Empyrion - Galactic Survival is a 3D open world space sandbox survival adventure. Build mighty ships, menacing space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and the allegedly empty space! Fight human, alien and biological hazards and survive in a hostile galaxy full of hidden dangers - on your own or with your friends.
The game uniquely combines elements from space simulations, construction games, survival games and ego-shooters. Empyrion is currently under development by Eleon Game Studios.
Detailed Game Features:
Space and Planet Exploration:
An absolute free-roaming experience awaits you: warp between planets, fly from planet to moons, land on planets and freely walk around to explore your surroundings. Discover the secrets of the Aliens and tangle with the native fauna and flora. A sandbox full of different, vivid planets waiting for you to explore!
Solar System and Open World:
The solar system is procedurally generated and features several planets and POIs. Each planet has its own characteristics (planet type, gravity, atmosphere, number of moons, terrain, surface, vegetation, climate, and resources).
Building and Construction:
Build large capital vessels, small fighters or exceptional space and planetary bases by yourself - or download a blueprint from the Steam Workshop and customize it with your very own ideas of form and function!
Get out of your escape pod, grab what's left from your ship and prepare to survive in a hostile environment. Food and oxygen are rare, resources are scarce, ammo is low and dangers lurk around each and every corner. Keep your eyes open. You need to be well prepared if you want to survive more than a day on an alien planet far away from Earth.
Just build and make your crazy dreams come true, without having to bother with food, resources or enemies. Join the Creative Community and upload your creations to the Steam Workshop!
Singleplayer and Multiplayer
Play as a lone wolf in singleplayer or join the multiplayer community: Make yourself a comfortable home in a well-protected PvE area or pick up some friends, head out and beat the permanent dangers of PvP planets to ransack their riches or conquer the solar system with your faction.
Wildlife and Enemies:
Don't get mislead by the peaceful fauna of some planets and the silence in space. Most of the animal wildlife wants to snack on your leg - and aggressive robot drones, alien soldiers and their guardians will try to hunt you down as soon as you are within sight. Watch your six and deploy a range of weapons for your defence.
Mining and Resource Gathering:
For building and construction, you need to gather and mine resources. Dig down to the rich deposits of a planet or drill through an asteroid full of rare ore. You might also plunder alien buildings or scrap any structure you come across.
Extensive Crafting System:
Learn how to combine resources and building materials to craft your equipment. Craft your stuff in your base or while you are on the move and equip your buildings and vessels with a range of different devices, weapons and gadgets for different purposes.
Hunting, Farming and Food System:
Grow your own vegetables and fruits or hunt creatures for their meat to prepare yourself a delicious meal. Some plants help to create medical supplies while others can be picked up and consumed for first aid or to quickly settle your empty stomach.
Experience and Tech Tree:
Do whatever you want - and gain experience points for doing so! Scrap that old stuff and use the points to unlock those shiny new devices in the Techtree.
Each planet features a voxel-based terrain. You can entirely modify and deform the terrain: flatten it for your planetary station, dig holes to find resources or build a tunnel system to protect yourself. Empyrion is a true sandbox game!
Those community members who followed the pre-info, live streams or even actively took part in the experimental phase will already have some insight on how the Alpha 11 gameplay mechanic changes and additions like CPU points, new Flight Mechanics and all the other features will affect the way how the game is played.
Said that, and instead of giving a lengthy explanation here, we would instead ask any new and recurring player to do the following: PLEASE read through the pinned INFO AND FEEDBACK posts before starting into a new game or giving feedback.
Alpha 11 is again a “game changer” milestone and we are well aware that such changes might break playing habits which were ok and accepted for a lot of versions. But such changes also bring more depth and diversity to the game and, as you all know, we have and always will try to make transitions as fluid as possible (by avoiding savegame breaks, f.ex). On the other hand, changing an old or adding a new core gameplay will never be frictionless nor perceived the same by everyone. We are taking all (fact-based) feedback and discussions to heart and, as those that are around for some time have seen a lot of times, we are more than willing to refine initial feature releases (although maybe not in the initial release) with those well thought ideas and suggestions made - if applicable and if time permits.
Said that, and on behalf of anyone here at Eleon Game Studios, we would like to express our biggest thanks to all those, that are constantly offering help to improve features with on the spot feedback and are supporting the game design on a global level. Not only by in-detail testing new and changed features, bringing up issues and problems but also by helping new (and sometimes also recurring) players to get accustomed to new features and game changing updates in general! You guys rock! :)
Now, without further ado, everyone please check out the feature list and the full changelog below.
Main Features & Additions of Alpha 11
CPU Points & Tier System
New Flight Mechanic & Techniques
New Pilot HUD
Docking: any-to-any (except CV->Base, not needed)
Base Attack changes
Building additions - Material Blockshapes (+16) - Heavy Windows (Full Glas, Connectors,...) - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings) - New Hangar door models
New POIs - Default Survival Orbit: Wreckages - Default Survival Snow: Civilian buildings updated - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)
Technical demo for Multi Solar System: Akua-Omicron Scenario (MSS will be extended in the next releases)
NOTE: - Version of Config.ecf has been increased - please review and adapt your modifications! - When using available mods you might also need to update to their most recent version (please refer to their respective creators for further questions)
Thanks a lot in advance for reporting any bug and issue in our bug forum
Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES
And now: Have fun playing! :-)
PS: Please note about the "Official Public" server: we will full wipe our "Vanilla" Eleon server and activate CPU system to get moderate feedback about it. The Official EU and US server will be full wiped at a later stage (around Christmas).
