Empyrion - Galactic Survival is a 3D open world space sandbox survival adventure. Build powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion!
Recent Reviews:
Mostly Positive (171) - 78% of the 171 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (9,159) - 84% of the 9,159 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 very 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 during 2-3 years.”

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 a dynamic economy.”

What is the current state of the Early Access version?

“The current version of Empyrion - Galactic Survival is stable, absolutely playable and already features many elements of the full version (for more detail, see "About This Game" below):
- Space and planet exploration
- Building of spaceships and bases, extensive crafting system
- Survival and creative mode
- Mining & resource gathering, environmental hazards
- Hunting, farming and food system
- Experience and tech tree
- Single player, multiplayer and co-operative play
Of course, the current version is not yet feature-complete and we are planning to add many more awesome features to the game and refine the existing elements.”

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 working 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 (232)

March 16

Road to Alpha 8: Development Update III

Hi Galactic Survivalists!

Weekend is coming, so time again for another progress report on Alpha 8.0! :)

We are still working full throttle on our Alpha 8.0 main topic "larger planets", but we can now say that the finish line is already visible. Said that, it might take still some time until the first Experimental version will hit. One of the reasons is, that the new planet generation leads to the need of rebuilding a major portion of all the adjacent mechanics, from placing plants down to temperature scaling - which needs to be readjusted from the ground up again. Same applies to the SolarSystemGenerator (SSG-editor), as these two topics are closely entangled with each other.

While the new planets become more and more tangible, we made progress in a lot of other areas as well.

1. New Game start
In the last dev Blog, you had a lot of questions about the new game start, suit constructor and sleeping. We will try to answer some of those, although this is still a work-in-progress topic.

- Sleeping -

Q: Are there limitations, like not being able to sleep when I am followed by enemies?
A: We are currently working on the details - especially on those conditionals what will or will not work or happen while you sleep. We'll update the details in a dev blog as soon as they are set in stone.

Q: How does sleeping work and where can I sleep?
A: For now only the Escape Pod has this feature. If this mechanic works, we can (and will) add the feature to other devices, like beds.

Q: Does sleeping work in Multiplayer or Coop as well?
A: No, this will remain an exclusive feature for single player in the near future. As a side note: To make this feature work in Multiplayer, ALL player would need to go to "bed" at the same time, as we cannot advance time if a player is still "active". We might possibly find a solution for this in the future, maybe for small-groups MP like Coop, but until then, this will remain a single player only feature

Q: When forwarding time aka 'sleeping' in MP does not work, what about having a 'save logoff' instead?
A: Yes, we already considered 'saving' your re-entry by using a Clone Chamber or similar. This is already on the list for future updates, but not in the scope for the initial Alpha 8.0 as a lot of side-effects that result from this need to be taken into account (like what happens if the ship is destroyed or captured or the device is removed and so on...).

- Suit Constructor -

Q: What can I do with the Suit Constructor?
A: We are currently evaluating what makes sense to add. We do not want to replace the Survival Constructor or move it just into the suit. Details are currently worked out, as the also take into account the latest changes to food recipes and new tech given at game start (Survival Tool)

Q: What is the Survival Tool?
A: This is a little helper that can be produced free of cost in your Suit Constructor. You can break some stones for ore and it has a low-power defense mode to scare away animals, but it is not suitable for a real fight. The Survival Tool is meant to be used in the very early game and situations where you have lost all your stuff and need to start over. It is not a replacement for proper weapons or drills.

Q: Does the Suit Constructor drain energy?
A: Most likely not - at least not in the Alpha 8.0. This is pretty much subject to change in the future when the overall topic of 'Suit energy consumption' will be addressed (also relates to Light, NV, Boosters etc).

2. Food Templates and Ingredients drop rework

In the last blog, we indicated that we will change the way how food templates and ingredients are handled.

The primary goals are
- all primary food items should be craftable form self-growable plants (excluding templates that need meat or eggs)
- all primary food items should be craftable on all starter planets without having to leave the planet
- all food items should make sense in certain use cases, what means having distinct benefits in some, but not all areas of food, health, stamina.

Now, there here comes the tricky part.

Right now, each and every plant is dropping exactly ONE specific item. Tomato drops Tomato, Pumpkin drops Pumpkin, Wheat drops Wheat, Corn drops Corn, Wormplant drops Alien Honey..you get the point. Same is true for the harvestable-only plants. If we want a playfield to offer a certain ingredient, we would always need to place the plant, which leads to the appearance of the same plants on different planets..or the inavailability of certain meals.

That's where the change happens: Instead of dropping unique items like Pumpkin, Tomato and so on, this plant-group now drops "Vegetables". Pearthing and Space Oranges are now dropped as Fruit. The templates will then ask for Vegetables and not specifically for Tomato or Pumpkin anymore.

This opens up other possibilities: Alien plants like Bulbshroom or the EggPlant now also can drop Vegetables, but we can freely place them in the biome where thy fit and on the planet they should appear without loosing the availability of a certain meal.

