Push For Emor is an open world(s) SciFi FPS RPG with light RTS building elements thrown in for good measure. Fight your way across 11 planets, engage in space combat, disable enemy craft and board enemy wrecks, explore abandoned space stations and defeat evil planet governors.
All Reviews:
Mixed (27) - 62% of the 27 user reviews for this game are positive.
Release Date:
Oct 24, 2016

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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?

“*****For both Monitor and Virtual Reality *****

Community involvement, fun, and polish!

I have been working on Push For Emor for two years now (initially in my spare time and more recently full time) and I have always promised myself that I would never go early access unless I had the finish line in sight and I knew that I could deliver a complete game.

With all the games core mechanics in and working, all the planet environments in, and the first 4 planets sporting real missions and gameplay, the finish line is in sight and I feel that now would be an ideal time to get the community involved.

Push For Emor is a seriously made game that does not take itself too seriously. It draws on and makes reference to many pieces of pop culture, but I am but one man and I can’t catch them all. Getting the community to chip in with feedback on likes and dislikes and also suggestions would just be awesome. Missions and storylines are down and ready to be implemented, but they are open to change if a community member comes up with an absolute gem of a suggestion! (What have the Emorians ever done for us?!!). I feel there is a layer of fun to be had here for both myself and the community as we work together on Push.

Going early access also allows me to apply more polish to the game. Yes, the finish line is in sight, but so is the deadline. Using the early access system will push that deadline a little further into the future and enable me to slow down a little, take more time with the details and add more polish to the game. I want Push For Emor to be the best I can make it and we all know the devil is in the detail.”

Approximately how long will this game be in Early Access?

“I’m looking at another 6 months of development to deliver the full fun game I sat down to make 2 years ago. All the planet and space environments are in, so that just leaves the fun stuff. New npcs, missions, vehicles, spaceships and weapons. I have spent 2 years making Push For Emor and I want it to be blinging like a diamond studded, gold toothed smile when it is finally finished.”

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

“The complete game will have all 5 solar systems /11 planets finished and polished. The player will have the ability to (and will be required to) fly between each of the planets via the warp gates. There will be more space structures to explore and additional enemy space ships to best and board.

The finished game will also support vr controller support for both Vive and Oculus touch.”

What is the current state of the Early Access version?

“I'm happy to report that all hard parts and heavy lifting in regards to the game development of Push For Emor have been completed. Dialogue system, mission system, inventory system, resource gathering system, Ai, solar system environments and planet environments are all in!

Virtual Reality support is in, along with a full compliment of VR friendly menus.

The first 4 planets with accompanying space environments are in. Planets sport mission driven content, combat, vehicles and exploration. The resource planet has harvesting structures to build and defend via movable turrets.

In space there are enemy ships to fight and board and the ability to travel between planets and your home space station where you can report in and swap ships. Additional resources can be harvested by blowing up asteroids if you just feel like chilling in space and blowing stuff up.

Oh, and the chicken gun is in. One shot - one chicken (werk).

As development continues there will be polish and tweaks applied to the first 4 planets. The next 2 solar systems, which have 3 planets each, will be released to early access buyers as each solar system is completed.

Emor itself will be the last planet to be implemented.”

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

“Push For Emor will be discounted whilst in Early Access”

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

“I feel that reaching out to the community for feedback and suggestions is vital to the success of Push For Emor. Live feedback from players who enjoy the game and understand my direction and what I’m trying to achieve with Push will be a winning ingredient. I know there are people out there who mirror my slightly skewed view on life, the universe and everything (free starter for you there) and I can’t wait to hear the ideas from that think tank.”
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Recent updates View all (7)

November 17, 2017

Re-Build Now Live: Bug Fixes, Oculus Touch, Enhancements and other froody things.

