Sat. Jun 20th, 2026

EVE Vanguard Aims to Stand on Its Own — Not Just Beside EVE Online

Despite the intimidating reputation of EVE Online, EVE Vanguard has successfully captured interest, with its first-person shooter component finally ready for a more refined player preview. After addressing numerous pre-alpha challenges, EVE Vanguard will host its initial alpha playtest, codenamed Operation Avalon, on Steam from July 7-20.

Ahead of this alpha, Game Director Scott Davis (FC Collins) and Creative Lead Jamie Stanton (FC Jayess) from Fenris Creations London shared insights into the upcoming player experience. Their development process involved meticulous attention to detail, from practical motion capture in their office to creating intricate game elements players might never directly observe. A key takeaway from our discussion was the clear ambition for EVE Vanguard to be a compelling standalone title, offering appeal beyond the existing EVE Online player base.

Both Davis and Stanton acknowledged that EVE Vanguard is designed to be more accessible than its space-faring predecessor, catering to players who appreciate the EVE universe but prefer a more direct, action-oriented gameplay style. Davis explained his personal connection to this approach: “I have found EVE Online an insurmountable cliff. But I love the universe, and I want to be in that universe. And I want to be playing with all of these people. But I don’t really want to be playing their game.” He elaborated on his desire to participate in the universe through more straightforward mechanics: “Stick a gun in my hands…at the end of the day, when you boil it down, it’s, ‘Here’s a gun, shoot some things.’ And I resonate with that, that pleases my monkey brain.” This sentiment highlights a design philosophy that moves away from complex spreadsheet management towards immediate, satisfying action.

Davis further emphasized that players unfamiliar with EVE Online or EVE Frontier will not feel lost in Vanguard. “You don’t have to necessarily care or be that involved in what’s actually happening on that side,” he stated. The campaign system is structured around completing objectives and earning rewards, with players contributing to a shared progress tracker alongside others. While collaboration might be beneficial, individual success in objectives remains paramount.

While Operation Avalon marks the first official alpha for EVE Vanguard, players have had hands-on experience with the game previously. Observing players at EVE FanFest interact with the build provided valuable feedback. The development team, even with a relatively new build, noted confirmation of necessary adjustments, such as resolving ammo scarcity issues.

Fenris Creations’ early and continuous playtesting approach is noteworthy. Davis explained that waiting too long for testing introduces too many unknowns: “I think when you’re playing the build every day, and you’re building the feature, you know how it should work, and you know what you should do with it. But then put it in front of somebody’s hands and go, without any explanation, ‘Do you think you can figure that out?’ It’s nice when it happens.” This constant feedback loop ensures the final product is intuitive for players, not just developers, a crucial aspect for a game set within a universe boasting over two decades of history.

The creators prioritized making Vanguard appealing to those outside the EVE community. This was evident in pre-alpha testing, where hundreds of players experienced the game. Davis recalled, “We brought in a lot of EVE players and non-EVE players. A lot of the non-EVE players were playing things like ARC and Marathon at the moment. So it was a really good reference for us…We were talking about the economic link, and all the EVE players in the room were going like ‘Oh my God, I’m so excited for that.’” He added that the enthusiasm of the EVE players created a secondary excitement for those unfamiliar with the main game, who recognized the unique value proposition.

Stanton reinforced this point, emphasizing the game’s unique positioning: “There’s no other game that can copy it, right? And so even so, the hope is that even players who don’t want to play the EVE game [EVE Online] or don’t care about it, they still get something out of knowing that what they’re doing is having an effect and what is happening above them, this meta that’s happening above them is real, as opposed to in most games where there’s meta or people—every game can talk about factions, or you’re part of this great war, but you kind of know that you’re not really part of a great war. You’re just being told a narrative that you are—but in this game, you will actually be part of a part of this war.”

For FPS enthusiasts not inherently drawn to the EVE Online universe, EVE Vanguard offers a visually impressive standalone experience. Operation Avalon will feature a single map, but the development tools are designed for efficient new map creation by the small team. The full game promises multiple maps with diverse challenges, each offering distinct reasons for players to deploy.

