Empyrion - Galactic Survivalは、宇宙を飛行し惑星や陸上を飛び回ることができる、オープン・サンドボックス型のスペース・サバイバル・アドベンチャーです。 危険に満ち溢れた、驚異的(脅威的)な銀河の中を自由に探索し、拠点を築き守戦い生き残りましょう。
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非常に好評 (179) - 直近 30 日間のユーザーレビュー 179 件中 82% が好評です。
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非常に好評 (7,463) - このゲームのユーザーレビュー 7,463 件中 86% が好評です
リリース日:
2015年8月5日
開発元:
パブリッシャー:

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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは不完全であり、これから変わることも、変わらないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

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

このゲームは大体どのくらいの期間早期アクセスですか?

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

早期アクセスバージョンと計画されているフルバージョンの違いは?

“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.”

早期アクセスバージョンの現状はどうなっていますか?

“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.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

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

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“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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最新の更新 全て表示(195)

9月8日

Alpha 6.7: Patch and "Road to Alpha 7 - Part II"



Hi Galactic Survivalists,

We released another small patch for Alpha 6.7. Again, it is a client side update and is compatible with the servers running on B1211.

Please report remaining and new issues in our bug forum: http://empyriononline.com/forums/bugs.24/

Changelog: Alpha 6.7.0 (Build 1213)

Bug Fixes:
- Fixed: Container exploit
- Fixed: Problem that mounted weapons stopped firing when vessel was moving in certain directions.

Changes:
- Added Turkish and Korean language
- Updated Unity to version 5.6.3f1

=============

[CENTER]Road to Alpha 7.0 - Part II[/center]

A few days ago, we released a teaser picture with a few hints on upcoming features. While we make good progress on those - and beyond - we would like to disclose some of the work-in-progress topics.

Complete overhaul of block textures :
We will add new and rework old textures for all materials. So look forward to new designs for your bases and vessels.

Texture quality update:
We will add the Parallax Occlusion Mapping (POM) technique to all our textures. This will improve the looks of surfaces a lot by giving them a 3D touch and additional depth!

New creative tools:
While the released teaser pic could not hint all the changes we are planning to add, lets line them up right here:
- Switch Mirror Plane between "center" and "edge"
- Textur Rotation
- Cubic block-selection: copy, paste, cut and delete an area in all three dimension! We even plan to have a temporary repository for your copied areas, so you can easily paste them over and over to your structures and vessels without having to copy them each time again!
- Large area painting and texturing, will be in as well!

In addition Alpha 7.0 is not only dedicated to the new heightmap planets (http://empyriononline.com/threads/alpha-6-7-signal-logic-update-hull-textures-and-road-to-alpha-7.12796/) but will also see a slew of game optimizations and a large update to the possibilities of mission-creation (PDA)!

Here are some more teaser screenshots from our internal Alpha 7.0 development branch.

Texture update:



New planets




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8月24日

Alpha 6.7: Signal Logic Update, Hull Textures and "Road to Alpha 7"

The above screenshot is from our internal Alpha 7.0 development branch. You might notice the steep mountain in the background. We have increased the max height of mountains to 500m.


UPDATE: August 28, 2017 - Build 1212 (Client only)

This is a CLIENT side update which means you can connect to any server that is running A6.7.0 B1211.

Changelog: Alpha Experimental 6.7.0 (Build 1212)

Bug Fixes:
- Fixed: Symmetry plane auto centers after turning it off and back on until plane is reset to where you originally placed it.
- Fixed: When using a Symmetry plane it was possible to mirror a Warp Drive, Warp Tank and Repair bay
- Fixed: SV prefab Tier 1E contained forbidden blocks.
- Fixed: Problem that TriCount showed 2 numbers in Stats window

Changes:
- Higher resolution of color masks for building blocks

------------------------------------

Hi Galactic Survivalists!

We just released Alpha 6.7. It is a relatively small update for our standards because behind the scenes we are already working hard on Alpha 7.0.

In Alpha 6.7, we implemented the signal logic (sensors and triggers) also for SV and HV and updated some textures on building blocks (yes - we now have a nice metallic looking hull texture). We are planning to update a lot more building block textures for Alpha 7.0. We also updated the model for the Pulse Rifle and added more tiers for it.

