Eve Online
Eve Online
Description (IGDB)
EVE Online is a free MMORPG sci-fi strategy game where you can embark on your own unique space adventure. EVE's open world MMORPG sandbox, renowned among online space games, lets you choose your own path and engage in combat, exploration, industry and much more.
Histoire (IGDB)
Set more than 21,000 years in the future, the background story of Eve Online explains that humanity, having used up most of Earth's resources through centuries of explosive population growth, began colonizing the rest of the Milky Way. As on Earth, this expansion also led to competition and fighting over available resources, but everything changed with the discovery of a natural wormhole leading to an unexplored galaxy subsequently dubbed "New Eden." Dozens of colonies were founded, and a structure, a gate of sorts (which bears the inscription "EVE" on the New Eden side), was built to stabilize the wormhole that linked the colonies of New Eden with the rest of human civilization. However, when the wormhole unexpectedly collapsed, it destroyed the gate as well as the connection between the colonies of New Eden and the Milky Way. Cut off from the rest of humanity and supplies from Earth, the colonies of New Eden were left starving and disconnected from one another; many died out entirely. Over the millennia the descendants of the surviving colonists managed to rebuild their own societies, but by this time the memories and knowledge of humanity's origins, of Earth and the Milky Way galaxy, as well as the history of the settling of New Eden, was lost; what little information that survived transmission over the generations was misunderstood, lost in translation, and/or consigned to mythology. Five major distinct societies rose to prominence from the surviving colonies, each growing into interstellar spaceflight-capable civilizations. The states based around these societies make up the five major factions in Eve Online: the Amarr Empire, the Caldari State, the Gallente Federation, the Minmatar Republic and the Jove Directorate.
Contenu brut des sources
Eve Online est un jeu en ligne massivement multijoueur (MMORPG) à monde persistant, se déroulant dans un univers de science-fiction spatiale. Développé et édité par la société islandaise CCP, le jeu a été lancé le 6 mai 2003. Il se distingue par son vaste univers comprenant plus de 7 800 systèmes planétaires interconnectés, tous hébergés sur un unique serveur mondial.
Médias
Informations Steam
Description Steam (Français)
Feuille de route

À propos du jeu
EVE Online est un MMO vaste, contrôlé par les joueurs où vos choix sont essentiels.
Entrez dans New Eden, une galaxie de plus de 7 000 systèmes stellaires où les joueurs façonnent l'économie, dirigent de grandes corporations et fondent des héritages durables, des amitiés et des alliances qui transforment le monde du jeu. Que vous soyez en quête de combat, de richesse, de connaissance ou d'énergie, EVE Online vous offre les moyens de donner vie à votre légende.
Jouez gratuitement en tant que clone Alpha, ou déverrouillez tous les vaisseaux et bénéficiez d'une progression plus rapide en tant qu'Omega.
Exploration infinie
Cartographiez l'inconnu. Scannez des reliques antiques, découvrez des technologies perdues et explorez les trous de ver à la recherche de butin rare et de menaces cachées.
PvP massif et intrigues politiques
Participez à des batailles de flotte légendaires, ayant établi le record du monde Guinness, ou forgez-vous une réputation de mercenaire. Les guerres d'EVE sont menées par de vrais joueurs et restent gravées à jamais dans les mémoires.
Bâtissez votre fortune à votre manière
De l'extraction minière à la production, en passant par le commerce et les missions, EVE Online propose des systèmes PvE approfondis pour des récompenses conséquentes et progresser à votre propre rythme.
Personnalisation infinie
Pilotez plus de 350 vaisseaux, et personnalisez-les avec des options infinies pour différents modules, composants et SKINS, afin de rendre votre vaisseau unique. Créez vos propres SKINS personnalisés avec la suite SKINR pour rendre votre vaisseau encore plus époustouflant, ou enrichissez-vous en les vendant sur le marché. Votre créativité est la seule limite.
