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:
Very Positive (180) - 82% of the 180 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (7,464) - 86% of the 7,464 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 (195)

September 8

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.

- 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

100 comments Read more

August 24

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

- 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.


Empyrion Dev Team


Changelog: Alpha 6.7.0 (Build 1211)

- 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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“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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