Empyrion - Galactic Survival is a 3D open world, space survival adventure in which you can fly across space and land on planets. Build, explore, fight and survive in a hostile galaxy full of hidden dangers.
User reviews:
Very Positive (155 reviews) - 87% of the 155 user reviews in the last 30 days are positive.
Very Positive (6,231 reviews) - 87% of the 6,231 user reviews for this game are positive.
Release Date: Aug 5, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We need your support and feedback! We are a small development team and Empyrion – Galactic Survival is an ambitious project.”

Approximately how long will this game be in Early Access?

“We are planning to be in Early Access for at least 1 year.”

How is the full version planned to differ from the Early Access version?

“Many of the core elements of Empyrion are already in place. The full version will have more planets, more diverse planetary biomes, more intelligent enemies, better physics, more functional blocks, quests, trade and an economy.”

What is the current state of the Early Access version?

“The current version of Empyrion - Galactic Survival is stable, playable and already features many elements of the full version. For more detail, see "About This Game" below.”

Will the game be priced differently during and after Early Access?

“Yes, we are planning to gradually increase the price during Early Access when we add new content to the game.”

How are you planning on involving the Community in your development process?

“Community involvement is very important for us. We are planning to work closely together with our community, interact on the forums to gather ideas and suggestions, as well as conduct regular surveys to obtain specific feedback from the community.”
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Recent updates View all (165)

May 18

Teaser: Alpha EXPERIMENTAL 6.0 - Release Candidate 2

Hi Galactic Survivalists!

Well done! Thanks to your dedicated help, we already tracked down a lot of nasty issues in our Release Candidate 1. But we are not done yet! To ensure this version gets the best possible polishing, we are now starting Release Candidate 2.

Our major task remains the same: squashing bugs!

Said that, a lot of you have made us aware about the FPS issues with movement of large ships in different situations. Thanks a lot for all the reports. We are currently testing a fix for this problem :)

As always, as soon as you read this, have a look at your very personal bug list. If you do NOT find your issue fixed below, please give it another try and re-report them in our bug thread for RC2. Thanks a lot in advance!

Bug Reports: Alpha Experimental - Release Candidate 2:

To spice up this update and based on your feedback, we also added some feature-refinements and changes to the gameplay.

As a special note: the customization possibilities have increased a lot with Alpha 6.0. That’s why we have added two more FAQ threads dedicated to Multiplayer/Playfields and for Builders/Creative to answer the most important topics of the newly added features.

Please, if you are new to Empyrion or the Experimental Alpha 6.0, give it a read first!

FAQ for Players: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/
FAQ for Builders: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-builders.10822/
FAQ for MP & Customization & Scenario: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-mp-customization-scenario.11204/

We have also added a dedicated feedback thread for the STORY TUTORIAL to grab dedicated feedback on this topic: http://empyriononline.com/threads/6-0e-feedback-story-tutorial.11207/
(Please do not discuss the global “New Game Start” there, but only the tasks and actions of the Tutorial and how it can be improved. Thanks!)

Now, have fun with RC2! :)

Empyrion Dev Team


Changelog: Alpha Experimental 6.0.12 (Build 1032)

Added Regeneration of POIs:
- Added POI regeneration feature: regeneration timer counts down if a POI has been "visited". If timer reaches zero, POI regenerates if no player is close (120m). Note: you cannot build/drill nearby a structure that has "regeneration" enabled
- For testing: Added regenerate to all POIs on all starter planets and all POIs in space (all playfields) - also in Single Player (only for testing)
EDIT: regeneration will be available in SP also (it all depends on the designer now)

POIs can now regenerate on a server

As a server provider, you just have to tag the POIs accordingly in the playfield.yaml

Regeneration also works for POIs in space

POI Spawning Update:
- Added drone base and vessel base to POI spawning, i.e. you can now control spawning of these 2 units. What means, you can spawn drone base and vessel base close to each other or spawn valuable resources close to these structures -> see playfield.yaml in ExamplePlanet
IMPORTANT: you must adapt your custom yamls to this new setup if you want to spawn a drone base or a planet vessel base

GUI Polishing:
- Chat font changed to white color and increased size (same for tutorial messages and PDA actions)
- Polishing of Map window, Sector Map window, Vessel Statistics window, Control Panel Devices Page and Signal Logic Page
- Added Ammunition panel to Control Panel (Fill and list showing the different ammo types not yet working)
- Popup Dialog Boxes Polishing
- Updated map marker icons
- Adapted Planet Map to use same Starmap background as Space and Sector Map
- More tweaks to Menu Bar icons
- Updated style of buttons

