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EVE Online

is a video game by CCP Games. It is a player-driven, persistent-world MMORPG set in a science fiction space setting. Characters pilot customizable ships through a galaxy... read more

Platforms MacPC
Developers CCP Games...
Status: Released
Release: 06-May-2003



is a video game by CCP Games. It is a player-driven, persistent-world MMORPG set in a science fiction space setting. Characters pilot customizable ships through a galaxy of over 7,500 star systems. Most star systems are connected to one or more other star systems by means of stargates. The star systems can contain moons, planets, stations, wormholes, asteroid belts and complexes.

Players can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player). The character advancement system is based upon training skills in real time, even while not logged into the game.

Eve Online was released in North America and Europe in May 2003. It was published from May to December 2003 by Simon & Schuster Interactive, after which CCP purchased the rights and began to self-publish via a digital distribution scheme. On January 22, 2008, it was announced that Eve Online would be distributed via Steam. On March 10, 2009, the game was again made available in boxed form in stores, released by Atari. In February 2013, EVE Online reached over 500,000 subscribers. The current version of Eve Online is Crius, released July 22, 2014.

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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. In turn, this expansion also led to competition and fighting over available resources as it did on Earth, but everything changed with the discovery of a natural wormhole leading to an unexplored galaxy named "New Eden". Dozens of colonies were founded, and a structure was built to stabilize the wormhole that bridged the intergalactic colonies with the rest of human civilization, a giant gateway bearing the name "EVE". However, when the natural wormhole unexpectedly collapsed, it destroyed the gate. Cut off from the rest of humanity and supplies from Earth, the colonies of New Eden were left starved and disconnected from one another; some died out entirely. Over the millennia the descendants of the colonists managed to survive and rebuild their own societies, but the memories and knowledge of humanity's origins as well as their own from Earth and the Milky Way became lost. Five major distinct societies rose to prominence from the colonies, each growing into interstellar spaceflight-capable civilizations. The states based around these colonies 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.

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The Amarr, a militantly theocratic empire, was the first of the playable races to rediscover faster-than-light travel. Armed with this new technology and the strength of their faith in their god, the Amarr expanded their empire by conquering and enslaving several races, including the Minmatar race, who had only just begun colonizing other planets. Generations later, after the intense culture shock of encountering the Gallente Federation, and in the wake of a disastrous attempted invasion of Jovian space, many Minmatar took the opportunity to rebel and successfully overthrew their enslavers, forming their own government. However, much of their population remain enslaved by the Amarr, and some, having adopted the Amarrian religion and sided with their masters during the revolution, were released from bondage and incorporated into the Empire as commoners in the Ammatar Mandate. The free Minmatar Republic, taking as inspiration the ideals and practices of the Gallente Federation, is presently a strong military and economic power actively seeking the emancipation of their brethren and all other slaves.

The Gallente and the Caldari homeworlds are situated in the same star system. The Gallente homeworld was originally settled by descendants of the French colonists of Tau Ceti; Caldari Prime on the other hand was purchased by a multinational megacorporation that began to terraform it. The terraforming of Caldari Prime was incomplete at the time of the wormhole's collapse, however, and the planet remained environmentally inhospitable for millennia. The Gallente restored themselves to a high-functioning technological society some hundred years before the Caldari, building the first lastingly democratic republic of the new era in the form of the Gallente Federation. Originally the Caldari were members of the Federation, though cultural animosity between the two peoples spiralled into a war during which the Caldari seceded from the Federation to found their own Caldari State. The war lasted 93 years, with neither nation able to overwhelm the other. The planet Caldari Prime was initially retained by the Gallente Federation during the war, and did not become part of the new Caldari State. Much more recently, however, a Caldari offensive managed to recapture their lost homeworld, a fact which is viewed with abhorrence by the Gallente, who see the presence of a significant Caldari fleet about the planet as a mass hostage taking.

