Space and planet exploration:
An absolute free-roaming experience awaits you: fly across space, land on planets and freely walk around.
Survival:
Survival is key. Try to stay alive in a hostile galaxy. Each planet is different with its own challenges. Food and oxygen are rare – be well prepared.
Building and construction:
You can build everything out of blocks & building parts: capital vessels, small vessels and ground vessels as well as space & planetary stations.
Terrain deformation:
You can entirely modify and deform the terrain. It’s a true sandbox game!
Space and land combats:
Empyrion features a variety of enemies reaching from (peaceful and hostile) creatures living on planets to aggressive robot drones that can attack you in space and on planets.
Single player and co-operative:
Besides single player, Empyrion supports co-operative gameplay with your friends.
Mining and resource gathering:
For building and construction, you must gather and mine resources that you find on planets and asteroids.
Farming and food system:
Grow your own vegetables and fruits or hunt creatures for their meat to prepare yourself a delicious meal. Find rare plants to prepare medical supplies.
Extensive crafting system:
Using and combining resources, you can craft your own equipment and weapons.
Roadmap of the game and whats planned
Spoiler:
CURRENT LIMITATIONS IN PRE-ALPHA:
The content of the current Pre-Alpha is still restricted but will be extended over time. In particular, the current version has the following limitations:
1. Restricted size of the “universe”: the current version consists of only one “sector” with 5 planets:
– Akua: temperate planet
– Omicron: desert planet
– Omicron moon: barren planet
– Ningues: snow planet
– Aestus: lava planet
– Asteroid field in the center of the sector
> We plan to extend this setting step by step: (i) increase size of planets and distance between planets, (ii) place planets in a solar system with the sun in the center, (iii) generate several solar systems, (iv) generate the whole galaxy.
2. Multiplayer restrictions:
– In multiplayer all players have to be in the same “playfield” (planet or orbit)
– Player have to switch playfields together (via passenger seats)
> We plan to get rid of this restriction as soon as possible and introduce dedicated server for an unrestricted PvP experience
3. Restricted areas on planets: the poles on each planet are not accessible
– In space: there are orange sphere colliders on the north and south pole of each planet to prevent a player from entering a planet close to the poles.
– On planet: there are orange plane collider on the north and south pole (running from east to west) to prevent a player from leaving a planet close to the poles.
– There is a technical reason for these restricted areas due to the distortions on the poles from mapping a sphere to a plane
– In addition, there are 2 green walls running from north to south on each planet: you can penetrate these wall but you cannot interact with another player (NPC etc) on the other side of the wall
> We plan to get rid of these distortions and thus also the colliders as soon as possible.
4. Structural integrity of constructions not yet integrated: e.g. if you build a tower and remove the foundation it will not collapse. Same is true for a spaceship: even if a part is not connected to the main structure it will continue to be a “child” of the main structure.
5. Realistic specifications of blocks (weight, hit points, etc) not yet final
6. Infinite ammo of spaceship weapons and turrets
7. Maximum size of constructions: currently, we still have a limit of 250 blocks in the horizontal and 250 blocks in the vertical. The horizontal limitation will be removed soon, the vertical limitation will be a bit harder to remove.
WHAT TO EXPECT FROM THE ALPHA:
– A whole solar system with more planets (in later development, a whole procedurally generated galaxy)
– Bigger planets and much more distance between planets
– No multiplayer restrictions any more, dedicated servers and full PvP support
– No restricted areas on the planets any more (poles will be accessible)
– A higher price...
Images
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Last edited by hehehemann on Sun, 27th Mar 2016 22:56; edited 2 times in total
I have it on my wishlist for some time, like many other open world survival games. And like those other surival games, none that i can remember of left Early Access so far.