Hotfix 2019-11-18 (Build 2714)
Fixes: - Workaround: Temporarily deactivated multi pf loading on pf servers to avoid problems when two pf's get loaded at the very same time (will be fully fixed tomorrow)
Hotfix 2019-11-18 (Build 2713)
Changes: - Ship throttle match speed instead of thrust - ModAPI: Setting text on a LCD will auto-convert it to new mode if not yet happened - CPU efficiency level reduced from 71% to 50% when overshooting by 100% the CPU max limit
Fixes: - Fix for CV docking not working any more - Speed is dropping to 0 when activating Cruise Mode - Mod Interface: Event_GlobalStructure_List lists structures in multiple playfields - 'Windows L' Window 1x1 damaged texture is is changed when the window's HP goes below 115 - Missing damages states for T1 generator & multiple armored doors
Full Changelog CPU
Added CPU Extender T2-T4 for HV, SV, CV and BA
Added 4 new collectibles required to craft T3 and T4 Extenders (Large/Small Optronic Bridge, Large/Small Optronic Matrix), available in rare and ultra rare alien containers as well as from all QuantumSTAR, Bertrams and Servant traders (more will be added, Default Survival > Polaris Orbital Trading Station)
Added crafting templates for all CPU Extenders
Added CPU information to 'di' console command overlay
CPU Points system is by default active in CREATIVE mode
CPU Penalties: Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties
CPU efficiency rebalancing: 100% overshoot of the CPU tier level -> 70% efficiency
Added CPU infos to list of data in Blueprint window
Added option toggle for CPU system (CPU = OFF by default)
Zirax attack Hacking Swipe has been reduced to 8-10m
Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
Hacking swipe for Talon Shaman has been removed
Note: both changes are temporary changes. More changes are planned for future releases (Change of attack pattern, targets, damage balancing)
Added new particle effect for Talon Shaman (visible during Talon Base Attack)
LCD & Projector
LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
Improved LCD Projector:
dimensions and offsets now all have 1/4 block steps
4x resolution of dimensions
2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
added z offset (front / back)
added 45° rotations for all three 3 axes
LCD screens: increased character limit
New models & model updates
Addel L, M2 and L2 Thruster for SV (available in Small, Large, Advanced Constructor)
Added new Ventilator shapes
Added new full-glass Heavy Window shapes
Added 16 new Material shapes to all block groups and blockshape menu
Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
Added 4x double Railings to Walkways & Railings group
Updated Boarding Ramps (Removed front side ledge)
Added standard and armored round, centered and corner doors (BA, CV)
Other additions & changes
Allowing to spawn HVs in space
Ship controller: add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
Added possibility to upgrade from Carbon Composite blocks to Steel Blocks
Supporting now flexible docking between ALL ship types
Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
Docked ships are now considered when calculating the total weight of a structure
Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar
Added type name and custom tag checkboxes to Blueprint Publish dialog
Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
updated playfield of "Invader vs Defender II" scenario
SSG: Improvements to Sector Type parameter settings
CtrModifier key now configurable
Added blueprint name to 'di' output command (only available as game host)
Add “Target in Range” Crosshair color change also to non-zoomed weapons and all fixed vessel weapons as well as manually aimed turrets (all structures) => crosshair gets red (bright) if in range
Removed RCS from 'essential devices' as they are no longer needed always
Steam Workshop now contains filter checkboxes for custom POI tags, e.g. "Terrain Base" (can be set when publishing / updating a Blueprint from within the game)
Playfields & Multi Solar System (tech demo)
'Multiple solar systems' tech demo: distributed the planets of 'Default Akua-Omicron' scenario into 6 solar systems
added first version of a Galaxy Map
The LightZenithColor of a planet can force the light color of its orbit when the new playfield_static.yaml parameter OrbitUsesLightColor is set to TRUE ( playfields without this parameter are set to FALSE by default)
Added NoShield parameter to all planetary playfields to make sure shields of POI do not recharge when brought down to 0
Added OrbitUsesLightColor to ExamplePlayfield playfield_static.yaml (incl. explanation how to use)
Set OrbitUsesLightColor to false for creative playfields
Lava planet has slightly less redish atmosphere color
A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
Updated non-snow POIs (Civil Settlement-B)
Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.
Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
Setting max count of spotlights to 30 to avoid performance problems
Suppressing now Unity error message failed triangles and outputting a warning instead
Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
Docked ships will not send position updates in MP any more (optimization)
performance improvement when loading LCDs in 'new mode'
Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server
Performance improvement when shooting a gun
Pooling now rockets, ground blast and destroy particles
Removed MaxFireAngle from items config
Low memory check on startup, texture resolution reduction on low memory on startup
Playfield server outputs INFO line now for each loaded playfield
adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded
Dedi: added server name and password to UI
The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".
Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure
adapted to work with multiple playfields per pf server process: pf [un]load callbacks have an IPlayfield parameter instead of the pf name
callback for playfield unloading is called earlier (before pf cleanup is done), renamed to OnPlayfieldUnloading
renamed Playfield to ClientPlayfield - this is now for Client mods only: contains currently loaded playfield
INetwork: Replaced Dedi and Playfield DataReceived delegates by the common ModDataReceivedDelegate (since the playfield name is needed in both directions)
Updated 'Invader vs Defender II' scenario
Implemented optronic items to NPC Trader to be able to build large CPU Extender
Added repeatable PDA Mission to get CPU Extender items
Reduced Resource quantity in the outer and middle ring greatly
Added variety of Resources in the outer and middle ring to motivate more exploration to get the resources you want
Fixed couple of issues
Fixed: Alien Dancer now properly "picked up" as Crew (Alien) instead of Crew (Human)
Fixed: CoQ from global effects manager -> Solar panels
Fixed bug with player digged out areas in far terrain not showing correctly
Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
Fixed: Can’t connect to LocalDedi => App not Running
Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
Fixed: Turret targeting other turrets below ground
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