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Both the Gallente Federation and Caldari State are economical and trade oriented nations. However, the Gallente favour liberal economic policies, encourage individualentrepreneurship and social democracy, and maintain a progressive approach to social welfare whereas the Caldari State is organised as a form of statist corporatocracy, where the State itself is owned by and operated on behalf of a few trust-like megaconglomerates. Due to their official policies regarding multiculturalism and encouragement for diversity, the Gallente Federation attracts many immigrants; a third of all ethnic Minmatars reside as citizens there, and thus while the Caldari State originally existed at a relative population deficit, this was rectified instead by a State-wide programme of artificial reproduction, producing a generation of so-called 'Tube Children' raised by the State to enlarge the available labour pools of the controlling megacorporations.

The Jovians (currently a non-playable race) were colonists, too. Unlike the other races of Eve Online, they maintained a relatively high-functioning technological society after the collapse of the wormhole and did not need to spend millennia recapitulating ancient societal developments, and while the other four major races were still grounded, Jovian history saw two major periods of empire. They expanded outward and eventually turned to genetic engineering in order to mold themselves into a species more suited for deep-space life and long-range interstellar exploration. Genetic experimentation, however, eventually led to the deadly "Jovian Disease", an inheritable psychological disorder which, despite their best efforts to reverse it, crippled their civilization. They now inhabit a region of space supposedly inaccessible to outsiders.

In addition to different backgrounds and histories, each of the races have characteristic philosophies of starship design. Minmatar ships tend to be quite fast but fragile, and rely on their high speed maneuverability to evade the tracking systems of heavier weapons, while themselves using projectile weapons such as artillery or autocannons, more sophisticated kin to today's munitions technology. Amarr ships are ponderous, densely armored, and pack batteries of powerful laser-based energy weaponry. Gallente ships are sleek, well designed and armored, and specialise in deploying fleets of robotic drones while mounting hybrid weapons that operate using superconducting magnets to accelerate mass toward targets at extreme speeds. Finally, Caldari ships are typically poorly armored and not particularly fast but utilise powerful energy shields, and make extensive use of torpedo/missile launchers and hybrid railguns, favouring engagement at extreme ranges.

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Players start the game by either selecting a previously created character or by creating a new one. Each Eve Online account allows for up to three characters. When a player creates a new character, they start by choosing one of the four playable races – Amarr, Gallente, Minmatar, or Caldari. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player.

Unlike many other MMOs, where there are numerous copies of the game universe intended to run at once (i.e., servers), Eve Online is functionally a single-universe game. There are technically four copies of the universe running (the main server "Tranquility", the Chinese-based "Serenity", the event test server "Duality" that focused on organized events like mass tests and playtests coordinated by CCP and the test server "Singularity" which is subject to periodic wipes when new content is being tested) but rather than starting a new "realm" when in-game population increases, CCP simply adds new features to the existing game environment. A new test server was announced called Buckingham to replace Singularity as the main EVE Online test server while Singularity was used for Dust 514/EVE Online joint testing. As DUST 514 has been moved to the main Tranquility server, Singularity is now the main test server again and Buckingham is a closed DUST 514 test server for the CCP developers.

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The playing environment in Eve Online consists of more than 5000 star systems, as well as 2500 randomly accessible wormhole systems, taking place in 23341 C.E. Systems are classified by their Security Status, on a decimal scale from −1.0 to 1.0. These systems are categorized into three groups, each determining the response from CONCORD (Consolidated Co-operation and Relations Command) NPC law enforcement units. Star systems classed as 0.5 – 1.0 security are considered "high sec" and any unauthorized/unprovoked attack by a character on another character anywhere in the system will result in the appearance of law enforcement. These units will attack and destroy the aggressor, and are designed to reinforce in such strength that they will always win. Systems classified as 0.1–0.4 are considered "low sec", where CONCORD law enforcement units will not destroy aggressors, but do monitor unprovoked acts of aggression and have automated sentry guns in some locations. Unprovoked attacks will flag the aggressor as a free target for other players, and attacks within sight of sentry guns will cause them to fire on the aggressor. Systems classified 0.0 to −1.0 are called "zero space" or "null sec", and feature no law enforcement; individual systems, or groups of systems, may be controlled by player alliances, up to the creation of player-owned empires reaching across entire "regions" (the term the game uses to collect together large groups of star systems). Wormhole systems are accessible only by wormholes that randomly appear and disappear, and are also lawless space, showing as −1.0, however player-run corporations cannot claim sovereignty in wormhole systems. Star systems contain different types of celestial objects, making them more or less suitable for different kinds of operations. Typically, players find asteroid fields, planets, stations, stargates, and moons in a system. Many of the game's most profitable income sources are found in dangerous null or low security systems, giving players incentive to engage in high-risk, high-reward activities in which they must survive the possible harassment of other players who may also enter the system.

