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Empyrean Frontier is a traditional RTS in development featuring massive space fleets, base building, and resource collection. Empyrean Frontier is built on a custom game engine, and aims to create an innovative strategy game that is still familiar to veterans of the genre.

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0 comments by GaldorStudios on Jan 24th, 2015

Command Ship Construction

One of the big features I've been working on is adding a 2nd playable faction to the game. I think it's important that the new faction should be significantly different from the existing one and to that end, the main difference between the two factions will be the way they build bases, although there will be significant unit variety as well. Instead of building sprawling space stations like the Empire, the Interstellar Union uses massive spaceships called command ships as their mobile bases. Other buildings are built as modules that connect to one or more of the 12 available building nodes on each command ship.

Command Ships

Unlike space station modules, these ship modules do not have any outward connecting points, so once all 12 building nodes are occupied, the Union player must construct a new command ship in order to continue building. This is accomplished by using the capital shipyard module, a tier 2 module that take up an entire side (6 nodes) of the command ship. This module is able to construct additional command ships, and eventually will be able to build smaller combat-orientated cruisers as well. While the capital shipyard is unlocked at tech level 2, same as the Empire's Mobile Command Ship, the current plan is that during skirmish play the Union player will start with a Command Ship which already includes a single capital shipyard, making it possible to expand before upgrading to tier 2.

Command Ship Construction

Like the Command Center, the new Command Ship also gains a visual upgrade with each tech level, so that a player can visually determine what tech they or their enemies have unlocked.

Command Ship Tech Levels

Overall, the Union is planned to be a more mobile faction that specializes in advanced fighters and large cruisers, with less emphasis on medium sized frigates. I'm still working on creating models for all the combat units, as well as the rest of the base modules, but for now, I plan to also work on an updated demo with some better gameplay/input options and more sound and music assets.

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Empyrean Frontier Pre Alpha Demo

Empyrean Frontier Pre Alpha Demo

Oct 22, 2014 Demo 2 comments

The first playable demo of Empyrean Frontier, with basic skirmish mode and a tutorial.

Post comment Comments  (0 - 10 of 20)
Vladiskov Jan 25 2015, 9:26am says:

Homeworld 2 anyone?

Still pretty good uwu

+2 votes     reply to comment
robodude22 Apr 5 2014, 11:40pm says:

No worries; I've been watching the updates since I heard about this game. Jesus christ that superweapon is epic. And I like the music I hear while it charges up and fires!

Just wondering if you have been using music from machinimasound.com?

+2 votes     reply to comment
Geoffrey513 Jan 12 2014, 4:05pm says:

how goes it?

+2 votes     reply to comment
robodudealt Nov 22 2013, 12:18pm says:

Hey, just checked out today's update. But I have been wondering if you have been considering adding fitting music to the Empryean Frontier game. I know a site that has some pretty decent music as well:


Royalty free for use. Just a suggestion

+2 votes     reply to comment
GaldorStudios Creator
GaldorStudios Nov 23 2013, 12:28pm replied:

Yeah, music is something I’m still not entirely decided on. There’s a chance I might get some original compositions, but if that doesn’t work out I’ll use some kind of royalty free music. Thanks for the link, I hadn’t heard of that site before.

+2 votes   reply to comment
robodudealt Oct 19 2013, 5:17pm says:

Loving the new systems (Formations, fighters moving in place etc)

you should try making the bigger units move around a bit, just much slower though.


+2 votes     reply to comment
GaldorStudios Creator
GaldorStudios Oct 19 2013, 7:33pm replied:

Thanks for the kind words!

That’s a good point, and I really appreciate the input. After reading this I actually made a few quick changes so that all the larger ships will now individually change direction when moving and face whatever their current target is, rather than the whole group always having the same direction. As a result, that seems to make the larger ships look a little more natural in their movements and at least they move a little when they’re in combat. As for always moving like the fighters, I’ve considered having the frigates move around in some way, but they tend to look more awkward when they’re circling like the fighters or even just moving back and forth. The size makes it difficult to make them move too much without clipping into each other, and I don’t really want to increase the spacing between the ships in the same group by too much. I'm leaning towards keeping things roughly the way they are now, but I’ll keep trying a few different things to see if I can make them move around above/beneath each other in some interesting way. I want to at least change the way they line up in their groups since the front 3 always look like they would be blocking line of sight for the back 3, and the game does technically support full 3d movement.

+2 votes   reply to comment
robodudealt Oct 22 2013, 9:12pm replied:

One thing that will really help you in development is to draw inspiration from other RTS games. Getting that mixture from many types of ship and structure designs can really flood you with some ideas.

Just be sure not to count star wars and star trek because... its just way too obvious xD

Hey, even the functions in other games may give you gameplay ideas!

- Different types of ships maybe? (tier system or ships with specific roles)
*something like broadside cruisers, electronic warfare, or just those ships with gigantic cannons that run straight through smaller ships xD

+2 votes     reply to comment
GaldorStudios Creator
GaldorStudios Oct 22 2013, 11:13pm replied:

Yeah, that’s definitely something I’ve been doing. Check out some of the older updates and videos, the first update especially shows a good number of the ships and their combat roles. (a few things have changed since then, but not too much) The next update I’m working on is going to be mainly about weapons, so I’ll be writing about the ships as well in a bit more detail than before.

+2 votes   reply to comment
robodudealt Oct 19 2013, 5:13pm says:

Dude. I wish I could throw my money into your account, but I am too young D:

+2 votes     reply to comment
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Jan 24 2015, 1:33am

RT @IndieDB: Empyrean Frontier Demo T.co An RTS featuring massive space battles. @GaldorStudios #indiedev T.co

Oct 30 2014, 1:37pm

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Oct 22 2014, 8:01pm

Some visual updates to cruisers in Empyrean Frontier. #screenshotsaturday T.co

May 16 2014, 11:04pm

Rewriting the mission scripting code, actually breaking out the pencil and paper to draw new class diagrams for the first time in months.

Apr 15 2014, 5:19pm

Wrote a lot of new optimizations this week, game is running up to around 25% faster when there’s a lot of ships on screen. #gamedev

Apr 11 2014, 4:40pm

Updated superweapon in Empyrean Frontier firing a giant laser for #screenshotsaturday T.co

Apr 5 2014, 7:07am

It’s been a while, but I should have a more substantial dev update ready this week, assuming I can control my allergies for long enough.

Apr 3 2014, 5:17pm

Updated tier 3 base defences in Empyrean Frontier #screenshotsaturday T.co

Mar 1 2014, 1:15am

Been working on some basic animations, here's the Command Center while under construction: #screenshotsaturday T.co

Feb 21 2014, 11:49pm

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