I won't bother with those kind of games, till a full version gets released.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Found this game on the steam sale and although its in early alpha state looks very promising. Its worth keeping an eye on if your into these exploration/crafting/building/survival games. I was getting bored with all the zombie type so gave this a shot, its definitely worth the $12 I paid
Main Features:
- Added PvP, PvE, Factions and Ownership
(Per default, Akua and Orbit are PvE playfields, the other playfields are PvP - however, you can change this setting, see below)
Other Features:
- Added faction internal chat: press "," to open it
- Added playfield config files for basic customization: now you can configure e.g. sky color, water color, gravity, playmode (PvP, PvE), and also biome type of a playfield (to switch biomes you MUST change also the name of the save game - otherwise the map will not be correctly displayed)
- Added resource count for deposits. Resource deposits that are nearly empty (<10%) are no longer shown on the map, i.e., map marker is removed (you have to start a New Game to correctly enable resource counter)
- Added resource re-generation: if resource A is depleted on a planet then resource meteorites of type A will fall on planet
- Dedicated server now auto saves every 60 seconds
- Added dedicated server command line parameter "-dedicated <file>" to allow custom config files (.yaml extension must not be changed)
Example: Make a batch file with the following content: "start EmpyrionDedicated.exe -batchmode -nographics -logFile Logs\DedicatedServer.log -dedicated MyCustomDediConfig.yaml"
Changes / Improvements:
- Added server password caching (now you only have to enter the password once)
- Improved ship controller: rolling Q / E is now more accurate
- Added simple clean up algorithm: Bases/HV/SV/CV will be removed if one of the following conditions is fulfilled:
(i) a player did not visit structure for 24 game hours AND structure has no core
(ii) a player did not visit structure for 24 game hours AND the structure is smaller than 25 blocks.
This clean up algorithm will guarantee that there are not too many unused structures in a playfield which reduces performance (especially on dedicated servers this is a problem)
- Added 30 Unlock Points for players that have reached max level to unlock new blocks
- Added food category to Survival Constructor
- Added planet overview list to map window
- Added sentry gun for Bases and Capital Vessels in survival mode
- Added new constructor 3d models for Large and Advanced Constructor (to replace old constructors)
- Tweaked texture for thrusters to prepare for color masks
- Tweaked texture for Core Block, Fuel Tank and Passenger Seat (less scratches)
- Added new spotlight for SV / HV
- Added several new explosions
- Added "Back to inventory" button to Tech Tree window and improved visuals of Tech Tree window (larger icons)
- All doors in POIs are now closed per default
- Set culling of windows to a much higher distance
- Removed color overlay for sniper scopes
- Player list (Scoreboard) now scrollable
- Added 2 new plants on Akua (Moved plant to Omicron that grows Alien Plasma ZR1 - replaced with Alien Tentacle plant)
- Driller / filler can now also remove grass
- Increased overall range of CV weapons
- Removing Alien turrets now also give resources
- Reduced number of turrets and sentry guns on some POIs (for performance improvements)
- Added Sathium ore deposits on Ningues
Bug Fixes:
- Fixed problem with floating POIs (you have to start a New Game to benefit from this fix)
- Fixed problem that player could peek through door by standing close to door frame
- Fixed problem that some turrets did not shoot accurately
- Fixed problem that food did not decay in multiplayer
- Fixed problem that clients of a multiplayer game could not set names of BA, SV, CV, HV
- Fixed problem that O2 / water generator did not produce at the bottom of very deep lakes
- Fixed problem when SV with 2 or more cockpits (player inside) left playfield
- Fixed problem that game crashed in some cases when troop transport was destroyed
- Fixed problem that warning message "troop transport is approaching" was played several times
- Fixed problem that entering cockpit on crashed CV caused problems
- Fixed problem that drones appeared sometimes near the player starting position on all planets on a dedicated server
- Fixed "plant sprout exploit" (before player obtained template inputs by removing sprout and could thus duplicate plant in food processor)
- Fixed collider on turret radar
- Fixed wrong quality setting text, possible fix for full screen resolution switch bug
It is very interesting so far, the dev team seem on point and release good updates, the game is stable and runs really well on my i5-2500k, very smooth play so far, only gripe it dosent let you change FOV yet which I would like to do.
