$9.99 (−80%)EVERSPACE™ 2 Diablo with lasers
A fast single-player space shooter with real RPG depth. Fly frantic dogfights across a handcrafted galaxy, loot better guns, solve puzzles, trade between systems and follow a clone pilot's story through a war-torn star cluster. It plays like Diablo with lasers, and the flying is the good kind of frantic.
Is EVERSPACE™ 2 worth it?
EVERSPACE™ 2 is worth it if…
- you want arcade-style space combat with loot and builds, not a hardcore flight simulator
- you liked the trading and flying of games like Freelancer or Galaxy on Fire 2
- you enjoy exploring handcrafted places with secrets, rather than endless generated planets
- you want a long single-player campaign you can play entirely offline, at your own pace
Screenshots
Dogfights that never let you sit still
Combat here is about movement. You dodge, dash, roll and boost through fights against drones, fighters, heavy bombers and gunships, and the good runs end with a trail of space scrap behind you. Bigger targets, massive capital vessels and ancient guardians, punish pilots who just hold the trigger: you use the environment, break line of sight and pick your moments against greater numbers. The controls stay simple, sit down and fly, but the build underneath, weapons, devices, perks and your ship's active ability, decides how each fight plays. The dogfights are the part people keep coming back to, and it shows.
A galaxy worth poking around in
Cluster 34 is split into seven star systems with more than 100 handcrafted locations, and each one is its own map with its own idea: an asteroid field to crack open, a wreck to salvage, a ruin to restore, a stretch of water to fly under. Between fights you search structures, reroute energy, move debris and hunt outlaw caches for hidden treasure. Some of these hunts can turn into needle-in-a-haystack moments with little to go on, so come for the flying and the loot more than the scavenger hunts. When a puzzle lands, though, it is a welcome break from shooting.
Loot, ships and a story about a clone
You play Adam, a clone pilot trying to buy his way out of the Demilitarized Zone, and the story follows him through clashing warlords, cultists and aliens across a roughly 30-hour campaign, closer to 90 if you chase every secret. Allies join your missions and grant upgradable perks and abilities. The loot side runs deep: fighters in several classes, modules, weapons and set bonuses you combine, reforge and trade between systems for profit if you'd rather earn without fighting. The story divides people: some find it gripping, others find the dialogue thin. The campaign's end is not the end either, with High-Risk Areas and Ancient Rifts offering legendary gear for pilots who push their luck.

