Stanton noted that each map will have an underlying narrative purpose, complemented by individual player objectives. “There’s a reason why you’re there that is coming from a narrative place. And then obviously you have your own reasons on top of that. Like, ‘I’m looking for this kind of blueprint’ or ‘I’m looking for this kind of resource that I need for my expedition.’”

Map variations will also cater to different gameplay preferences. Stanton explained, “We’ll create variants between the maps, and it could also be ‘I like this kind of gameplay. So I want to go to this map that has this kind of gameplay.’ or ‘This map is just kind of a chill mining map,’ or ‘Somewhere on this map there’s a spaceship that’s crashed, and I’m going to find it,’ or “This map is just a crazy sweaty PvP.’” This variety ensures a niche for every FPS player.

The game will also feature zones that players may not be initially equipped to handle, drawing a comparison to Dark Souls in terms of difficulty. This design encourages players to learn, regroup, re-gear, and return, fostering personal goals and a sense of progression.

The dedication to detail extends to every aspect of EVE Vanguard. The developers even acted out movements and weapon handling in the office to perfect the game’s feel.

When discussing their favorite elements, the weapons stood out. “I think the weapons are looking fantastic,” one developer shared, praising the Amarr DMR and the intricate detail of the weapon models. Davis added that the weapon artist is modeling internal mechanics, a level of detail players may never directly see, such as firing pins.

The developers also expressed excitement about the extraction mechanic. Davis described it vividly: “My answer is this is the burning up in the extraction. Like, we could have just had you climb inside of something, and you fly away, or we just cut to black or something like that. But this man going, ‘No, no, no, what if you just get burnt up alive every time?’” This concept, originating from Stanton, reflects the game’s commitment to a brutal and violent identity, as established by the Vanguard’s dangerous and terrifying nature.

This commitment to a consistent and brutal universe shapes all design choices, from healing methods to revival mechanics. “They’re the most fun conversations, where we’re talking about—it doesn’t matter what it is. It’s like, how do these guys heal themselves? How do these guys rez each other? You know? Because it can’t just be I can’t just put my hands on you and some magic green stuff.” Davis suggested futuristic defibrillators built into suits as a more fitting alternative to simple healing magic.

Whether you are a seasoned EVE Online player, curious about the universe, or simply seeking a new extraction shooter, EVE Vanguard offers a compelling experience. The development team’s passion, understanding of the universe’s complexity, and dedication to creating good games are evident.

To experience it firsthand, join the Operation Avalon alpha playtest on Steam from July 7-20th. Players can transition from capsuleers to Vanguards in mere weeks. For those interested in the EVE community, the EVE Vanguard Discord server already boasts over 14,000 members. Stay updated on the official website for further information.

English Translation

I’ve made no secret of how intimidating EVE Online seems to me, regardless of how many EVE FanFests I attend. However, EVE Vanguard has piqued my interest for a few years running, and this July, they are finally ready to offer players a “more professional” look at the first-person shooter after ironing out many pre-alpha kinks. EVE Vanguard‘s first alpha playtest, dubbed Operation Avalon, is scheduled for July 7-20 on Steam.

Ahead of the alpha, I had the opportunity to sit down with EVE Vanguard Game Director Scott Davis (FC Collins) and Creative Lead Jamie Stanton (FC Jayess), both from Fenris Creations London, to learn more about what players can expect during the alpha. Our conversation covered everything from perfecting jump landings by jumping off windowsills in their office to incorporating such intricate details that players might never even see them. One aspect that stood out above all, though, was the clear intention for EVE Vanguard to be built as a standalone game, meaning there’s something exciting for more than just EVE Online players.

I discussed EVE Online extensively with Davis and Stanton, and how EVE Vanguard finally feels more my speed within the EVE universe. The feeling was mutual. Davis shared his perspective as a gamer: “I have found EVE Online an insurmountable cliff. But I love the universe, and I want to be in that universe. And I want to be playing with all of these people. But I don’t really want to be playing their game.”

