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I guess quite a few, though it's hard to remember them all. Mostly they consist of wild floating/crashing/clipping big objects, or unfitting sounds/voice lines.
Here's a promiment example:
It's an origin story we created with Everspace 1. Here's a deep dive to our narrative. If you want to know the whole story of the predecessor @RFG_Erik made a video where all story sequences are aligned.
Yes it will be pay once, play always. We believe that micro transactions don't belong in...
This is kind of a broad question. I'll try to put it short and precise. We started from scratch with the experience from past projects (e.g. gof and ES1). Some features, that worked for us, were refactored and reused. I cannot tell too many specifics of the early days, as I joined only a few...
I guess that question goes to @RFG_Erik
Getting the Beta release ready and shifting over to the Early Access, which is planned for the end of the year. Meaning: new locations, enemies, devices and well, almost everything.