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Combat and travel

The game's primary mode of play is flying around in space ships. Players can dock at stations, where they are safe and can use station services such as repair or refitting and buy and sell cargo. All space combat takes place in real time at sub-light speeds from around 100 m/s to 8000 m/s, depending on ship size. Usually the player does not manually control their ship like in space combat simulators such as Wing Commander or X-Wing, and instead gives commands such as Orbit, Approach or Align to their flight computer, which does its best to comply. Similarly, weapon aiming is not done manually, instead the player locks on to an opponent and orders their weapons to fire, and the result is determined through calculation based on factors such as range, velocity, weapon tracking and a random factor.

Travel across distances longer than hundreds of kilometers is done with the ship's Warp Drive, which every ship and escape pod has. The player issues a command to warp to an object, which must be greater than 150 km away and in the same star system, and after an alignment maneuver their ship will enter warp. After between a few seconds to a minute, depending on ship speed and warp distance, the ship will land at the selected destination. A ship's warp drive can be temporarily disabled by warp disruption weapons, which is an essential part of combat to prevent a target from escaping.

Travel between star systems is only possible for most ships by the use of structures called "Stargates". Each stargate is linked to a partner stargate in another system, and star systems typically have more than one stargate, forming a network through which players travel. While travel within a star system by warp drive is relatively free-form, the need to use stargates to travel between systems makes them focal points for combat.

Capital ships, however, are too massive to use stargates. Instead, they travel using jump drives, which require another ship to create a "Cynosural Field" which the capital ship can then jump to. While this allows the capital ship to travel instantaneously, it requires a trusted second party to create the beacon. Jump drives also consume fuel (in contrast to stargates, which require nothing) and drain the ship of its capacitor, leaving it nearly defenseless until it is recharged. Titans are also capable of allowing other ships to instantaneously travel by creating temporary bridges to cynosural fields. Black Ops battleships can create similar, but undetectable, bridges capable of transporting only specific ship types.

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Unlike other massively multiplayer online games, player characters in Eve Online advance continuously over time by training skills, a passive process that occurs in real world time so that the learning process continues even if the player is not logged in. The skill training queue allows skills to be scheduled to start training up to 24 hours in the future. Some skills require more time to train than others - for example the skill to fly a Titan takes 8 times as long to train as the skill to fly a frigate.

Until the Odyssey expansion it was not possible to train more than one character per account at the same time. Odyssey introduced "Dual Character Training", which allows players to expend a PLEX (see accounts and subscriptions) in order to allow that account to train a second character for 30 days, equivalent to paying for a 30 day subscription on another account to train a single character there. Odyssey 1.2 introduced the more generalized "Multiple Character Training" which allows players to expend yet another PLEX to activate this feature for a third character on the account.

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The in-game economy in Eve Online is an open economy that is largely player-driven. Non-player character (NPC) merchants sell skill books used by players to learn new skills andblueprints to manufacture ships and modules. NPC merchants also buy and sell Trade Goods. Some Trade Goods are only for trade between NPC merchants while others have a functional use and are not good for trade with NPC's. The characters themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game. NPC ships can be looted and salvaged for items and materials, Non-player created ships and equipment may be purchased from various NPC factions as a character gains status with them, and can be resold in the in-game economy. The in-game currency is ISK (Interstellar Kredits), which is also the currency code of the Icelandic króna, the real-world currency of Iceland, where the Eve Online development studio is located.

