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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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Fleet Battle 2 Fleet Battle 1 Prebuilt Bases
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0 comments by GaldorStudios on Aug 14th, 2015

Lately one of the big features I've been preparing for the eventual release is the solar system game mode. There are a lot of other improvements to the interface, the AI, and some graphical updates, but I've been holding off on posting an update until I had a really big feature ready. The solar system game mode, which I've shown a little of previously, is more of a 4X/RTS hybrid than the standard skirmish mode and the goal is for it to provide a longer, more replayable experience. As it's getting closer to the paid release, this game mode is one of the features that I won't be adding to the free demo, however when the time comes, there will be an updated demo with the other graphical and GUI improvements that have been added to the game.

Game Mode Select

The basic premise is that the player controls fleets (collections of regular ships contained in a single icon) and attempts to conquer planets and create space outposts in order to control territory, which then grants the player greater income.

Solar System

When two opposing fleets meet, this action creates a battle event which is marked on the map. Since all parts of the game take place in real time, each player has until the battle countdown finishes to send nearby fleets to join in the battle. Once the countdown reaches 0, the main system is paused and the player goes to the newly created subsystem in order to fight the battle as a traditional RTS skirmish. Here the player has sent 2 fleets into a battle against a single enemy fleet.

Fleet Battle 1

Battle systems are randomly generated based on the surrounding space in the solar system map. If a battle takes place in an asteroid field or a nebula, the environment of the battle system will reflect that. (Here you can see a few of the graphical improvements that I've been working on since the last update.) Once the battle is over, the winning player gains ownership of the now inactive battle marker, which grants control over the surrounding space for a short time.

Fleet Battle 2

In addition to the fleet vs fleet fights, battle events can also take place in planets or player-created space bases. These permanent points of interest are important because they can be upgraded with 4 kinds of prebuilt bases: fortresses, shipyards, trade ports, and research facilities. Like fleets, each of these base icons represents a group of standard units that will appear within the subsystem. Each base contains a Command Center and various other building modules, depending on which type of base it is. Some of these bases have additional effects, such as the shipyard which allows the production of new fleets, the trade port which generates additional income, and the research facility which raises the starting tech level in that subsystem.

Prebuilt Bases

Above: fortress bases, shown at levels 1, 2, and 3, provide a strong defenders advantage should enemy fleets attempt to attack this planet.

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Empyrean Frontier Pre Alpha Demo 2

Empyrean Frontier Pre Alpha Demo 2

Apr 16, 2015 Demo 0 comments

The Second Demo release. Updates include an additional tutorial, Gameplay Options menu, new mouse cursors, optimization, and an improved game GUI.

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 says:

Homeworld 2 anyone?

Still pretty good uwu

+2 votes     reply to comment
robodude22 Apr 5 2014 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 says:

how goes it?

+2 votes     reply to comment
robodudealt Nov 22 2013 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 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 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 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 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 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 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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Empyrean Frontier
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