PFE has been updated! It’s new**, it’s shiny, it’s better, stronger, faster and will have you planet hopping in no time! <insert the sound whooshing dual wielding cyber swords and the sound of Emorians dying horribly in the background here> (**er)

What’s new in this patch? Well almost everything. It may be considered a sledgehammer to crack a nut (or bugs in this case), but I decided to re write large parts of the game to try to make it a really good experience for everyone. I’ve reworked the cameras so they are better for current headsets and made it easy to incorporate new ones, re written the locomotion system and also added snap turning for those that want it and moved teleport to the right controller, overhauled missions, re made picking up weapons and turrets, fixed the vehicle interaction, nailed in Oculus touch, re written re-loading of weapons, added super sampling and also done a lot of work on optimisation and beautification, along with a whole host of improvements to the game as a whole that are too long to list.

So is it bugfree now? Am I happy with it? Well it’s as bug free as me and my much appreciated beta testers can make it, but sadly we can’t test for every gaming setup in the world, so please do let me know if you encounter anything that is game breaking for you as you play: (lupus@lupussolus.com) Am I happy with it - well yes and no. I’ve very happy with how it has turned out, but there is always something more that I want to tweak, make better, a new feature that came to me in the middle of the night (or in the shower) that I would love to implement, yet another layer of polish I would like to add; but sadly I’m just one guy, so I had to draw a line in the sand somewhere or I’d never get the update out.

There are bound to be some new bugs that come with this build (every new patch has them) but I’m rather hoping they won’t be major, which will allow me to get to making the next solar system. I have a very large creative itch right now, and making some steampunk adventures might just help scratch that. I'm very excited about the development going forward and I can't wait to get started, but please let me know if you have any steampunkesque suggestions about these next planets, as I'm just starting them, now would be the ideal time and I’d love to hear them!

Cheers guys and have fun in game!


P.S. Please let me know what you think about this latest build - feedback is GOLD to us solo indie devs ;)
2 comments Read more

October 18, 2017

Colonel Glutes, a deep cover agent is reporting in....

“And so I’m back, from outer space; you just walked in to find me here, with this VR HMD on my face…..”

First off - APOLOGIES!! For being silent for so long; so long in fact that some of you (with very good reason) thought that I had abandoned the project all together. This is understandable considering my long public absence, but I am happy to assure you that this is not the case.

I did have some time away from the game’s development as I had to go get, what our mothers would call, ‘a proper job’. I was as shocked as anyone when PFE didn’t instantly sell millions of copies and I wasn’t sat in the back of a limo flipping through ‘What Trophy Wife’. Then the Girlfriend stepped in and gave me a reality check. She said that I had to get a job because she likes the finer things in life, like ‘not being homeless’ and ‘not having to beg for food on the streets’. I tried to convince her that I was suffering for my art, but she convinced me that I would be suffering from her foot in my ass if I didn’t get jiggy on the job front.

I got a job :( but to be honest, I needed a bit of a break for a little while - 18 months of 18 hour days had taken their toll and I was a bit burnt out. It wasn’t just the game dev, it was the constant changes by oculus / valve / Unity. The oculus and valve software was still basically in beta and in a constant state of flux and every time they changed something, Unity changed the game engine to keep up, which would instantly break the build I had on the dev machine and I’d lose days trying to get it back how it was. It was both heart breaking and soul destroying.

Needless to say, I could not stay away for long. As soon as I got through the probation period at work, I went back at developing Push full time in my spare time (if that makes sense). To help things along, both oculus and valve now seem to have much more stable builds of their headset software and Unity has released a new version of their engine that seems stable enough for me to not want to update with every patch, which should save me weeks/months of pain.

So where are we up to? Well, pretty much new everything. New camera system to accommodate different headsets. I’ve completely ripped apart the locomotion system (again!) and it’s much more stable now, revamped the mission system, re worked vehicle enter / exit system, totally re-made the tracked controller layer to easily accommodate new controllers, nailed in the support for Oculus touch, re made picking up weapons, fixed the issue with picking up turrets on the resource planets, basically everything that anyone was having issues with, I’ve taken back to bare metal and started again. It’s been a slog, but now I have a solid foundation to build the rest of the game on.