The amount of money or materials in the universe is not fixed and, as such, the economy operates under supply and demand. Market manipulation is possible on a large scale, particular examples being ramping and bear raids. CCP does not issue refunds on in-game purchases. This causes scamming to become an ever-present risk. The economy is balanced by the automatic introduction of extra materials in underpopulated areas. This encourages a more even spread of players.

The game provides support for the trading of in-game resources, including graphs of item price history, with Donchian Channel and daily average price. Some player characters operate primarily as traders, buying, selling and transporting goods to earn profits. Others operate primarily as producers, purchasing components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, or various technologies wanted by players. Some less combat-oriented players operate as miners or salvagers, collecting and sometimes processing ore used in manufacturing and collecting salvage to make into ship rigs, respectively. Finally, some characters operate as mercenaries or pirates, earning money or being paid primarily to be battle-ready and either to attack or defend-from-attack profitable enterprises such as mining, salvaging or transportation of goods.

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Unlike some games such as Second Life, in-game currency is not freely convertible with real world currency. Players may only pay real world currency to CCP for in-game items (specifically the Pilot License Extension (PLEX), a token for renewing one's game subscription that can be traded in-game for virtual currency). The reverse, turning in-game currency or items into real-world money, is prohibited. A reason for this, related by a CCP representative at Fanfest 2010, is that free interchange of currency causes in-game banking to fall under the same regulatory domain as real-world banking. CCP would rather not place this restriction on in-game behavior, due both to the difficulty of regulatory enforcement, and the desire to allow players to create illegitimate in-game banks or Ponzi schemes if they wish to do so.

Commentators have attempted to estimate the value of Eve Online entities in real-world currency. One such conversion valued a fleet-ready titan (the most powerful ship in the game) at US$7,600.

In 2007, in a first for a gaming company, CCP hired an economist, Eyjólfur Guðmundsson, to oversee Eve's in-game economy. Guðmundsson was previously dean of the faculty of business and science at the University of Akureyri.

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Due to the game's focus on freedom, consequence, and autonomy, many behaviours that are considered griefing in most MMOs are allowed in Eve. This includes stealing from other players, extortion, and causing other players to be killed by large groups of NPCs.

Only malicious, prolonged and concentrated harassment where no material gain is involved and a few other actions are considered to be illicit griefing by the game's developer. Escaping CONCORD retribution for high-sec aggression is also forbidden (CONCORD is intentionally designed to be unstoppable).


Ships in Eve Online are organized into classes, from tiny frigates only a few dozen meters long to gigantic capital ships up to 17 kilometers long (as large as whole cities). Ships fill different roles and vary in size, speed, hull strength and firepower; smaller ships are generally faster and capable of disabling their targets but lack the damage output necessary to destroy larger ships, while capital ships do very high amounts of damage but have difficulty in striking smaller, mobile targets. Each of the four races has their own unique ship design preferences and varied strengths and weaknesses, although all races have ships that are meant for the same basic roles and are balanced for play against each other. This means that there is no "best ship" in Eve Online. According to their preferred style of play, the player might want their characters to fly a ship with a huge cargo hold, one that is suited for mining, one that has a powerful array of weapons, or a ship that moves quickly through space (among other capabilities); but the fluid, ever-changing nature of Eve Online means that no ship will be perfect at all of these tasks, nor is there any guarantee that the "best ship for the job" today will continue to be the best ship tomorrow.

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Furthermore, unlike many online games, Eve does not feature racial bonuses; that is, characters of different races do not gain intrinsic advantages for flying ships designed by their own race. While a character will begin with more advanced skills in his own race's ships, a character of another race can reach the same proficiency through training. Thus, players are encouraged to use starships that meet their preferred style of play, and the game does not place incentives for playing as one race over another.

Ships in Eve Online come in four size classes. Small starships include frigates (small, mobile ships good for disruption and harassment) and destroyers (slightly larger and more offensively oriented than frigates). Medium starships include cruisers (multipurpose ships with many possible roles) and battlecruisers (heavier, more combat-oriented cruisers). Battleships (heavily armed and armoured dedicated combat ships) make up the large size class. Extra-large (or capital-class) starships include carriers (mobile bases that can launch fighters and are adept at repairing other ships), dreadnoughts (dedicated siege ships for attacking structures and other capitals), supercarriers (larger versions of carriers focused more on damage to capital class ships) and titans (supermassive mobile battle stations, capable of equipping doomsday devices which do massive amounts of damage to other capital ships).

