something. Also some explosions (mainly big ships) look a bit meh... I got it on the winter sale with a hefty discount and i have to say, im not regretting my purchase one bit. Its fast to get into, granted it probably its a 1time playthrough game, but its the space shooter im going to show to people that cant handle the complexity of other games.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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