Visuals and Sounds:
- Added possibility to play a custom music for each structure (defined in playfield.yaml)
- Playfield specific sound is now played again (defined in playfield.yaml)
- Updated some growable plants by adding clusters (so they look more voluminous): corn, wheat, tomatoes, etc.
- Tweaked alien tube growable plant (made it larger) + added clusters to pearthing plant and durian plant
- Added better model for promethium stone
- Added better map marker for enemies (instead of arrow > dot)
- Drone destroyed model sound is now heard less far
- Added some more ambient sounds for POIs (dungeons, trading stations etc)
- Updated textures of alien bugs to PBR textures
- Entity spawner is now grey per default.

- Added delay to Planet Vessels (defined in playfield.yaml)
- Planet Vessel “standby” mode is now only active if Planet Vessel is not visible
- Increased despawn timer of drones
- Tweaked resource spawning (important resources are now sometimes closer to alien POIs)
- Increased attack speed of several NPCs

New Blocks:
- Added new SV, HV cockpit (Renamed and rearranged cockpits in block group)

- Added more destroyed hull blocks
- Added new standing NPC

- Always show completed Blueprint in Blueprint Factory list regardless of filter
- Updated PDA
- Updated Scenarios "Dawn of Galaxy" and "Invader vs Defender"
- Added Supply Station POI to Oscutune orbit
- Added info on which type (BA, SV, MS, HV) a certain ammo can be used
- Added debug weapons for testing: "Assault Rifle Debug" and "Rocket Launcher Debug"
- Implemented: PDA check 'NearUnit' can use a generic block name as target, target element needs to be listed in Control Panel's unit list
- Better animation for standing aliens deco block
- Added correct group name for POIs on moon playfield
- Only max one drone / vessel base allowed per playfield (check introduced in yaml)
- Small change to rockets: now every rocket is attached to the firing entity for 3 frames (eg when player fires a rocket in a fast flying SV)
- Melee attack of enemies is now better (they won’t lose sight contact that easy any more)
- Tweaked ranged attack of spider
- Added ranged attack to alien bugs 03 + 04
- Melee attack of NPC does not longer damage terrain
- Added several orbital bases as drone bases
- Temporarily deactivated space "custom tour" in PDA
- Updated Trader Config
- Updated CV Tier 2a (thanks to rainyday)

