EVE Vanguard asks players to drop onto a hostile planet, fight for what they can carry, and live with the wreckage they leave behind. Fenris Creations developed and published the game for PC, and it is coming in 2026.
That is the whole pitch, and it is a big one. EVE Vanguard is a sci-fi sandbox first-person shooter built around high-stakes deployments. You fight, scavenge and adapt in brutal warzones, and every choice leaves its mark on a player-driven universe at war. The studio is selling consequence, not just gunplay.
Trailer, via EVE Online.
The Planet You Keep Returning To
The genre list tells you how Fenris expects you to spend your time: shooter, strategy, tactical, adventure. That is an unusual stack. Shooters rarely ask for patience. Tactical games rarely ask for scavenging. Adventure rarely asks you to accept that the map remembers you.
EVE Vanguard wants all three at once. The themes — action, science fiction, survival, sandbox, warfare — point at a game where the shooting is one system among several, and where the sandbox is the point rather than the backdrop.
Four Ways to Deploy
The mode list is the clearest statement of intent in the source material. EVE Vanguard supports single player, multiplayer, co-operative play and massively multiplayer online play. That is not a menu of afterthoughts; it is four different games sharing one warzone.
| Mode | What it implies |
|---|---|
| Single player | A solo deployment, no squad to cover you |
| Multiplayer | Player-versus-player stakes on the same planet |
| Co-operative | A squad fighting and scavenging together |
| MMO | A persistent, player-driven universe at war |
The MMO line is the one that matters. A sandbox only earns the name if other people are in it, changing it, and EVE Vanguard commits to that in writing.
First Person, High Stakes
The first-person perspective is the right call and the safe one. It puts you inside the deployment, close to the scavenging and the fighting, and it makes every choice feel like yours rather than the camera’s.
But perspective is not a design. What the source describes is a loop — fight, scavenge, adapt — and loops live or die on whether the adapting is interesting. Fenris has not shown that part yet.
The phrase “every choice leaves its mark” is doing enormous work here. It could mean a universe that genuinely shifts under player action. It could mean a scoreboard.
What Fenris Still Owes Us
The ambition is real and the pieces fit together. A tactical shooter with survival themes, a sandbox with an MMO backbone, a war that players drive — that is a coherent idea, and it is more interesting than another arena shooter.
The risk is the same one every persistent sandbox runs. The universe has to change in ways players can see, or the stakes are decoration. Fenris Creations has announced the modes and the themes. It has not shown the mark.
EVE Vanguard is worth watching for exactly that reason. If the choices stick, this is a game people will live in. If they do not, it is a shooter with a large map and a promise.
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