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Each spaceship within the Eve Online universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including power grid, CPU, capacitor size and recharge rate, energy shields, armor, maximum velocity and inertial modifier, agility, locking range and maximum number of lockable targets. A ship's systems also receive bonuses depending on the level of various skills of the ship's pilot. These bonuses usually correspond to the role the ship has been designed for, and thus vary widely.

One important characteristic of a ship is the slots it has available for modules. Slots and modules come in three variants: high-, mid-, and low-power. Examples of high slot modules include weapons such as turrets and missile launchers, cloaking devices, tractor beams, and other tools for mining and salvaging. Mid slot items include modules to improve shields or propulsion, repair hull damage, engage in electronic warfare, and "tackle" other ships to slow or stop movement. Low slot items include armor enhancements and repair, increased cargo space, and improved speed, agility, computers, or power supply. Different-sized ships have different numbers of module slots.

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A ship may also have one or more slots for rigs, modules that require no power grid or CPU, but instead require a ship resource called calibration. Installing a rig is a semi-permanent action, as a rig cannot be removed from the ship without being destroyed. Rigs come in four sizes: small, medium, large, and capital which roughly correspond to the size of the ship, and are used to affect other aspects of the ship such as maximum speed or cargo capacity, or to augment the capabilities of other modules installed in the ship. Most rigs also incur a penalty to certain aspect of the ship; for example armor rigs reduce the maximum velocity of the ship.

All ships in the game are also classed according to Tech level, from Tech I to Tech III. Tech I (or T1) ships are general purpose, easily manufactured models that perform simple, straightforward functions in an obvious way; faction ships, which are usually very expensive and very good at their intended tasks, are also T1. Tech II (T2) ships are based on T1 designs that have been modified to perform specific roles using specialized technology. T2 ships are harder to manufacture and are only produced by certain corporations, and are priced well above the T1 variants. They also require significantly greater skills to fly than their T1 variants.

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The Apocrypha patch introduced into Eve Online a new type of ship: the Tech III (T3) strategic cruiser. These highly advanced starships gain their unique qualities by being manufactured from material recovered from beyond wormholes, another new feature introduced by Apocrypha. Strategic cruisers are quite rare and expensive, and require unique skillsets on the part of manufacturers that allow the reverse engineering and integration of highly advanced technologies recovered from dead or dormant ancient civilizations. They differ from other ships in that they are modular. Players start with a hull and then add five subsystems to it, the choice of which can dramatically change the ship's character, giving it a different layout of module slots, different preferred weapon systems, and abilities such as being able to fit covert cloaks or ignore some warp disruption effects.

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Players and communities

Players have several interaction options when playing Eve Online. Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, such as pirate clans or corporations.

Corporations and alliances

Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors. Alliances can control enough star systems that their territory can be plotted on the Eve Online game map. Alliances based in lawless space often form unofficial political power blocs with other alliances. These power blocs are typically referred to as "coalitions". Unlike formally established alliances, coalitions are similar in nature to Japanese keiretsu—an informal 'business arrangement' in which several corporations band together to provide mutual financial, military and/or industrial support.

Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Corporations can levy income taxes on their members, which skim off a percentage of every member's earnings. Many corporations offer a variety of benefits to their members, such as free or discounted ships, equipment, formal training, and organized corporate group operations.

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Among the many activities that corporations can organize is piracy. Actions considered piracy generally involve breaking the in-game law, and can come in a variety of forms. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate characters often will have low security status and may even be branded as outlaws by CONCORD. Likewise, victims of overt piracy may retaliate without intervention from CONCORD, often via an expressed right to destroy the pirate ship (i.e., "kill right"). Although piracy activities are "illegal" within the game universe, they are not against the rules of the game, i.e., there will only be in-game retaliation and punishment for them.

Illegally attacking another player in secure space will result in a loss of security standing; CONCORD, the interstellar NPC police, will arrive shortly to destroy the aggressor's ship. There are, however, legal ways to attack other players in high-security space.