Bug Fixes:
- Fixed: No BA attack drones on any difficulty setting
- Fixed: CoQ when using the teleporter to go from TS Akua to TSO Akua.
- Fixed: Issues with SV mounted weapons. & CV Mounted Rocket weapon
- Fixed: Not possible to scroll list of signals in SIGNAL LOGIC
- Fixed: Respawn in a large sea send player in instant death screen loop
- Fixed: Problem that CV in space flies 115m/s instead of 90m/s (regression)
- Fixed: Control Panel Device List not keeping selection between Device List and Signal Logic Tabs
- Fixed: Exploit: add -2 to amount when buying from trader is adding you the money
- Fixed: Night vision doesn't work on scoped weapons.
- Fixed: Toolbar partially visible when using scope + weapon clipping after using scope
- Fixed: PDA: 'Guiding: Destination' does not work with NearResource
- Fixed: Damaged blocks "full block" makes itself and blocks behind it transparent in some stages
- Fixed: BAO_Thermica_Station is a CV instead of a BA
- Fixed: Withdraw Hydrogen Packs from Fuel tanks allowed to create infinite energy loop => Temporarily removed Hydrogen Fuel Cells to avoid exploit
- Fixed: MP issue with Motion Sensor and more than one player in sensor area
- Fixed: Problem that sometimes plants gave back dead sprouts and sometimes sprouts > now consistent: all give back sprouts
- Fixed: Disassembling a Harvest Cargo box returns a Cargo box block
- Fixed: MP lever animation and signal processing
- Fixed: Troop Transporter is still spawning when drone base is conquered and placing player core
- Fixed: CoQ when setting a map waypoint.
- Fixed: Armor & weapons looted from POIs are damaged
- Fixed: Connecting lines are missing in the Tech tree.
- Fixed: NPC attacking the player clips into camera
- Fixed: Block destroy particles not showing
- Fixed: Signal broken when sensor is removed
- Fixed: CoQ: Linked to Troop Transport
- Fixed: Custom switches (MAIN tab middle column) do not save with blueprint
- Fixed: Markers are not shown in the PV/PU list / no markers shown in the list
- Fixed: Planet Vessel vanishes if lower thrusters are destroyed
- Fixed: Difficulties setting "Number of deposits" has no real effect
- Fixed: Docking HV to a CV leads to a 25 second delay for sensors
- Fixed: NearUnit Name is not centered on device but on a different place
- Possible fix for strange wall appearing when damaging abandoned mine.
- Fixed: Planet Vessel HQ's are spawning in 2 bases on top of each other.
- Fixed: Difficulty setting amount of available deposits has no effect (applied difficulty factor on minimum amount of ores)
- Fixed: CoQ when using a lever to open/close a door
- Fixed: Persistent CoQ when Base shoots as PV
- Fixed: CoQ when using teleport from Ningues to Oscutune
- Fixed: POI Cutout not working for BA_Patrol-Vessel-HQ3 (temporarily removed this prefab)
- Fixed: Projectiles do not fire when flying sideways with max speed (Note: when flying sideways and the launcher is placed close to a hull block, it is normal that no rocket is shot)
- Fixed: Custom NPC Trader does not work in Multiplayer
- Fixed: Playfield: Ore deposits are 3x away the distance than set up in the yaml
- Fixed: Sun flares and other flares not showing for player when using a weapon in first person view
- Fixed: PDA 'NearUnit' checks did not complete when using generic block names
- Fixed: CoQ when removing cameras from AI vessel and relogin to game
- Fixed: Problem that player bends arms when aiming with pistol
- Fixed: Sector Map Line Rendering
- Fixed: Sectors reveal command throws CoQs
- Fixed: Map Window Orbit Info description header
- Fixed: CoQ in Popup when using "Auto" positioning
- Fixed: Scrolling Popup issue in Signal Logic configure list
- Fixed: Missing Name in Sector Map Orbit Info
- Fixed: Internal error linked to trap door on dedi
- Fixed: Random CoQ linked to trader
- Fixed: NPC Trader main Icon slightly blurred/transparent

73 comments Read more

May 10

Teaser: Alpha EXPERIMENTAL 6.0 - Release Candidate 1

Hotfix: May 11, 2017

We just released a hotfix that addresses the severe FPS drops that you experienced (especially in multiplayer). It was a regression from our lagshot fix. Please let us know if the lagshot fix is still working and the FPS drops are gone.

Changelog: Alpha Experimental 6.0.11 (Build 1022)

Bug Fixes:

- Fixed severe FPS drops (especially in multiplayer)
- Fixed problem with starting on "Trader Residence" in Scenario "Invader vs Defender"

Initial Post: May 10, 2017

Hi Galactic Survivalists!

Good news: We are nearing completion of the Empyrion Alpha 6.0 development cycle! As of today, we are officially feature complete for the upcoming version. :)

What does it mean? No big additions, no big changes, but bug fixing, small refinements, feature polishing and even more bug fixing!

That’s also why we release this update with the special remark for everyone to pay close attention to the overall functionality of the newly introduced features as well as bugs that are related to those features.

Alpha 6.0 Experimental RC1 bug reports: http://'http://empyriononline.com/threads/bug-reports-alpha-experimental-6-0-release-candidate-1.11094/'

Feature changes (like RCS and Max Speed for CV) and larger updates on functionality, based on your feedback, will be a topic of the version 6.x schedules, as those would inevitably push back the go live of 6.0 even more. Thanks for your understanding.

Said that, and given everything goes according to plan, we expect the full public release to hit end of May! The exact date will be announced in due time.

Lagshot Problem:
We worked hard to fix the so-called lagshot problem that was driving a lot of you crazy. We are sorry that it took so long but it was a quite complex and complicated topic. To test different strategies to fix the lagshot problem, we used this CV to approach a heavily defended base:

We used a layer of thin hull plates (with 25000 hitpoints) and behind them we placed windows to immediately see if an explosion penetrates the hull layer.

Workshop Scenarios can now be set to visible:
Last but not least, a final note regarding the Steam Workshop - Scenarios: Everyone who has already uploaded a scenario to the Steam Workshop is now welcome to set his/her scenario to “visible”. However, please temporarily add (EXPERIMENTAL) in brackets behind the scenario name until public release in order to make it clear that downloading a scenario is only for players on the experimental branch. We are looking forward to seeing your scenario creations.