Éditions et prix Steam
DLCs disponibles (8)
EVE Online: Pack de démarrage
Sortie : 16 févr. 2024EVE Online: 24 Months Omega Time
Sortie : 17 mai 2022EVE Online: 12 Months Omega Time
Sortie : 3 oct. 2017EVE Online: 6 Months Omega Time
Sortie : 3 oct. 2017EVE Online: 3 Months Omega Time
Sortie : 3 oct. 2017EVE Online: Omega 1 mois
Sortie : 3 oct. 2017EVE Online: Lot de maîtrise de niveau 1
Sortie : 20 févr. 2026EVE Online: Lot de maîtrise de niveau 2
Sortie : 20 févr. 2026Avis des joueurs Steam
c'est un jeu super ! mais il faut beaucoup de temps et de patience
Mises à jour et Actualités
EVE Evolved: A New Horizon for the HUD
TLDR;The EVE Online HUD is evolving. The goal: better telegraphing, legibility, and clarity for every player. This is the first of three blogs on the project, starting with the why, the guiding principles and how players will help shape it. Evolving capsuleers,The ongoing commitment of EVE Forever continues through EVE Evolved. Over the next few weeks you will see a few topics discussed: the evolution of the HUD, modernizing our codebase as we prepare the move to Python 3, and some exciting lighting and VFX improvements. This is the first post of three diving into the journey of evolving the EVE Online Heads Up Display (HUD) so make sure to check back for upcoming instalments. We want to be transparent about the reasons behind the planned changes, have a conversation, and most importantly to get your feedback to shape the development, much like we did with the 2D map and Photon UI. Over the course of the series, details will be shared about individual parts of the HUD, the thinking behind the changes being explored, and the main lessons learned throughout the design process.This first post starts with the bigger picture, the reasons behind the HUD updates, the principles guiding that work, and how players are helping shape what comes next. But why? Our long-term strategy is to make it easier for new players to get into the game without sacrificing the depth that existing players value. To achieve that, we need to look closely at the first interactions players have with the game and identify where we can reduce unnecessary friction.One of the first interfaces players engage with is the HUD, so we want to explore ways to make that initial experience clearer and more approachable for new players, while still supporting the needs and expectations of veteran players. The goal is not to make EVE simpler, but to make its complexity easier to engage with. An Iconic Part of EVE The HUD encompasses many different points of player interaction. For the context of this blog, and the first iteration, we are looking at a part of the HUD called the command board. The command board is the center bottom part of the HUD and consists, for example, of the capacitor, modules, shield, and armor. For the purposes of this article, that is what is meant by “the HUD.” The HUD has seen many small iterations throughout the years, but its general look, feel, and structure have remained remarkably consistent. Much of the foundations of its current form dates to around 2005. For many players, this is the only HUD they have ever known. It has become an iconic part of EVE and an important part of the game’s visual identity.Evolution of EVE's HUD Being tried and tested does not mean it is without its faults, however. This is particularly apparent when watching someone experience EVE for the first time. Some important features can be difficult to discover, and information that experienced players have learned to read instinctively is not always communicated as clearly as it could be. Overheating and precise speed controls are good examples, but the challenge goes deeper than individual features. New players can struggle to understand the different states of modules, what is happening to their ship, and which pieces of information require their attention at any given moment.Why Now?Over the years, we have explored many ways the HUD could be changed or updated.Some concepts have proposed radical changes to how the interface operates. Others have been almost entirely cosmetic, with plenty of ideas somewhere in between. Many of these explorations have been valuable, but they have remained explorations and never progressed beyond the drawing board.Following the release of Photon UI, and with our focus now aligning around this area of the game, we believe this is the right moment to take a more deliberate look at the HUD. The intention is not to change it simply to make it look new and shiny. The HUD has decades of history behind it, and any changes need to respect the knowledge, habits, and expectations players have built around it. Instead, the primary goal is to improve telegraphing, legibility, and clarity. We want moment-to-moment piloting to feel more natural and intuitive. Danger should be easier to recognize. Important features should be easier to discover. New players should be able to bring more of their existing understanding of games and interfaces into EVE, while experienced players should gain greater precision and insight from the information available to them. At the same time, we want to preserve the identity of EVE’s iconic HUD. The goal is not to make EVE simpler, but to make its complexity easier to engage with. Removing unnecessary UX friction, improving comprehension for new players, and at the same time providing greater control, clarity, and functionality to experienced players. Throughout the design process, we have therefore put a great deal of emphasis on improving clarity and telegraphing without disrupting the underlying game design, removing meaningful complexity, or changing the systems players already know.Designing With PlayersOf course, designing an interface like this cannot happen in isolation. However much experience we bring to the problem, a design is ultimately a hypothesis about what will work best for the people using it. The best way to make that hypothesis stronger is to put it in front of players, observe how they use it, listen to where it succeeds or fails, and iterate. Player research has therefore been a major part of the process so far. We have conducted interviews and usability sessions with new players to better understand where the current HUD creates friction and how effectively new designs communicate important information. We have also worked closely with the CSM, reviewing concepts and iterations with them and drawing on their breadth of experience across different areas and playstyles within EVE. At Fanfest, we took this work directly to players. We held a