Whole corporations and whole alliances can officially declare war on (or "war-dec") other corporations or alliances for a weekly fee, permitting all members of the involved corporations or alliances to attack each other without loss of security status or the intervention of CONCORD. The weekly fee can be eliminated if the war declaration is reciprocated. War declarations will clearly flag a player's enemies, so the player can determine who can legally attack and be attacked.

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As of October 2006, the average age of an Eve Online player was 27, and 95% of players were male. The average weekly playtime was 17 hours, or just under 2.5 hours per day.

On May 5, 2013, Eve Online claimed a new record for the maximum number of simultaneous pilots online with 65,303 concurrent accounts logged on to the same server at the same time. This record was set on the eve of Eve Online 10 year birthday and topped the previous record of 63,170 set January 23, 2011. Eve Online typically experiences the highest number of users on Sundays and the peak player records have almost exclusively been broken on Sundays.

As of May 6, 2009, Eve Online claimed to have more than 300,000 active subscriptions and 45,000 active trial accounts. The total active subscription count at end of 2010 was 357,000 accounts.

Beginning in March 2006, CCP and its partner Optic Communications started working to bring Eve Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000. The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to Eve Online's main server cluster.

The code base between Serenity (serving China) and Tranquility (serving the rest of the world) is synchronised, so that software development is distributed to both server clusters, although the game worlds are not connected. Eve Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI.

On July 7, 2011, CCP announced that it planned to partner with Nexon Co. Ltd. to bring a "fully localized game client and product services for CCP's award winning... EVE Online" to Japan in the fall. Localized services for Japanese players would enable them to access the game in their native language through the Tranquility server, which currently hosts over 350,000 subscribers from around the world in three languages: English, German and Russian.

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According to the developers Eve Online evolved from the classic computer game Elite, which itself was based on concepts from the science-fiction role-playing game Traveller. Eve combined concepts from Elite with the multi player chat and player-versus-player aspects of Ultima Online. Elite had four single-player aspects of missions, mining, trade routes and combat with random hostile NPC's all of which are aspects of the first incarnations of Eve Online.

One of the original developers of Elite, David Braben, believes Eve Online is a reimplementation of the 1980s game, not its true successor. Some of the developers (John Cameron, James Cassidy, Joe Chaney) also believe that this game creates a world where players can become someone else only possible in their imaginations.

Both the server and the client software for Eve Online are developed in Stackless Python, a variant of the Python programming language. Stackless Python allows a relatively large number of players to perform tasks without the overhead of using the call stack used in the standard Python distribution. This frees the game developers from performing some routine work and allows them to apply changes to the game universe without resetting the server. However, the Eve cluster is taken offline daily for database and server maintenance.


Eve Online received mixed reviews at the launch of the game in 2003 but more favorable reviews later in its lifecycle. The original version received 74.50% on GameRankings and 69% on Metacritic. The Apocrypha expansion released in 2009 has an aggregate score of 88% on Metacritic and 89.33%

On January 11, 2010, EVE Online was selected as 2009 Game of the Year by For the second year running, EVE Online was voted 2010 Game of the Year by on January 14, 2011, which beat World of Warcraft by 3%. In 2013, PC Gamer placed EVE Online at #12 on their list of 100 Greatest Games of All Time.

In 2013, Eve Online was selected by Museum of Modern Art as one of the 14 video games to be incorporated in their exhibition.

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  • PC Gamer Sweden: Best Online RPG 2003

  • SuperPlay GULDPIXELN 2003: Online Game of the year

  • 2003 Gamespy Best Graphics

  • 2005 Best Graphics, Best PvP, Favorite Company, and Reader's Choice Best Game

  • 2006 Favorite Graphics, Favorite PvE, Favorite PvP, Favorite Story, and Favorite Game

  • 2007 Best Overall Game of 2007

  • 2009 Game of the Year

  • 2010 Game of the Year

  • 2011 Game of the Year

This article uses material from the Wikipedia article Eve Online, which is released under the Creative Commons Attribution-Share-Alike License 3.0.



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