
Advanced Space Flight, Combat, Trading, and Exploration Simulation. Set in a vast explorable universe, Evochron Legacy offers freeform gameplay with many diverse objectives and paths to choose from.
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About
Evochron Legacy SE is an advanced freeform 'open world' space flight simulation focused on combat, trade, exploration, and survival gameplay with pilot-controlled spacecraft management. Engage in an ongoing large-scale battle between human factions as a civilian mercenary or confront an alien threat at designated war zones for intense battles and access to powerful military hardware. Or focus on more peaceful activities. Choose from a myriad of objectives and options including buying, trading, spying, racing, escorting, rescuing, delivering, answering distress calls, mining, exploring, clearing asteroids, hiring crew members, building stations, and designing your ship for the role you want to play.
Evochron Legacy SE features long distance travel using space folding point-to-point jump drives and offers many objectives at quickly accessible local waypoints to maximize time efficiency. This 'get-to-the-point' approach to gameplay also extends to menus and ship systems where you control and select options directly from the cockpit with minimal menu layers. You are in control of your ship virtually all of the time in space, including player controlled combat and planetary descents. Manage difficulty, challenge, and risk by choosing where to fly and accept contracts for set pay or formulate your own objectives to get paid to do what you want on your own terms.
Since Evochron Legacy is not a story or character-based game, you are not limited by plot requirements or pre-selected character roles. So you can change the course of gameplay and your role in the game's universe at just about any point free from the confines of character limitations or required narrative plot points. Your decisions and actions define your role in the game and establish your reputation, wealth, progress, and ranking. The emphasis is on real-time tactical gameplay strategy and flight simulation for both combat and non-combat objectives.
Your ability to successfully survive dangerous scenarios in space, develop trade strategies, evade detection, harvest resources, efficiently explore, configure ships, and transport items can be just as important as your skill in combat. Set in a vast explorable and seamless style universe, Evochron Legacy SE offers a high level of open freeform gameplay with many diverse objectives and paths to choose from.
FEATURES:
Evochron is a tightly focused technical flight 'space-sim' with options and gameplay specifically geared toward that objective. The game focuses on what flying and managing a spacecraft through sparsely populated systems in a large region of the galaxy as a lone-wolf pilot might be like in the future. Evochron's focus is on the elements of piloting a spacecraft and the complexities, challenges, and rewards that go along with it while exploring and utilizing a vast 'seamless' style universe.
In conjunction with the space flight sim focus is combat. Evochron is also largely a space combat simulator, so much of its gameplay focuses on that objective as well. The player is in control of combat related aspects such as heat management, shield array management, energy management, weapon selection spanning three classes, automatic and manual aiming factors, stealth devices, 2D and 3D radar modes, full three rotation axis and three direction axis Newtonian style physics, detailed instrumentation (including six velocity gauges, flight path markers, compass, and pitch ladder), multiple counter measure options, subsystem targeting, target specification scanning, and selecting detailed ship design configurations.
Within the primary space flight simulation framework are numerous gameplay options and activities available to the player. These include racing, spying, mining, trading, commodity shipping, escorting, combat (both in civilian space and military war zones), exploring (shipwrecks, data drives, discovering new uncharted systems, etc), asteroid clearing, solar equipment cleaning, emergency distress call response, equipment crafting, weapon crafting, crew management, station/city building, and ship designing. There are many ways to make money and advance in the game within the main context of space flight simulation.
Formulate trade, mining, exploration, or combat plans in advance of performing the actions of those plans. The news console provides information on quadrant-wide events related to commodity price fluctuations, territory shifts, economic/technology level changes, building operations, and station attack events. For trade, you can tell where the high demand pricing is at before making the decision to travel to that location to take advantage of it. For economic level changes, you can tell where an area may offer higher tech equipment or weapons in advance, then make the decision to travel there to explore for those items. For territory shifts, you can observe when your allied faction is losing ground and needs help to defend their space against the opposing faction. You can then travel there to help defend your faction's interests and even help rebuild their station/city resources if needed. These systems offer an information network designed to keep you informed of the dynamic changing conditions within the game's universe, giving you the data you'll need to make gameplay decisions in real time with the changing events and conditions around you.
