Unofficial · Bring-your-own-data · Open source
EV Nova (Ambrosia Software, 2002) is one of the deepest space trading-and-combat games ever made — but today it won't launch on a modern Mac and never came to mobile. NOVA Swift is a fan rebuild of the whole game, written from scratch in Swift. Point it at a copy of EV Nova you already own, and it runs natively — on your Mac, your iPad and iPhone, and now your Apple TV too, controller in hand.
What you can do today
The Federation holds the core worlds and is rotting from the inside, the Auroran Empire is tearing itself apart over honor, and the Polaris won't say what they know. This is all of EV Nova — point it at your own copy of the game data and go. The clock keeps ticking whether you're paying attention or not, so the galaxy carries on without you.
The drifting, momentum-heavy flight the original was built on — you don't turn, you swing the nose around and keep going the way you were. Pirates jump in on top of you, bounty hunters come looking, and warships weigh the odds before they commit. Lock a target, strip its shields, watch the ion cannons leave it drifting.
Hyperjump between hundreds of systems on real fuel, land, and work the spread: buy food where it's cheap, sell it where the war made it dear. Then spend it all in the shipyard, trading the Shuttle up through a Starbridge to something with real guns bolted on.
Pick a starting scenario and take the missions people offer you. Fly for the Federation or defect to the Rebellion, get pulled into the Auroran succession, find out what the Vell-os are. The campaigns branch and the news reacts as days pass. Your pilot saves as you go, and you can keep several running at once.
Disable a freighter and board it to take its cargo, or put a prize crew aboard and fly the hull home. Park over a planet, demand tribute, beat its defenses, and it pays you every day after. Shoot the wrong ship and the government remembers — and when your own armor hits zero you punch out in an escape pod, if you bought one.
Named captains with their own lines and history turn up in the shipping lanes, escorts you hire draw a daily wage whether they're useful or not, and there's always somewhere to throw credits away on the holovid races.
The one thing the 2002 original never had. Your friend keeps their own galaxy and their own pilot, but when you're both in the same system you fly it together — same NPCs, same fight, real damage. Trade cargo and credits, chat from anywhere in the galaxy, and set the PvP stakes yourself, from safe sparring to real death.
Full gamepad support — twin-stick flight, every button remappable — works on Mac, iPad and iPhone, and it's how you play at all on the new Apple TV build: pair a controller and fly EV Nova from the couch, with a 10-foot UI built for the distance.
Running on iPhone
EV Nova never came to mobile. These are real captures from an iPhone — the whole game, in your hands, with controls built for a screen you hold.
New on top of the old
We've layered a lot of quality-of-life on top of the game. The rule we hold to: anything that wasn't in the 2002 original can be switched off. Play it pure and it behaves like the game you remember; flip the modern bits on whenever you want them.
Real iPhone and iPad builds with controls designed for a screen you hold — not a desktop UI squeezed onto glass. Keyboard and mouse still work great on the Mac.
A pannable, zoomable map of every campaign in your data, drawn against how far your pilot has actually gotten.
Browse and install community plug-ins and total conversions from inside the app. It's still a work in progress, but most of it already works.
Presentation and behaviour switches let you keep everything original, or opt into the modern layer piece by piece. Nothing modern is ever forced on you.
Set up your EV Nova data on one device and it can sync through your own private iCloud, so your other Macs, iPads, iPhones — and a freshly set-up Apple TV — pick it up automatically. Nothing ever leaves your own account.
Where we're at — honestly
NOVA Swift is a near-complete, faithful port — you can play the whole of EV Nova today, start to finish, on macOS, iPadOS and iOS. Flight and combat, the economy, the branching campaigns, boarding and capture, planetary domination, real explosion sprites and particle effects — the systems that make EV Nova EV Nova are all in and playable. Call it ~90% of a full port. What's left is the last stretch:
Fine-tuning the AI, flight feel, spawn cadence and the hundred small behaviors so a pure Classic run feels exactly like 2002.
The usual hardening as more people play on more devices — squashing edge cases and keeping frame rates smooth from iPhone to Mac.
Things the 2002 original never had. Multiplayer, full controller support, a tvOS build and iCloud game-data sync are all built and playable today (see below); optional HD art is still ahead — all layered on top without ever replacing the classic experience.
What's coming
Some of this is layering onto hooks the engine already has; multiplayer was genuinely new ground, and it's now built. Either way, none of it disturbs a pure Classic run.
Multiplayer
Something the 2002 original never had, and it's real: shared-system co-op combat, presence on the galaxy map, chat, trading, PvP stakes, and lobbies over local Wi-Fi or Game Center are all built, tested, and wired into the app. What's left is polish — wider device testing, a couple of finer PvP toggles, and smoother authority handoff.
Game controller support
Full gamepad play, remappable button-for-button, with twin-stick flight — works on macOS, iPad and iPhone today, and it's how you play on Apple TV.
Apple TV
NOVA Swift is on the big screen: a real tvOS build with its own 10-foot UI, controller required, and two ways to get your game data onto it with no Files app in sight — an iCloud auto-restore, or a local web page you open on your Mac or PC to drop files straight onto the TV.
iCloud syncing for game data
Import your EV Nova data once, and it can sync through your own private iCloud so your other devices — including a freshly set-up Apple TV — restore it automatically.
Smarter, opt-in AI
Better evasion, coordinated fleets and ammo discipline — sitting behind the same brain the base AI uses, so you can leave it Classic or turn it up.
HD art & richer audio
Optional higher-resolution sprites and sound packs, layered over the originals rather than replacing them.
Godot port for Linux & Windows
A second frontend on Godot 4, bridged to the very same Swift engine — no fork, no separate logic. Flight, HUD and landing/launch already run on real game data; the galaxy map, spaceport screens and story runtime are next.
Beta
Native builds for macOS, iPad, iPhone and Apple TV are live on TestFlight — no build step required. One link covers all four. You'll just need to supply your own legally-owned EV Nova data.
Build & run it yourself
You'll need a Mac with Xcode and its command-line tools installed. Your EV Nova data stays on your machine — it's git-ignored and never uploaded anywhere.
Clone the repo
Grab the source from GitHub and open the folder in Terminal.
Fetch dependencies
Run scripts/setup.sh to pull the open-source libraries it builds on.
Add your own data
Copy your legally-owned EV Nova files into data/base/ — see docs/GET_THE_DATA.md.
Build & play
Open app/NovaSwift.xcodeproj in Xcode, pick a Mac, iPad or iPhone target, and hit Run.
The one rule
We ship the code; you supply the data. EV Nova's content is still owned by ATMOS, so this project contains zero copyrighted game data and never will. NOVA Swift reads a copy you already own, at runtime — the same bring-your-own-data model as OpenMW and OpenRA.