For a game thats only pre-alpha they have a solid foundation thats already fun to play around with, ship/vehicle building, base building are upto your imagination, I get occasional drone attacks against my base which so far have been handled by my turret guns. I've just built a basic ship that can get me out of the atmosphere but havent yet explored much fearing the drones and aliens will decimate my feeble box with rockets and leave me stranded in space.
I will start again soon with the newest update changing and adding stuff and try out the multiplayer side of things, lots of promise and if you liked space engineers or the other numerous survival crafting games you will like this.
Update to 4.2 changelog, the game is coming along nicely and these updates seem frequent.
Spoiler:
Here is the full Changelog of Pre-Alpha 4.2:
Features:
- Added new anti-griefing measures in PvE playfields:
- players cannot create/modify structures within a certain range of other factions (AntiGriefDistance can be configured in dedicated.yaml)
- players cannot create a base nearby a resource deposit
- players cannot drill nearby a base of another faction
- Added: If the last player leaves a faction, all faction-owned structures (bases, SV, HV, CV) are set to private player faction
- Added death animation for player
- Added first set of Server management tools (e.g., ban, unban, kick, setrole, initadmin) - accessible via Telnet
- Added "Fresh Start": after dying you can now choose a fresh re-start on a server if you are stuck (you will re-spawn in an escape pod with much less equipment: pistol, drill and survival constructor only)
Changes / Improvements:
- Added "Suicide" button to the player inventory window
- Added DecayTime to dedicated.yaml that allows to set the time period after which structures get removed
- Added dedicated server detail infos (you can now specify a server description in dedicated.yaml)
- Added new Oxygen Tanks to replace old tanks
- Added Tier 1 Oxygen Tank (small) for Base / CV
- Added new wheat and corn plants
- Added new "backpack" (cargo drop)
- Added new bag (when dropping items)
- Added new playfield customization parameters to playfield.yaml (light and cloud colors as well as cloud opacity)
- Added sugar cane back to Omicron
- Added new turret HV: large artillery turret
- Added 30 Unlock Points for players that are at max experience level (to unlock new blocks)
- Added Re-Entry effect for meteroites (fire trail) and explosion when they hit the ground + sound effects
- Resource meteroites now enter in a random angle (and not vertically any more)
- Tweaked hull texture so it looks less used
- Tweaked texture of player sentry gun and turret HV
- Tweaked textures of fridge, generators, medic and oxy station and many other models to better match the standard grey hull texture
- Adjusted all Main Menu windows
- Increased hover distance of HV to 3m + HV does not get stuck on plants anymore
- Server Browser: Added checkboxes to hide password protected servers or servers with incompatible builds
- Set minimum number of blocks to 10 for structures to get removed by clean up algorithm (old was 25)
- Number of allowed structures per playfield increased from 64 to 100 per default (also configurable in dedicated.yaml)
Bug Fixes:
- Fixed bug that on restart of a dedicated server plants did not continue to grow, constructors were stuck and water/O2 generators showed high numbers
- (Possible) fix for problem that structures sometimes vanished unintentionally: now the clean up algorithm removes structure only if all "remove conditions" (last visited + no core or smaller than 10 blocks) persist at least 1 minute
- Fixed problem that enemies could shoot through walls under certain circumstances
- Fixed bug that you could open the control panel on an enemy faction using the Esc menu
- Fixed: Rename savegame bug that deletes the savegame when doing a rename with an unchanged game name
- Fixed problem that faction check was sometimes wrong for next medic station: now you respawn at the nearest medic station (if it is in your private faction or in your player faction)
- Fixed problem that meteroites dont hover in air anymore but get burried when hitting the ground
- Fixed bug that removing old constructors did not give back resources
- Fixed problem with small Alien Tentacle plant on Akua not getting harvestable and disappearing
- Fix for sometimes Invalid Abbreviation when creating faction
- Fixed problem that there was no fog in the asteroid field in Orbit
TBH, I want them to make planets really far from each other, so Capital ships are actually worth something, other than a mid point to base, also wish they add a very late levels teleport from CV to base.
TBH, I want them to make planets really far from each other, so Capital ships are actually worth something, other than a mid point to base, also wish they add a very late levels teleport from CV to base.