New 'quest' menu system lets the player select and activate a single player quest on demand. Players are no longer bound to one quest at a time, they can manage multiple quests in one menu interface and choose when/where to activate them. They can also continue from where they leave off in each individual quest. The new quest system is designed to operate entirely on its own without any contract-based dependencies to offer many new and unique options. Support for branching structures lets a quest designer include both losing and winning paths.
A vast universe that lets you fly virtually anywhere without in-game loading screens. The Evochron universe is not boxed in by 'walls' or 'rooms' that require a jumpgate 'door' to access, there are no required gates or trade lanes to restrict your travel and hold you back. You can travel virtually anywhere you want. Descend into planet atmospheres to land at city trade stations, mine valuable materials, or explore for hidden items. You can escape to nebula clouds for sensor cover or hide in a massive asteroid cave for protection. Fly from planet to planet, star to star, and star system to star system without cut scene or loading screen interruptions. Explore a consistently interconnected universe.
A new two faction system provides a consistent territory and reputation structure across the entire Evochron quadrant. Players choose the faction they will be allied with, either the Alliance (ALC) or Federation (FDN), in single player when they start a new profile. The new faction system also lets players select either faction temporarily when they join a multiplayer game. Faction selection establishes which systems will be friendly to the player and which ones are hostile. Players can join together with the same faction to team up or join opposing factions for PvP battles and competition. Territory control is now exclusive to ship destruction, requiring changes to a faction's presence in order to alter a territory control value in a region.
Realistic zero gravity inertia based 'Newtonian' style flight model including complete 3 axis rotation and 3 axis direction control with optional variable input. An advanced inertial dampening system helps keep flight control simple in space, atmospheres, and gravity fields. Physics systems also take into account mass (including additions for cargo), thrust, and vector calculations.
Supports keyboard, mouse, gamepad, and joystick flight control with dedicated modes designed for each input system. Evochron's Global Control System (GCS) aims to provide consistent control behavior regardless of the input device being used by adapting signals from the selected device to a unified flight control architecture. Evochron's flight control system also supports up to 10 simultaneous control devices for more advanced HOTAS, rudder, and control panel capabilities. Use the control device(s) you prefer to play the game.
Evochron Legacy supports a wide range of system configurations. The game has been designed to incorporate impressive special effects and detail levels using minimal resources and low system requirements. Adjustable detail settings and special effect options allow the player to optimize performance and/or image quality for the performance level of their system. The game will generally run well on any low to high performance gaming systems built within the last decade or so.
Supports Natural Point's TrackIR 3D head control system for managing the viewpoint from the cockpit with all six degrees of movement.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
It takes some time to get used to and you DON'T need a joystick, you can play it with mouse/keyboard perfectly fine. Once you get the hang of the mechanics of the game; outfitting your ship, accepting contracts, completing them properly, you'll get hooked. Also there's just something special about a game (priced as modestly as this one especially) where you can explore a HUGE galaxy and enter the atmosphere/land on just about every freaking planet. My only gripe is that I wish there was a procedural generation option of your galaxy any time you start a new career.
Look, its the best space game you will play if you want a singleplayer sandbox. Now is the time to jump in they have just added workshop support. This game still gets updates 10 years later!
It's like an indie mix of Elite, X, and FreeSpace with a 90's sci-fi B movie vibe. Highly recommend it if you like space sims.
