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Outside of that 1 minor problem (seriously, it is way less of an issue than it sounds, I'm just fussy), the controller play is fantastic. You may need to adjust sensitivity and whatnot to find your most comfortable settings, but this game is 100% something you can kick back on the lounge and enjoy with a controller.
The ability to rebind everything is about the most functional gamepad rebinding I've seen in a game - each action can have multiple binds, be set to function on button hold, or function on holding one button and pushing another.
By default the game has a few functions which aren't bound by default on controller or keyboard afaik - they're not critical, but might interest you - namely placing markers, toggling your ships headlights, and disabling (and reenabling) inertial dampening (this is what keeps your ship from continuing in a direction you thrust after you stop thrusting).
Playing with inertial dampening off brings a whole other layer to flying and make it feel a lot less arcadey, but has a very high skill floor and cieling, so only really for people who like to master that kind of flight - if you're familiar with Elite Dangerous you've probably dabbled with turning inertial dampening off in that game and seeing what it's all about.
In general controller support is excellent in terms of fine tuning it to your preference, but still feels limited by the number of available buttons - I think simply having a gamepad with paddles or two extra buttons would resolve this entirely, and the key thing I'd do if I had one is put the ship rolling left and right on those extra buttons.
One other gripe I intend to give feedback about and hope to see changed is that to activate consumables you have to hold B, or hold X for devices, and push a direction to select one of up to four slots - my issue with this is it recognises both analogue and dpad directional pushes, leading to sometimes accidentally using something with analogue - I'd prefer greatly if there was a way to limit it just to dpad - time does slow down whilst selecting so if being mindful this can be avoided.
It sucks "holding to release" and then having your ship start hovering upwards. And rebinding keys is already a pain in the ass.
Not gonna lie this comment is confusing as heck to me and I've already played the game a fair bit, so not sure it's very helpful to OP.
It's not at all clear what you're talking about or what the issue you're describing even is.
Remember when they made GOF2HD & how those controls "worked?"
Ok, the Devs probably never have played a space game before so I made my peace with it and risked to give EV2 a shot on Steam Deck to support the devs furthermore. Just to realise they haven't learned anything.
For example, there are instances in the game where you're ordered to strafe boost, so pushing a button, while pushing right, all with a SINGLE thumb on the same side of the controller. A numb thumb that had been on "push forward" for about 20min. just to make that ship move forward. So basically a finger you can't use for anything other AT ALL ! How is it even possible to repeat such a decision? This isn't Doom.
I absolute know of the "control cascading"-effect when you start to heavily change the button config and in doing so producing new problems.
I don't think there is way to effectively play that game on SD, one need a up-tier gaming controller for PC or just play it with Mouse & KB.
Hey there. I think it's a bit disingenuous to say that we've "probably never played a space game before" or that we "haven't learned anything" when some of the team have been playing space games since the early 1980's.
The original discussion here, which is over 18 months old was mostly surrounding controller customisation, rather than handheld controls such as found on the Steam Deck. The former point was alleviated with our Incursions update in 2023 when we brought controller customisation to the game.
Does that mean there isn't room for improvement? No, but we have limited resources and our focus is on other work that we have planned for 2025.
This is one of those cases. The controls are very good, although it's true that at first they seem imprecise, but it takes as you've already been told around 1 hour and then they are perfect.
Regarding these comments that the controls are terrible, and that we should check our heads... I think it's obvious who is trying to deceive.
You mean like Descent? The controls in this game are very similar to that excellent game that has won many awards, but perhaps it was before your time. What about any of a number of Descent clones that exist today like Overload[www.giantbomb.com]? The very fact that there are Descent clones indicates that game and it's control scheme was well received. Not everyone is going to like the control scheme as is, but it's not a completely foreign control scheme, you're given ample options to change it to suit your tastes and there are in fact many posts in these forums praising the control scheme. I'm not going to bother with finding them and linking them here because I don't think my post is going to persuade you in the least and some of them are in this thread all you have to do is scroll up. You've posted your opinion and now I have posted mine, I think we should just agree to disagree.