He elaborated on his interest in “being part of that universe in a way that I play games and it’s more accessible to me. Stick a gun in my hands…at the end of the day, when you boil it down, it’s, ‘Here’s a gun, shoot some things.’ And I resonate with that, that pleases my monkey brain.” Sometimes, a video game doesn’t need to be deeply rooted in Excel spreadsheets; that simply doesn’t appeal to everyone.

Davis further explained that individuals who don’t play EVE Online or EVE Frontier won’t be alienated by Vanguard. “You don’t have to necessarily care or be that involved in what’s actually happening on that side. The campaign system, it’s just complete objectives and get rewards. There are other people in another game also completing objectives and getting rewards, and you’re all moving the same tracker along. But you don’t have to worry about how they’re doing their objectives—well, you might want to care if they’re not doing it enough.”

Although Operation Avalon is the first official alpha for EVE Vanguard, it’s certainly not the first time people have gotten hands-on with the game. I spoke with Scott and Jamie about seeing players at EVE FanFest playing the game, and their insights were fascinating. The current build was about five weeks old, and they were seeing confirmation that changes they had already made were definitely needed, like fixing an issue with ammo scarcity.

This is one way Fenris Creations consistently impresses with their development. They involve people very early, perhaps even too early for some gamers. But Davis explained something that truly resonated with me. When other developers wait longer for playtesting, they encounter numerous unknown variables: “I think when you’re playing the build every day, and you’re building the feature, you know how it should work, and you know what you should do with it. But then put it in front of somebody’s hands and go, without any explanation, ‘Do you think you can figure that out?’ It’s nice when it happens.”

“EVE Vanguard is being built to hold its own as a standalone game, meaning more than just EVE Online players have something to look forward to here.”

They receive constant feedback, ensuring the final product makes sense to the player, not just the developers. This is incredibly important when developing a game set in a world with over 20 years of history. It needs to be understandable to everyone, not just EVE Online players or Fenris Creations.

During our conversation, Davis and Stanton both discussed how unique it is to be creating an FPS with EVE Vanguard within the EVE Online universe. However, they prioritized ensuring Vanguard would be worthwhile for non-EVE players. This was further highlighted by their pre-alphas, where hundreds of players dropped onto the surface.

“We brought in a lot of EVE players and non-EVE players. A lot of the non-EVE players were playing things like ARC and Marathon at the moment. So it was a really good reference for us…We were talking about the economic link, and all the EVE players in the room were going like ‘Oh my God, I’m so excited for that,’” said Davis. “And there was secondhand excitement happening because all of the players who didn’t care about EVE Online were like, ‘Well, if they’re getting that excited about something I do in my game, like that’s not anything I could get anywhere else before.’”

Stanton reiterated his statement and elaborated further, “There’s no other game that can copy it, right? And so even so, the hope is that even players who don’t want to play the EVE game [EVE Online] or don’t care about it, they still get something out of knowing that what they’re doing is having an effect and what is happening above them, this meta that’s happening above them is real, as opposed to in most games where there’s meta or people—every game can talk about factions, or you’re part of this great war, but you kind of know that you’re not really part of a great war. You’re just being told a narrative that you are—but in this game, you will actually be part of a part of this war.”

If that isn’t enough to intrigue FPS players who aren’t specifically interested in the EVE Online universe, I have good news: Fenris Creations London is crafting a badass-looking FPS on its own with EVE Vanguard. Operation Avalon will feature only one map, but the studio has set up tools to facilitate easier map building for such a small team. The full game will include multiple maps with various challenges, each uniquely designed with reasons to deploy.

Stanton mentioned that each map will also have a narrative backstory. “There’s a reason why you’re there that is coming from a narrative place. And then obviously you have your own reasons on top of that. Like, ‘I’m looking for this kind of blueprint’ or ‘I’m looking for this kind of resource that I need for my expedition.’”

“Fenris Creations London is making a badass-looking FPS on its own with EVE Vanguard.”