Now please enjoy the latest experimental version - and send us your feedback about the questions asked in the changelog below!

Empyrion Dev Team


Changelog: Alpha Experimental 6.0.10 (Build 1021)

Updated Random POI Distribution:
- Added new spawn near / avoid rules for POIs and resources (you have now more control over the spawning of POIs and resources): for more info, see example playfield.yaml in Content\Playfields\ExamplePlanet
- Adapted POI + resource distribution on all playfields. Feedback Question: What do you think about the new distribution of resources?

We have now much more control over the distribution of POIs / resource - for example we can now ensure that there is no enemy POI in shooting distance to the trading station.

POI Update:
- Added some new wreckage POIs. Thanks to the following creators:
* smeissl (Old Base)
* Maloverci (Old Farm)
* JMCBurn (EngineCompartment/OppBackBase)
* Kaeser (Shack + Wood Cabin)
- Updated old wreckage POIs
- Updated TSO Akua with more lights

Destroyed Hull Blocks Update:
- Added more destroyed hull blocks
- Added proper separation between large and small destroyed hull blocks. These new destroyed hull blocks can be upgraded to un-destroyed hull blocks
- Destroyed hull blocks are not airtight anymore
- Added more damage states to destroyed blocks, i.e. when you damage these blocks you can create more variations (destroyed blocks that have more damage states are marked in darker red color in the block shape menu)

There are more destroyed hull blocks in the game waiting for you.

GUI Polishing:
- We are now starting to polish the new GUI by adding more colors and fine tuning it
- Updated several windows: Player inventory, Blueprint Window, Map Planet Info, Sector Map Planet Info, Armor Locker (more to come)

Visuals and Sounds:
- Added new deco plants: see "Artificial Plants (Deco)"

- Updated sound for motorbike
- Increased intensity of player light
- Enabled Map Markers icons on planets (we will add better icons soon)
- Reduced size of Cyborg weapon
- Increased resolution of background stars in space
- Civilian and Trader sound is now played even fewer times.
- Tweaked damage texture of space drone
- Improved height interpolation on steep mountains to avoid visual steps
- Starmap: removed mouse projection sprite and circle
- Armor locker for SV, HV is now only 2 blocks high
- Added better dead plant models.
- Updated textures on Lava plant
- Reduced volume of footstep sound
- Added 2 new plants to Aitis
- Added new bush on Akua
- Added tentacle plant to Masperon planet
- Tweaked clouds color on Zeyhines.

Gameplay and Rebalancing:
- De-activated max speed limit of vessels
- When spawning a not powered blueprint, the default inside temperature is now 22° and adjusts slowly to the outside temp
- Structures: temperature towards 22° still rises with 1° per second, towards other temperatures with 0.5° per second
- Added durability to all weapons and some tools
- Increased damage inflicted by NPCs between 20% and 50% (note: in easy difficulty settings, drones did not cause any damage to player when wearing medium armor)
- Sentry turret is now craftable in Survival Constructor

- Improved NPC controller: animals are now walking less on steep slopes
- Planet Vessel navigation update
- Workshop Scenarios: Now checking for more forbidden files (area and dat) and also total scenario size (limit is 5 MB)
- PDA: Action completed messages in chat output are localized now
- Added Trader block to "Trading" group in CP when auto-grouping
- Optimized several tree models for better performance
- Updated scenarios "Dawn of Galaxy" and "Invader vs Defender"
- Updated EAC to version from 2017-04-03
- Optimized all plants and tree model setting
- Changed: Custom PDA action complete messages are only shown in player chat and no longer as upper right notification popup
- Changed: Blueprint Library: If no preview pic exists, a substitute will be displayed
- Added console cmd 'ticks' to set/increase the tick time of the game
- Continued Window Polishing/Colour Changes
- Show names of all growable plants when pointing at one
- Set Player Window and Armor Locker Temperature Displays to use °F/°C Conversion
- Updated PDA

Weather Update:
- Added new weather: dark clouds, heat wave, cold wave, radiated fog purple
- Tweaked weather on all planets: each planet has a predominant weather (eg Akua = good weather with few rain periods etc)
- Arranged weather in playfield.yaml in order of likelihood