Please report remaining and new issues in our bug forum: http://empyriononline.com/forums/bugs.24/

We prepared a first blog post for the "Road to Alpha 7" (see below). We are planning to update you regularly about the development process of Alpha 7.0.

Cheers,

Empyrion Dev Team

-------------------

Changelog: Alpha 6.7.0 (Build 1211)

Changes:
- Added sensors + triggers to SV / HV

- Updated model for Pulse Rifle + added Pulse Rifle T2 and Epic Pulse Rifle

- AI Planet Vessel does not auto-repair anymore when it is shot down. In addition, you can now enter and loot it
- Slightly adapted formula to calculate size class: we are now using a more accurate formula to calculate the triangles
- Updated stock prefabs to update triangles count to new formula
- Updated holo screen 05 + other texture tweaks for holo screens

Texture Update for Building Blocks:
- Updated standard hull texture (it now has a cleaner and more metallic look)

- Updated combat hull texture

- Added old standard hull texture as an extra texture to the texture tool
- Increased texture resolution of several building blocks
- Adjusted detail normal tiling and reduced strength on building blocks
- Reduced strength of detail normal on some devices
- Added deco block "Wardrobe"

Localization and PDA Update:
- Updated several languages (a big thanks to our different contributors - we are proud to have such an active community that helps us to keep the localization up-to-date)
- Added PDA partly in GER: thanks to moonsugar
- Completed Spanish translation: thanks to capi_x

Updated Scenario "Shadow of Starlight"
- Turrets and sentry guns in the Weapon Research Center are now active
- Added decorations to "Security Airfield"
- Minor text updates

Bug Fixes:
- Fixed: Mirror issues: device and building blocks > please test if there are still blocks that do not mirror correctly (note: all blocks that have a left&right version do not work with the mirror tool yet)
- Fixed: Trapdoors and Explosive blocks do not work with Admin Cores
- Fixed: Texture artifacts on constructor
- Fixed: Freighter / PV / Patrol Vessel did not respect the "Fixed Max Speed" setting in playfield.yaml
- Fixed: HV was sinking under water when crossing green wall while driving over water
- Fixed: When a HV with a HV booster has gone through the Motion sensor field it could become stuck above that field.
- Fixed: Problem with firing minigun of stock prefab SV Tier 1e




Road to Alpha 7.0: New Handmade Terrains


What is the first element that you will notice in Empyrion when starting a new game in your escape pod?

Of course, the planet you are landing on - in particular: the terrain. Thus, the quality of the terrain or terrain generation has a huge impact on how a player perceives Empyrion.

We’ll do a quick recap on the current mechanics, so you can better categorize what the planned changes will encompass. Currently, all of the terrain is procedurally created. That’s what the description says. Although you might know what “procedural” means, we will give a quick rundown on what the effects of this terrain creation method are, as the implications and details might not be as obvious in this context.



Procedural terrain does not just mean “randomly created terrain”. Actually the random factor, the SEED you pick when starting a game, is only the final part of the terrain creation, applied to a previously created set of rules on HOW a specific terrain should be created. So procedural terrain is not really random - by changing the Seed you do not completely change the appearance of a terrain but you create variations of the same type of terrain.

To give you an example: When you work with our procedural terrain generator (http://empyriononline.com/threads/alpha-experimental-6-0-terrain-generator-create-your-own-terrain.11020) you are basically defining a set of rules on how the terrain should be built up by the algorithm. These modules can work in different ways and will influence the terrain building in different ways. The more awesome or special-looking you try to make your terrain, the more modules you will need to use. This comes at a cost: performance.



This is because procedural terrain is NOT just printed to something like a fixed “heightmap” and then modified, but it is always created by the modules and the instructions for the terrain building algorithm they hold (randomized by the SEED), delivered by a .DLL or .XML file in the Content folder.