dedicated workshop around the HUD and gathered feedback from players who visited the UI/UX booth, giving us another opportunity to see how people responded to the direction and to hear concerns, ideas, and perspectives we may not otherwise have encountered. Players testing or discussing the HUD at Fanfest Image GalleryThrough these conversations we’ve seen several iterations on our work. At this point we have confidence in the direction we’re taking and believe the changes we are working toward represent an improvement to the overall EVE experience. But confidence is not the same thing as completion. EVE has an extraordinarily complex interface, used by players with vastly different levels of experience, activities, setups, and playstyles. Things will inevitably be overlooked. A change that improves clarity in one situation may introduce friction somewhere else. Something that appears straightforward in a usability test may feel very different after hundreds or thousands of hours of play. That is why the next stage of this process needs to involve a much larger group of players. The next step is putting it in your handsThe new HUD will be made available to the wider EVE community through the Feature Previews section of the client settings. The process will be similar to the rollout of Photon UI. It will begin with an opt-in beta, allowing players to choose the new HUD, spend meaningful time with it, and provide feedback. That feedback will be used, alongside the data and observations we gather during testing, to continue iterating on the design. As the updated HUD matures and evolves, we plan to move into an opt-out beta, continuing to refine and polish the experience in collaboration with the community before it becomes the default. This sort of testing is an important part of the design process, not a late-stage step just before release. There are questions that can only be answered once thousands of players start hammering the HUD in their own unique EVE way. We encourage players of every experience level and playstyle to try it. Whether you are relatively new to New Eden or have been flying for decades and whether you are running a 500 strong evacuation, a wormhole nomad or roaming with new capsuleers. We want to hear what works, what does not, what we have overlooked, and where the design can be improved. The goal is to build a HUD that serves new and veteran players alike, while remaining unmistakably EVE. What Comes NextExactly when the HUD becomes available through Feature Previews is still being determined. There is also much more to the work than we have covered here. In the upcoming two posts in this series, we will take a closer look at specific parts of the HUD, explain some of the design decisions behind them, share more of what we have learned from player research, and talk about ideas that extend beyond this initial release. This is just the beginning of the conversation. We look forward to putting the HUD in your hands and continuing to shape it together. Fly safe, o7
Operation Avalon – a united response
Denizens of New Eden, Operation Avalon has drawn to a close, changing the face of the cluster in the process. For two weeks, from 7 to 20 July, the war reached across two fronts, warclones deploying planetside in EVE Vanguard while capsuleers completed Avalon Investigationsabove, all working toward a single goal: to build Avalon, a haven for the warclones, away from the reach of New Eden’s empires. Whichever side you fought on, thank you. Every hauler destroyed, every cypher traded, and every successful extraction pushed this shared story forward. This was one universe and one war, fought two ways, and both communities answered the call. War Above and Below On the ground, warclones fought on the surface in EVE Vanguard’s first alpha playtest, deploying into the all-new Lost Convoy battlefield, trying out rebuilt gunplay and advanced weaponry, and risking everything in the redesigned extraction gameplay. Above the planets, capsuleers tore into Avalon Investigation sites, obliterated over 7,000 EDENCOM Director Thunderchild vessels, and traded Resonant Cyphers to back their chosen empire. Thanks to cooperation between capsuleer and Vanguard Caldariloyalists, Avalon has found refuge in Caldari space. It is a quiet landmark site in the Hirtamon system for now, but what the future holds remains to be seen. One Universe, One War Operation Avalon was built on the idea that what happens on the ground in EVE Vanguard and what happens in space in EVE Online is the same war. Warclones completing expeditions triggered Avalon Investigations for capsuleers to complete; capsuleerstrading cyphers decided where Avalon would find refuge. Two games, two fronts, one outcome, and this is only the beginning of that connection. Want to see where the Vanguard is headed and how this connection will continue to develop? Explore the vision for EVE Vanguard. What Comes Next Operation Avalon is over, but the Vanguard's story is just getting started. The shared conflict you helped bring to life - pilots and infantry fighting the same war - grows deeper. This isn’t the last time you’ve seen the Vanguard. Keep your clones ready and your eyes on New Eden for the next time warclone and capsuleer paths cross.
Rampant Drone Fabricator Sites Are Back!
Rampant capsuleers, The Gallente Election was your first chance to experience Rampant Drone Fabricator sites. Thanks to your feedback they are now being made permanently available in C1-C6 wormholes, with a couple of changes, specifically tailored to wormhole space. Face escalating waves of Rogue Drones, with the threat level now building based on a point system known as “Rampancy”. The escalating threats are determined by the ships in proximity to the Fabricator. The more waves you destroy, the bigger your rewards will be. Not only that, but because you were so good at these, we had to up the ante and increase the wave cap from 30 to 100. Translation: It’s hard! Can you prove your worth? Who will be the first to outlast all 100 waves? The extremely brave can attempt to tackle the sites solo (at least the first half – you’re unlikely to survive past 40 waves or so), but they are tailored for small teams to tackle together. Push your luck and see how long you can hold out, but know that you can fleewith the loot you’ve acquired at any time, or keep going and hope to survive for even more! For more details, refer to the patch notes. We hope you enjoy this addition to wormhole space, and look forward to bringing more improvements in the near future. Happy hunting, capsuleers!
