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Monday, August 11, 2025

EVE Frontier's Vision Update Stream - August 2025

I planned to make at least one post this week about EVE Frontier while I'm on vacation. Plans kind of changed when the launch of Cycle 2 was delayed one week. I did have a backup plan. On Thursday the game's creative director CCP Maximum Cats and community developer CCP Jötunn conducted  a live stream with an update on the vision for Frontier. I think reviewing the stream does have some value into the development of the game so far.

While I found the stream interesting, a lot of people don't have the time to watch a 100 minute stream. I personally didn't have the opportunity to do so in one setting and I actually did buy the game. So I went ahead and had Copilot create a Cliffnotes version of the video. I'll leave some closing thoughts afterwards.

Introduction

Good afternoon and welcome to the latest EVE Frontier live stream. CCP Jötunn, community developer, is joined by creative director CCP Maximum Cats. They set out to walk founders through the high-level vision for EVE Frontier, clarifying how the recent vision trailer maps to actual future development. This session is aimed squarely at explaining guiding principles and target states, not shipping dates or precise feature roll-outs.


Overarching Vision

The team is regrouping around a core vision that has been shaped by three main inputs:

  • long-term narrative and world-building goals
  • tangible player feedback gathered since the NDA lift (stream watching, founders’ input)
  • internal sanity checks on production feasibility

Players have picked up on classic EVE emotions—harsh sandbox, emergent drama, risk versus reward—but translated into modern tech, UI and UX. The goal is a living space frontier with fair brutality and deep meaningful struggle.


Key Experience Pillars

  1. Meaningful Struggle over Momentary Fun
    players enjoy harsh, repeat-upon-failure loops because victories feel earned

  2. Immersive World-Building
    ancient human civilization, feral AI drones, haunted stargates, mythic archetypes

  3. Emergent, Open-Ended Gameplay
    sandbox structure that hints at next steps without theme-park rails

  4. Replayability via Tech Stacks
    hyperfold stacks behave like living blueprints—lossy, AI-driven, unpredictable, needing maintenance


Player Journey Phases

EVE Frontier loops every player through three broad stages:

  1. Preparation
    stranded awakenings in ruined vessels, puzzle out emergency tools, plot courses on the star map

  2. Expedition
    venture into space wilderness, face feral AI drones, environmental hazards, fuel and damage management

  3. Off-Ramp & Celebration
    extract surviving clones, unpack spoils, decontaminate and identify loot, brief moments of triumph

As players persist, these loops repeat at higher complexity—new clone bodies, advanced ships, interstellar travel, factional tech trees—fueling both solo play and tribal cooperation.


Highlighted Features & Content Needs

The vision trailer outlines the target feel, but most in-game systems are still at rough “20 percent” playable form. Core areas requiring additional development include:

  • craft and ship-assembly UX, data-driven and cinematic
  • immersive boot-up and unpack animations for ship and clone
  • meaningful survival mechanics (heat, erosion, virus status)
  • base/shelter building as fixpoints for identity and archaeology
  • phased interstellar travel tech (one-use stargates, nerfed jump drives)
  • NPC station interiors with epic vistas, unique services, artifacts
  • hyperfold stack lifecycle, decay, corruption and high-end industry loops
  • robust clone progression: traits, implants, social and mechanical effects

Teams will deliver smaller, roughed-in features early (“skateboard before the car”) to let founders taste the vision in cycles rather than years.


Streamer Feedback & Development Outlook

Since lifting the NDA, watching streams has become a de facto UX lab. Key takeaways:

  • concept lands strongly—players feel original EVE spirit without nostalgia trap
  • “fair brutality” resonates: equal stakes for all founder clones
  • viewers enjoy puzzle-like survival and iron-man challenge streams
  • immersion and world-building foreshadowed well, but core content needs bulk

The internal roadmap aligns with most vision blocks and aims to show tangible progress in the foreseeable cycles. Detailed timelines remain fluid to accommodate real-world production rhythms.



The players' path from redacted internal documents

The first funding round for the project was announced in March 2023 with a holding company already receiving funds in 2022. Just based on most game systems at 20% playable form I can't help but think the game will not launch until 2028 at the earliest with 2029 as a more realistic date. Seven years from concept to launch, given the current state of development in the industry, doesn't seem too bad.

I included a screenshot of the planned progression for players. I say planned because of two reasons. The first is that everything is subject to change. The second is that as a sandbox game the developers know that not everyone will want to go down the expected path. Something that CCP has dealt with for over two decades.

I do want to add a comment about clones. In EVE Online players are basically spaceships and clones are just something that holds your implants and hard wiring or are a disposable method of transportation. In Frontier the design is to build a clone gradually through game play and perhaps get attached to your clone more than any particular spaceship. And as someone who bought the cheap "Awakened" package instead of spending $99.99 for the top tier Ascended package or one of the $99.99 tribal packs, I wager my clone transformation will feel more impactful. Not bad for getting the package for $19.99 when they first came out. (And yes, I know the Ascended pack gives 3 months more gametime than what my package came with).

Something that I noted was the lack of discussion about cryptocurrencies and other staples of Web3 gaming like the blockchain. Smart arrays weren't even mentioned until the 86th minute of the video. The term "mod your way out" wasn't said until the 95th minute. Instead the stream discussed the vision for game play, not real world wealth creation. 

I have stated since the project became public that Frontier will only succeed if the game is entertaining and not a second job. And not a second job in terms of time spent playing. A second job in terms of filling a player's bank account.

Finally I want to note the openness of discussing nerfs. The game is in alpha so everything is subject to change. Some games currently in development (looking specifically at Star Citizen) have to take care when changing how ships and the environment works because people have spent hundreds if not thousands of dollars on in-game items.  

Let me give an example from the stream. The jump drive capabilities of ships in Cycle 1 are really powerful. As CCP Maximum Cats stated, too powerful. So expect nerfs to jump drives, with the act of long distance jump perhaps requiring a space catapult. These type of changes don't really affect those of us who bought alpha access as any nerfs won't affect purchased items.

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