This is the space game you have been waiting for. This game is a joy to play. A joy to fly around in. With IDS switched completely off (no Flight Assist at all) it is an extremely fun challenge too. If you like Newtonian flight with NO SPEED LIMITS, 6DOF dogfighting combat, trading, mining, exploring, racing, base building and so much more, I can't explain how much fun I'm having in this game. One piece of advice: DO THE TRAINING. It is not too long and gets you hyped for the game, but without it, the game is too hard. Mercenary Spacecraft, prepare to launch! EDIT after 50 hours: Oh my gosh, there is SO MUCH to this game. Not only is the flight model the best in any spaceflight simulation I've played, but there is a whole simulated economy, a galactic war and faction storylines, you can build stations and cities and set up new trade routes, explore the vast reaches of unexplored space and claim your riches, you can do all sorts of interesting varied missions which have you being everything from a delivery boy, to a combat pilot, to a bounty hunter, to a racer, to a space janitor (all where the sole focus is on flying your ship!) You can land on planets, walk around on them with a Terrain Walker vehicle. The other night I refuelled a stranded ship and in the distance saw beautiful lights. I flew toward them, and was engulfed in an Aurora Borealis, and flew into its centre. The Borealis interfered with my systems and I lost scanning, so I blasted up into space and into orbit, where I floated for a while as the planet beneath me turned. This is a real, living, too-scale Newtonian Universe. You can fly close to stars, and through a light-filter, see their surface. You can find wondrous things in the depths of space. The map system and UI are all excellent also (be careful, there's no dedicated "undock" button and you have to stay on inventory screen for tractor beam to stay attached, but it's ok to float in stations with no tractor beam, just don't do it at cities.) You can build different ships out of different parts, even arrange the parts and paint your ship to make it truly unique, you can experiment with and modify weapons, you can space mine (most fun space mining in any game I've ever played, in fact, this is the only game I like space mining in: you have to keep your ship moving.) And you can fly in Newtonian Physics with no inertial dampening, or with plenty of computer assistance, even an autopilot! There's tons of equipment and modules for your ship, there's just so much to this game, I will be playing forever!
This game is a unique blend of Starlancer and Freespace I and II while including a charm of the older 1999 and onward up to about the year Mechwarrior 4 Vengence was released,, developed and created by a passionate developer, this game deserves more exposure than it has. Yes the game has a learning curve, but it plays like a Space-sim than it does play like a game, the games interaction is versatile and if you are after something unique while supporting a passionate developer then look no further.
DCS but in space. Excellent flight mechanics and definitely not an arcade shooter. Lots to learn and a very immersive cockpit with all the controls and readouts. Great in VR as well and has head tracking. Amazing for its age. Would love to see it on a new games engine with updated graphics though.
A very good space simulator, with a heavy emphasis on its simulator aspects. The game doesn't hold your hand and lets you choose how to play the game, as long as it's within the game's mechanics. Another positive feature of the game is its unforgivable nature. The main point of this game's economy and exploration imo is preplanning and analysis of what you are going to do and how you do it. Plus, the ship's customization is quite detailed, yet simple at the same time. Want better defenses?- slap some upgraded systems on (if you have enough money and hull points). Wanna haul more cargo? - add bigger cargo bays, which in early game will require you to sacrifice some other systems, like extra seats for passengers or defense / offense systems. Though with all of this, it may have its flaws. For some players it may be overwhelming, since it uses some of the game mechanics I haven't seen before implemented in games. One of them would be fuel economy. You have a very tight and limited fuel tank, so you need to preplan the rout and use inertia to travel with as little fuel burned as possible. There's more deep and interesting new ways of resource gathering and merchandise inside the game economy, the dev was kind enough to explain some of them on his YouTube channel (which I would recommend watching, if you wish to have an easier time with your start at playing the game or understanding some of its systems easier, and more deeply, without sitting through the tutorial). So overall - this game a good chilling game with unforgivable resource managment, which might not be for everyone. Lore side it might fall a bit dry, which is a good opportunity for player to create their own, if you're up for it. Treat this game as a simulator heavy experience and you'll see game shine.
This game is criminally underrated I wish id have discovered it years ago. The devoper Vice, is criminally underrated too.
Absolutely brilliant. Everything works . Amazing game , amazing music . It’s certainly a full plate to deal with. Once you get the hang of it you won’t let it go.. I was hooked from the the first game Arvoch Conflict. back in 2008. This is on another level. The after sales service is the best I’ve experienced on Steam
This is clearly a labor of love game and highly underrated. It deserves more exposure and praise, as it's a great example of what competent developers can accomplish with a minimal budget and a long term hobby. Even though I've been playing it on and off because of, well... life I guess, it's one of those games I keep going back to.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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