Thats the plan they have, I think when they introduce the solar system they are making the planets much further away and are building a hyperjump type drive for the CV ships to give them more of a use. The smaller SV ships wont have the hyperdrive thingy making you either have a very long trip in space to reach other planets or making you dock with the CV ship to get there faster.
Missed the sale price, shame - guess I'll wait for the next one. Definitely looks neat but you never know with these EA games, whether the devs will stick with the game long-term and implement all the initially planned features. Watching some LP of it and the framerate isn't the best for that guy at least - how's the performance in general?
Performance for me is very good, I'm not experiencing poor framerates (i5-2500k, 8gb ram, radeon 7950). I occasionally see some lag on multiplayer but its very rare so far. They seemed to focus on stability first instead of all the features, I guess that will make things easier to implement as time goes.
I'm betting the game will be on sale in the steam xmas sales. For me I snagged it at $12, and its been totally worth it. The game is already very playable.
I'm betting the game will be on sale in the steam xmas sales. For me I snagged it at $12, and its been totally worth it. The game is already very playable.
Yeah at that price I'd grab 2-3 copies for my bros to play with, I've just been conditioned to never buy steam games at full price - no matter what they cost.
A big update came out today introducing the larger solar system and warp drives for the CV's.
Spoiler:
CHANGELOG PA 5.0:
Even though we ensured save game compatibility with previous versions of the game, we recommend starting a new game (especially on dedicated servers because the spawning bug fix will only work in new games). Please note that everything you built in space before PA 5.0 is now in Omicron Orbit (i.e., if you resume an old game on Ningues and leave the planet, you will be in Ningues Orbit but your previously built stuff is in Omicron Orbit - some AU away)
Main Features:
- Solar system and warp jumping
- The new solar system consists of 8 planets, 2 moons and 3 POIs (new planets: alien, desert, barren and lava) distributed in many sectors
- You need a Capital Vessel and a warp drive to jump from one planet to the other
- Added dynamic playfield server management (now only playfield servers that are populated are loaded) which leads to less memory usage
Other Features:
- Added new creatures: 2 alien bugs, 2 golems (swamp and ice), 1 new variation of the desert worm and the armored golem that you know from our 1st trailer (he will defend some POIs)
- Capital Vessels can now land on planets and take Hover Vessels with them
- Added several new asteroids fields (e.g. rings around planets)
- Added possibility to sort for ping and players in Server Browser
- Radar map in space uses a logarithmic scale for far away objects and added compass for radar map on planets
- Private and foreign players/structures don't show on the big planet 3d map ( M ) any more. However, they show up in the top-right radar map, if you are close enough. Visibility of POI and resource spots remains unchanged.
Changes / Improvements:
- Added new logo and tweaked Main Menu
- Exchanged GUI font to prepare for localization to more languages
- Stamina is now also slowly regained while walking
- Increased vertical anti grief distance
- Added "Docked" info to HV ship panel
- Added landing gear (docking pad) for HV
- Added 2 landing gears for CV
- Added new models for Fridge
- Added new models for Oxygen Stations
- Added new model for Warp Drive
- Added better weapon models to all drones
- Added better trail effect to resource asteroids
- Added marker to Asteroids Sathium in space
- Added several new POIs (thanks to Dead8Eye)
- Added capacitor (deco) also in survival mode
- No items can be put in Quick Access grid if player is inside a ship to avoid loss of these items
- Tweaked colors of labels in Control Panel
- Enhanced 'servers' console cmd to show idle and (un)loading servers
- Resized chat window & fixed problem that text was shrinking if too long
- Changed some templates to take into account the new solar system setting (e.g., changes to Flux Coil and Power Coil)
- Slightly reduced range of SV weapons to make it more challenging to conquer a POI
- Slightly increased speed of alien plasma rockets and also range of alien turrets
- Rescaled rocket and plasma turrets HV
- Reduced light intensity of work lights
- Tweaked light on Drill, Filler and Repair Tool
- Tweaked flashlight of player (a bit wider angle)
- Tweaked particle effect when drilling a resource asteroid (less particles are dropped)