Restructured all Planet Playfield.yamls:
1. General Characteristics Planet (Atmo, colors, weather, etc) - special effects + weather further down
2. Terrain + Deco
3. Resources
4. POIs
5. Drone Base
6. Creature Spawning
> there is no need to change your custom yamls (note: ordering in yaml does not matter)

Bug Fixes:
- Fixed: Lagshots- Please let us know if you still find use cases where it is not fixed
- Fixed: Custom Groups / Signals (MAIN tab) do not save with blueprint
- Fixed: Not possible to remove abandoned signals from device
- Fixed: Signal logic name can not be recycled, leads to broken circuits
- Fixed: Not possible to trigger multiple explosive blocks with one signal
- Fixed: A published blueprint that has been deleted in the Steam Workshop or published via another Steam account can now be renamed. This will remove the workshop link and thus, a warning is displayed.
- Fixed: NPC walking animation issues in trading stations.
- Fixed: Plants die instantly in a BA although conditions are met.
- Fixed: Planet Vessels are attacking structures even if no player is nearby
- Fixed: Planet vessels are flying on top of player base and "park" there
- Fixed: AI Vessel gets stuck at own base if base is too high
- Fixed: Sometimes player vessel has a strange position on vessel base
- Fixed: Issue with setting waypoints when leaving the game & reloading
- Fixed: The green Durability bar is sometimes different between Player inventory & Armor locker.
- Fixed: Problem with durability bar of weapons not updating correctly
- Fixed: Plants that are in harvest stage disappear instead of transforming into dead plant when dying
- Fixed: Traders always respawn on new entry of a TS (they fall through the world)
- Fixed: CoQ when overwriting internal or stock Blueprints (deactivate EAC when dealing with those Blueprints)
- Fixed: De-constructing HV Jet thruster gives back a M-Thruster
- Fixed: Issue with Drone bases & AI PV landing/spawn pad.
- Fixed: Patrol-Drone Sound can be heard over the whole playfield
- Fixed: MAIN tab switches for O2 and Power are sometimes not reflecting current setting
- Fixed: Possible to set HOME button on every base and vessel
- Fixed: HOME feature does not work anymore
- Fixed: Two planet vessel bases are spawned on each planet
- Fixed: Exiting any storage containers in the devices Tab always exit to the Main tab.
- Fixed: Creating a logic circuit or renaming an output signal needs to close & reopen CP to make the new signal name available for devices
- Fixed: Not possible to move device to an auto-group
- Fixed: "Black Hole" look to sun in Sector Map
- Fixed: Control Panel signals (Main tab) do not save with blueprint
- Fixed: Error linked to sector map circles (world unload bug)
- Fixed: Issue with warping & leaving atmospheres
- Fixed internal problem with turrets
- Fixed: PDA shows Tutorial tab even if there exists no tutorial
- Fixed: PDA menu: Action descriptions not visible when opening menu window the 2nd time
- Fixed: PDA: Reward count checks actual limit for specified item
- Fixed: LCD text size can not be set back to 7
- Fixed: LCD text size info wrong
- Fixed: Problem with Instance Playfield on Sector Map
- Fixed: PDA: Check 'NearUnit' needs to also work for Traders
- Fixed: Sometimes Minigun drones don't deal any damage to the player.
- Fixed: CoQ when exiting Set waypoint window
- Fixed: Error in Marketplace
- Fixed: Color on Sector Map Planet Selection
- Fixed: Random Coq when starting a new survival on Masperon
- Fixed: Random CoQ when starting FRESH

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“Empyrion - Galactic Survival is quickly making me forget those No Man's Sky blues.”
PC Gamer

“This terrifying episode on my first night set the tone for my time in the game...a very fine survival game.”
Rock, Paper, Shotgun

“Steam-style survival with traces of No Man’s Sky? Interesting!”


Enrich your gameplay experience with blueprints from the Empyrion workshop: browse great collections of community created vessels and bases, try new and uncommon designs - or upload your own projects!

About This Game

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.

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!

Survival Mode:

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.

Creative Mode:

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.

Terrain Deformation:

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!

System Requirements

    • OS: Windows (7, 8 and 10), 64-bit system required
    • Processor: Dual-Core Processor 2.5 GHz or better
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 640 or equivalent (at least 1GB VRAM)
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: DirectX® compatible
    • OS: Windows (7, 8 and 10), 64-bit system required
    • Processor: Quad-Core 2.8 GHz or better
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 or better (with 2GB VRAM)
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Sound Card: DirectX® compatible
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