What does this have to do with the terrain in Alpha 7.0?
A lot because of this ever increasing, non-avoidable performance draw, the level of details for terrain you can do, have a natural limit to an extent, as a too performance-demanding terrain will result in artifacts, chunk load-issues and other visible hiccups when you play the game. So, possible optimizations aside, our procedural terrain is limited in its scope by performance. Plain and simple: creating high-quality awesome procedural terrain is possible, but may be very slow (at the moment). That’s where Alpha 7.0 comes into play, adding the “handmade fixed terrain” as an alternative.

What is the difference to procedural terrain?
Handmade terrains allow much more terrain details on a higher quality level. It is created in a heightmap editor, modifying the shape, canyons, hills and other specialties mostly by hand.
Other than the procedural terrain, the shape of the handmade terrain is not affected by the Seed. It’s like picking a Seed for a procedural terrain and always playing with this Seed, which a lot of players do anyhow, as we learned from the feedback we evaluated. The teaser screenshots you have seen in the last update notes and this update are made with heightmap-based, handmade terrains.

What is the biggest advantage of handmade terrain?
You can create awesome terrains with a high quality level that will not demand more performance than any of the procedurally created worlds. Since the terrain is a fixed heightmap, sometimes those terrains might even use less of your PC power as there is no algorithm eating up CPU and GPU time. In addition, handmade terrains will allow a more interesting distribution of POIs and resources. Thus, a scenario creator has much more control to create a specific setting or story.

Will the handmade terrain replace the procedural terrain?
Absolutely not. We will try to improve the procedural algorithm to make it less performance demanding. For us, the handmade terrains are an alternative to the procedural terrains - not a replacement.

For those arguing about the priorities: the team of terrain creators does not work on the programming of the game, so no other feature for 7.0 will be skipped or postponed just because we will have a new variant of terrain.

Said that, a quick Q&A on the terrain topics:

Q: Can I create the handmade terrain myself?
A: Basically yes. We are internally using a paid 3rd party terrain creator. You can buy a license. In theory, the game can also work with the export of any editor if it is using heightmaps and splatmaps (texture maps).

Q: Can I modify the handmade terrain heightmap (shape)?
A: Not directly, but although the heightmap is fixed, we plan to release several different versions of a “base heightmap” so you’ll have different variations for customization.

Q: What elements can I customize?
A: A lot: Decorations, terrain textures, NPCs, POIs and everything else that is defined in the playfield.yaml (except the shape of the terrain). For terrain textures, we have even created a handy in-game Terrain Editor which will allow you to quickly switch terrain textures! Changing a green world into a desert planet is only a matter of a few clicks!

Q: Will the orange and green barriers vanish with the new terrain?
A: Not yet, these barriers are result of the planet creation and not terrain creation
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このゲームの掲示板でバグを報告したりフィードバックを残そう

レビュー

“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!”
Kotaku

Workshop

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!

このゲームについて

Empyrion - Galactic Survival [/ b]は、3Dオープン・サンドボックス型のスペース・サバイバル・アドベンチャーです。 さまざまな惑星を探索・征服・開拓し、Empyrionの謎を発見するために、強力な船、巨大な宇宙ステーション、広大な惑星に居住区を建設しましょう! 人類、エイリアン、惑星、クリーチャーに遭遇し、危険に満ち溢れた驚異的な銀河を生き残りましょう。 孤独な一匹狼として遊んだり、協力する関係を構築したり、新しい友情を築いたり、、反対に太陽系を力によって征服することもできます。 このゲームは、シミュレーション、クラフトゲーム、サバイバルゲーム、シューターの要素を独自に組み合わせています。 Empyrionは、無限の可能性を持つ銀河の運命をあなた自身の手で作りあげることができるのです。

惑星と宇宙の探索:

完全なフリーローミング体験があなたを待っています。惑星間ワープ、惑星から惑星への飛行、惑星に存在する大陸に着陸し周囲を自由に歩き回ることができます。違う惑星でエイリアンの秘密を探り、惑星ごとに異なる鮮やかなフィールドの既存生物や植物を見つけることができるでしょう。

宇宙の生成:

宇宙は自動的に生成され、多くの惑星と探求心ををくすぐるPOIが配置されています。 各惑星はそれぞれ異なる特徴(惑星の種類、重力、大気、月の数、地形、表面、植生、気温、天候および資源)を持っています。

建築と建造:

大型のキャピタルシップ、小型戦闘機、巨大な宇宙ステーション、広大な惑星居住区をあなた自身で構築するか、Steam Workshopから設計図(ブループリント)をダウンロードし、デザインや機能を独自のアイデアでカスタマイズ(拡張)してください!