Stanton further explained potential differentiators: “We’ll create variants between the maps, and it could also be ‘I like this kind of gameplay. So I want to go to this map that has this kind of gameplay.’ or ‘This map is just kind of a chill mining map,’ or ‘Somewhere on this map there’s a spaceship that’s crashed, and I’m going to find it,’ or “This map is just a crazy sweaty PvP.’” This ensures there will be something for every type of FPS player.

They also noted that players will encounter zones within each map that they may not be ready for yet, referencing Dark Souls in terms of difficulty. The intention is for players to learn from their experiences, return to re-gear, and then face the challenge again, providing a sense of progression and personal achievement.

This level of thoughtful design isn’t limited to just one aspect of EVE Vanguard. As I mentioned, Scott and Jamie shared stories about acting out movements and weapon handling in the office to achieve the perfect aesthetic. They are clearly fully invested in the game’s design.

When asked about what they are most looking forward to in EVE Vanguard, the weapons were discussed in detail. “I think the weapons are looking fantastic. We’ve got an amazing weapon artist [FC Kaenugard] working with us who’s made this Amarr DMR that got lots of ‘oohs’ and ‘ahhs’ yesterday, and he’s not even finished it yet.”

Davis agreed and provided more detail: “The level of detail that he’s going to, he’s actually modelling the inside mechanics of the weapons because that is just his bread and butter.” Stanton added, “There’s stuff no one will ever see, like the firing pins. It’s crazy.”

Indeed, during the keynote, we saw some impressive versions of these weapons. Davis commented, “I just want to emphasize the amount of detail that has gone into creating these weapons. This is the game asset. These are the textures of the weapon that you will be seeing, the grime, the scuffing, how this is how a Minmatar weapon should look.”

Their passion for the weapons is evident, but both developers truly lit up when discussing how players will extract from EVE Vanguard. It was interesting to hear the depth of thought behind it. Davis was ecstatic when asked about his favorite part of EVE Vanguard: “My answer is this is the burning up in the extraction. Like, we could have just had you climb inside of something, and you fly away, or we just cut to black or something like that. But this man going, ‘No, no, no, what if you just get burnt up alive every time?’”

He alluded to the idea originating from FC Jayess, Jamie Stanton himself. What interested me more, however, was the direction the conversation took. It wasn’t merely an arbitrary design choice; Fenris Creations London puts immense thought into every decision made for EVE Vanguard. “We’ve worked really hard, all of us, to establish the identity of the game and set some rules about what that means. So it’s supposed to be brutal and violent, and the Vanguard are dangerous and terrifying. Once you establish those rules, then you can’t get into a lift, you know?” said Stanton.

He continued to explain how the universe influences every choice: “They’re the most fun conversations, where we’re talking about—it doesn’t matter what it is. It’s like, how do these guys heal themselves? How do these guys rez each other? You know? Because it can’t just be I can’t just put my hands on you and some magic green stuff.” Davis also chimed in: “Do they have adrenaline pens in 21,000 years in the future? No! Maybe they have defibrillators built into their suits!”

Whether you’re already subscribed to the EVE Online universe, have been curious for years, or are simply looking for a new extraction shooter—and yes, there are many—EVE Vanguard is bringing something compelling to the table. The team is incredibly passionate, understands the intimidating nature of the universe, and, perhaps most importantly, they just love good games.

To try it for yourself, EVE Vanguard is hosting Operation Avalon, its first alpha playtest, from July 7-20th on Steam. Players can hang up their capsuleer hats to become Vanguards in just a couple of weeks! For those interested in the EVE community, you can join the EVE Vanguard Discord, which already has over 14,000 members, even before the alpha has launched. You can also follow their official website for more information.

By Cedric Ravencroft

A Leeds-based gaming journalist with nine years of experience in the industry. Started covering local gaming tournaments before expanding into national gaming news coverage. Specializes in PC gaming developments and indie game discoveries across the UK. His analytical approach to gaming trends and developer spotlights has earned him recognition among both gamers and industry insiders throughout England

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