For the farmers, this opens up the possibilities that you can choose from a larger range of plants that provide you with the needed ingredients. As different plants now drop the same ingredient, we will balance those around drop amount and growing time to make them distinct.

More info coming in one of the next dev blogs.

On a side note: we will use the same approach also for medical templates.

3. Art Department

Last, but not least, our Art guys have something cooking for you.

Commander Chair:

Fallen logs for swamp biome:

New Alien plant:

Heavy pressurized window set (WIP):

New sentry gun (WIP):

New railings/catwalks (WIP):

Enjoy your weekend!

Empyrion Dev Team
148 comments Read more

March 9

Road to Alpha 8: Development Update II

A preview of our new terrain shader

Hi Galactic Survivalists!

We are a bit behind schedule with our blog post about the new Solar System Generator because we are currently reworking parts of it. Thus, we thought it does not make sense to reveal info which is already outdated in the very moment we post it.

However, don't worry - more info about the new tool for easily creating your very personal solar system will be published in the near future. For example on how to utilize the new "planet tilt" setting, which will allow for different day/night cycle length on the northern and southern hemisphere of a planet!

Instead of a walk-through of the "SSG" (Solar System Generator), we want to provide you with some quick info about our progress on some of the other, more gameplay-relevant features!

Let's roll :)

1. Game Start
  • If you start a new default game, the new SSG system will randomly pick names from a database of around 600 playfield names. So if you start a new game with a different seed, your planets will have different names!
  • You will be able to "sleep" in your escape pod to forward time and it will not despawn (SP only)
  • You will have a very limited "Suit Constructor" at your disposal (slow, only the very basic items like a food item, bandages etc)
  • We are planning to provide you with a much better survival experience as a game start. More details to come...
2. For Scenario Creators
  • You can still use the system with a fixed sectors.yaml and fixed planet names!
  • You will now have the possibility to place POIs and Ore Deposits BY BIOME!
  • You will be able to preview the POI and resource distribution in the SSG
  • The PDA system now offers repeatable missions!
3. For Builders
  • You can now set Hotkeys for console commands. Having SI turned to off, godmode on, teleport and more can be activated at the same time with a simple hotkey click!
  • Automated doors now have an override priority for Sensors: if you add a sensor/signal to a door, the door-integrated auto-opening will not be triggered.
  • Devices with Sensor Input and Output fields can now send and receive signals. Before, SEND did not work as long as the device was set to listen/receive signals at the same time. Note: you cannot create blink-lights this way, because of an integrated Loop-Protection. But we will add a proper "blink lights" feature in the course of the 8.x development!
4. New Status Effects
The current status effects rarely rely on each other and do not develop into a more serious disease if not treated well or at the right time.

The new status effects system will focus on this a bit more, so not caring about an open wound, might you get to an infected wound and a serious Sepis right away.

See the current status-effects tree (Work in progress)

There are basically always 2 or 3 stages of where a "base disease" can evolve into.

The planned templates-rework for curing diseases will reflect this approach. While an easy-to-craft bandage or paste or even a hot beverage might be enough to remove the status effect in the Stage 1, the following stages might need Pills or even Injections, which will need more ingredients and time to craft.

So having the right medicine available will be much more important and we will put more focus on this in future iterations to convert the currently used "broadband heal-everything"-item approach to a more logical and specialized gameplay where certain medicals have their own purpose not shared with others. And - very important! - without making it a grind in terms of getting the ingredients needed!

Said that, to make sure you are not overwhelmed with having to search for rare ingredients on far away planets, we plan to change what and how plants and deco drops the needed stuff. This also will contribute to a changed food-template system.

We'll detail how this works in one of the next blogs - as soon as this is technically implemented and tested. ;)

Last but not least, here are some previews of the visuals improvements that will be waiting for you in Alpha 8 such as a brandnew terrain shader with amazing blending capabilities between textures, major update of decoration placement & quality & performance and much more...

Any questions? Do not hesitate and write us in the comments!

Have a great weekend!

Empyrion Dev Team

PS: Look who is back again and might play a role in the upcoming story missions ;)

(thanks to LiftPizzas for the refurbish!)
127 comments Read more
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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 powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion!

Fight human, alien and biological hazards and survive in a hostile galaxy full of hidden dangers. Play as a lone wolf or team-up with your friends, build new friendships, create alliances or make war to conquer the solar system.

Empyrion uniquely combines elements from space simulations, construction games, survival games and ego-shooters. In Empyrion, you can forge your destiny in a galaxy with infinite possibilities!

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 different alien races and tangle with the native fauna and flora. A sandbox full of different, vivid planets is waiting for you to explore!

Solar System and Open World:

The solar system is procedurally generated and features several planets and interesting 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 mighty space stations and vast planetary settlements 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 smart and 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 craziest 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 single player or join the multiplayer community: team-up with your friends, build new friendships, create alliances or make war. You can build yourself a comfortable home in a well-protected PvE area or face 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 animal wildlife 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. Fight for your life and deploy a range of weapons against fierce and obscure alien creatures.

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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