サバイバル・モード:

あなたはエスケープポッドから脱出し、ポッドに残されたアイテムを取り、過酷な環境で生き残るための準備をすることになります。 食糧と酸素は残り少なく資源や弾薬も乏しい状況の中、クリーチャーや荒々しい気候が脅威となり、あなたを殺そうと待ち構えています。 地球から遠く離れた惑星で生き残りたいのなら、的確な判断を下し十分な備えを用意する必要があります。

クリエイティブ・モード:

食糧、資源、敵を気にすることなく、あなたの夢を実現してください。 クリエイティブ・コミュニティに参加し、あなたの作品をSteam Workshopにアップロードしてください!

シングル&マルチプレイ

シングルプレイヤーで一匹狼として遊ぶか、マルチプレイヤーでコミュニティに参加し、友人とチームを組む・新しい友情を築く・同盟・戦争。他にも、保護されたPvEエリアに快適な自宅を建設したり、PvPで惑星の支配権をめぐり争い、あなたの派閥が惑星を、さらには太陽系をも征服することができます。それに加え、数えきれない素晴らしいシナリオがワークショップであなたを待っています!

クリーチャーと生物:

惑星には大人しい野生のクリーチャーもいますが、この宇宙の全ての生物がおとなしいとは思わないでください、大半の野性のクリーチャーが、あなたの足をただの朝食だと思っていることを知っていてください。その他にも、攻撃的なドローンやエイリアンの兵士・ガーディアンの激しい攻撃から生き残るために戦い、いつ襲ってくるかわからないエイリアンの襲撃に備え、防御兵器を配備してください。

採掘や資源の採取:

建設には、資源を採掘し収集する必要があるため惑星にある鉱脈から鉱石を採掘したり、希少な鉱石でいっぱいのアステロイドを掘削することができます。 また、エイリアンの建物を襲撃し略奪することによって奪うこともできます。見つけた構造物をスクラップにし、その残骸を使うことができるかもしれない。

幅広いクラフト・システム:

あなたは機材を製作するための建築材料の組み合わせ方を学び、 拠点を強化したり、建物や船舶にさまざまなデバイス、武器、ガジェットを目的に合わせて装備することができます。

狩猟、農業、食品システム:

自分で野菜や果物を育て、クリーチャーを狩り肉を手に入れ、おいしい食事の準備をしましょう。 いくつかの植物は医療用品を作るのに役立てることができるし、その他の植物も治療や食糧問題を解決するために拾い集めることができます。

経験とテック・ツリー:

貴方はしたいと思うことをしてください。そうすることで経験値を得ることができます。そして得られたポイントを使って、テックツリーの中にある新しいデバイスのロックを選択して解除してください。

地形の造成:

各惑星は、ボクセルベースの地形を特徴としています。すべての地形を変形させることが可能です。惑星上にステーションを建設するための土地をならしたり、見つけた資源へ続く坑道を掘削したり、隠れて休息するためのトンネルを掘ることができます。そうです! Empyrionは真のサンドボックスゲームなのです!

システム要件

    最低:
    • OS: Windows (7, 8 and 10), 64-bit system required
    • プロセッサー: Dual-Core Processor 2.5 GHz or better
    • メモリー: 8 GB RAM
    • グラフィック: NVIDIA GeForce GT 640 or equivalent (at least 1GB VRAM)
    • DirectX: Version 9.0c
    • ストレージ: 2 GB 利用可能
    • サウンドカード: DirectX® compatible
    推奨:
    • OS: Windows (7, 8 and 10), 64-bit system required
    • プロセッサー: Quad-Core 2.8 GHz or better
    • メモリー: 16 GB RAM
    • グラフィック: NVIDIA GeForce GTX 560 or better (with 2GB VRAM)
    • DirectX: Version 11
    • ストレージ: 4 GB 利用可能
    • サウンドカード: DirectX® compatible
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