Avis des critiques et joueurs
Critiques de la Presse (Metacritic)
« A robust tutorial. Classless character builds. Overwhelmingly open-ended gameplay. Ship designs you’ll need to wear a bib for. And a breed of PvP that’ll make adrenaline junkies sign up for rehab. Sci-fi worshipers: This is your Mecca. »
« A massively complex economic and life simulation set in the expansive universe of unlimited possibilities. »
« A game of epic proportions. »
« The best praise I can give it is that it honestly and successfully appeals to the casual gamer. You don't have to kill 932,592,461 Lesser Bats to level since your skills train while you are logged off. »
« You could play this game for years before you really started to feel like you might have seen everything it had to offer. If you can just get past the rough beginning, the difficulty, and the steep learning curve, Eve Online is the biggest game you could possibly hope to play. »
« A fresh breath in the MMORPG genre. In some respects it's ELITE on steroids. »
« As expectations are put aside and the game is explored for its own merits, it begins to provide a vast sense of potential that few games can muster. [June 2003, p.97] »
« An enjoyable game. It emphasizes teamwork and really gives a lot of character tweaking to sink one’s teeth into, but you really need to be patient individual to deal with the mining aspect of the game. »
Avis des Joueurs (Metacritic)
« EVE Online tiene una temática increíble, una ambientación muy buena y un universo enorme para explorar. Sin embargo, nunca he sido fan de los juegos que funcionan como un servicio, donde tienes que pagar una mensualidad para mantener desbloqueado todo su contenido. No me molesta pagar por un juego y que después tenga DLC o expansiones de pago; eso me parece normal. Lo que no me atrae es tener que pagar constantemente como si fuera un servicio para poder acceder a más naves, habilidades y posibilidades. Es un gran juego, pero su modelo de negocio simplemente no es para mí. »
« Game Subscription model is shady. Bought a 6 month subscription in game for $84, the same $84 found on the eve online website came with an additional 500 PLEX (ingame currency) that was valued at $20, and the steam version of the deal was $64 dollars. No other mmorpg has varied pricing models for the same timed subscriptions. »
« [SPOILER ALERT: This review contains spoilers.] »
« Ive come and gone multiple times but each time I return, I meet lots of fun people to hang out with as we achieve our goals. Especially making our way for Null Security space. »
« Unbalanced game... More ganker/pker then people wanting to do missions so every were you go you get followed... You get destroyed its take many hours to just gear up a ship again. Some people have 15 account a complete fleet that will wait to kill you. If you still want to play don't invest in it. »
« I will not support all these failed projects from CCP while they neglect EvE and give us trash updates for over 5 years while charging premium dollar to play this time sink. Dead to me. Routing money that should be spent on QoL/mechanic updates that have been promised for over 5 years and then turning around to spend that money on a new exact eve clone but instead its a crypto game. GFY »
« EVE Online is the best MMO ever made! It's a very singular experience and I have never found a substitute for it. In my view is the most true you can have to Sandbox/Full-Loot/MMO game concept. If you have ever heard any news about the epic fights and full WARS that happen in EVE, it's all true. Politics, intrigue, espionage, market manipulation... it all happens and it's not by a lame game design, it happens organically. If you want to try it, be resilient, brave, thick skinned and insist for a bit. Then you will probably fall in love with it as much as I did. o7 »
« Overwhelming complex game that literally takes months to learn. That would be a good point however the gaming culture among active players is to kill everyone all the time. The 'safe areas' are not safe because players simply have fun killing newbies and the loss of their ship to NPC defenders isn't a big deal. Literally everyone you meet you should run away from as a new player. Outside the 'safe area' (which isn't) it's simply full on combat anytime you meet someone. Usually that's 10 to 1 as establish groups roam around looking for easy kills. Of course you can't earn enough in game money in 'safe areas' to build any ship even close to what players over a year are using, so you have to venture outside the 'safe' zone sooner than later. Even if you can build similar ships long term players get massive 'skill' bonuses you simply can't have. All of this player killing is actually encouraged to try to force people into groups for protection...because group play leads to longer game retention of course so game builders force it. Most groups don't defend you anyway and simply convince you to get use to **** paying them a fee for all the 'advice'. If you like non-stop player vs player killing and have lots of money this is the perfect game for you. If you don't like running for your life every second of every minute you play and still getting destroyed because the game mechanics favor long term players this isn't a good game for you. Apparently less than 95% of new players last a month and that doesn't surprise me at all. In fact it surprises me that 5% of new players find this game enjoyable. »