- Changed name of Akua fruit to Ahax fruit and removed this plant from Akua (now it only appears on desert planets)
- Enhanced server details with hyperlinks
Bug Fixes:
- Fixed problem of duplication / loss of items in Constructor and Food Processor in multiplayer
- Fixed major spawning problem of NPC: no gathering anymore (fix works only for new games)
- Fixed problem in space that player always respawned at 0/0 coordinate (now player can respawn at current death position)
- Fixed problem with troop transport that it did not always deploy troops
- Fixed problem that radar and 3D map did not show correct icon direction if cockpit was not orientated to the "normal" fly direction
- Fixed problem that orbital gravity was not switched off for all objects in space (e.g. starter block CV was dragged on planet if placed close to planet)
- Fixed empty cockpit landing bug on dedi: now SV / HV hovers in air for while before coming down (to facilitate building below them)
- Possible fix for problem that sometimes player was stuck below vessel when changing playfields with SV (e.g. leaving Akua to Akua orbit)
- Fixed problem that sometimes many drones gathered in one spot on a dedicated server
- Fixed problem that server details were not always displayed
- Fixed collision on Coffee plant
- Fixed problem that you could not remove a block on a structure after you changed the playfields with this structure in dedi mode
- Fixed problem that player sometimes respawned in medic station of crashed ships
Main Features:
- Steam Workshop integration
- Added possibility to change the starter planet on a Dedicated Server
- Added new set of windows without shutters (semi transparent from both sides)
Changes / Improvements:
- Turret improvements: turrets don't have to be re-activated anymore after changing a playfield
- Added faction check to blueprints: now you can only take blueprint of a structure if it belongs to your faction
- Added possibility to remove on-screen object markers via F9
- Improved blueprint library: rename, delete, save as, overwrite
- Improved water shader
- In single player, removed anti-griefing measures (restriction of block placing and base spawning near resource deposits)
- Escape pod is now set to Private Faction and thus cannot be looted by other players anymore
- Backpack icon now appears on radar map and on map M (only for own faction) + backpack disappears after 60s when empty
- Added new landing gears and tweaked emissive texture on old landing gears
- Replaced generator (SV/HV) with new model
- Tweaked visuals and functionality of Control Panel, e.g., select next object (instead of previous object) when adding to Group
- Added 'WipeTime' to dedicated.yaml in order to allow removing of structures if a player did not visit them for a long time
- Tweaked Repair & Removal Tool (faster removal of blocks)
- Optimized setup of lists (implemented for server browser and Control Panel's device list). For example, the device list in the Control Panel will be built up much faster in large CVs
- 'Production finished' message for blueprints is now also displayed if blueprint menu is not open
- Space Drones are now seen only from 1500m on a Dedicated Server
- Changed underwater ground on Akua
- Better barrel animation on turrets and mountable weapons
- Improved muzzle flash on large plasma weapons
- Added Bloom camera effect
- Turret Radar now only rotates if powered
- New Blueprints spawn as in Private Faction (and not Public Faction)
- Changed and optimized flares for better performance
- Tweaked joystick of Cockpit CV
- Exit of cockpit after warp jump is now limited to only 5s and ship slows down immediately after jump
- Restricted line/plane tool to 10 blocks in survival and 20 blocks in creative
- Updated Starter CV and Base stock blueprints with new windows
I'm a bit saddened at how low-key this game is considering how great it is.
Yeah me too, the game in only pre-alpha status is so good plus the dev team behind it are listening to feedback and actually taking ideas from the community and incorporating them into the game.
The next patch coming will be add more plant life to the planets.
I usually play on the Liberland server, they have the best admins around and good events every so often.
I'm over in ganja heaven aka Colorado so the ping for me will be terrible but i will head over to see.
It actually looks fun. Not sure about buying an early access game though, I've only had shitty experiences, well, maybe not Killing Floor 2, but that's also really bogged down with regards to progress so meh... early access..
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