So no Guys, not given up; I couldn’t if I wanted to. I love the project too much to just walk away and I get such a massive kick when I create something new or implement a new feature. Hell, it’s like being Flynn - Digital Jazz man!

Why so silent for so long? Well, I needed to have a fixed and improved version of the game on my drive before going public with it. Silence is bad enough, but to go public too early and then promise deadlines that might not get hit, well that felt worse.

So YES! New improved PFE! Can you see it? NO!

I won’t be doing a steam update until it’s been thoroughly beta tested. The last thing I need is a bunch of new bugs and more negative feedback. WOULD YOU LIKE TO BETA TEST? I’m rather hoping that some of the usual suspects on here might be up for the challenge of doing some testing with me. If you have the time and inclination and would like to get involved, and you can provide me with bug reports and feedback, please do drop me a mail at lupus@lupussolus.com I especially want to hear from you if you have had problems with the game in the past (I need to know I’ve squished those bugs!)

What can you expect to see once you get in the new build. Well, if you have never had a problem and you completed upto the end of the first solar system, then not much tbh; things might feel a bit smoother, some extra options, you were one of the lucky ones. If you have been playing this on an oculus, then you guys get Touch! Dual wielding a cyber sword and a shotgun is just waiting for you! If you were one of the unlucky ones who could not pick up a gun or get in one of the vehicles - well my friend, new space and planetside adventures await ;) If you are a monitor player, the gunplay has been considerably tightened up.

I just want to say, to those of you who like the game and have remain interested enough to check in here every now and again, and possibly got upset / angry at the thought that it might have been dropped: Thank you. Your support is very much appreciated and a great source of drive. Again, sorry for the radio silence and working under the radar: will try harder in future.

Email me, we’ll do Beta!

Cheers! And many thanks,

10 comments Read more
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About This Game

***** Push For Emor as been made for both Monitor and Virtual Reality *****

Push For Emor is an open world(s) SciFi FPS RPG with light RTS building elements thrown in for good measure.

Fight your way across 11 planets, engage in space combat, disable enemy craft and board enemy wrecks and explore abandoned space stations. Defeat evil planet governors as you push towards planet Emor.

  • 5 Solar Systems.
  • 11 planets of varying tech levels (low, steampunk & cyberpunk).
  • Mission driven game-play (on planet and in space).
  • Planet & Space combat.
  • Disable enemy ships in space and board them.
  • Explore & fight through abandoned space stations.
  • Move between solar systems and planets via space warp gates.
  • Create mining facilities on resource gathering planets and defend them.
  • Fly/Drive a great selection of vehicles (if you can see it in game, you can get in it).
  • Works on both a Monitor and Virtual Reality Headsets.
  • Works with Oculus DK2.
  • Will support Oculus CV1 and Steam Vive (awaiting hardware).

I'm happy to report that all hard parts and heavy lifting in regards to the game development of Push For Emor have been completed. Dialogue system, mission system, inventory system, resource gathering system, Ai, solar system environments and planet environments are all in! Virtual Reality support is in, along with a full compliment of VR friendly menus.

What is left to do is the really fun stuff (to be honest, its all been fun), such as creating new npc characters, weapon models and fun missions for the player to interact with. The finish line is in sight and I am working hard to reach it, sooner rather than later.

When the Emorian Empire starts to expand it's territories into Justicar federal space, Colonel Ferris Glutes sends you in under cover to join a resistance group allied with Justicar. Your mission, that you have no choice but to accept (because it's your job and it would be a very short game if you didn't) is to clear the way for Justicar forces.

One solar system at a time
There are eleven planets of varying tech levels in the Emorian Empire, spread across five solar systems. You must find your resistance contact, win over the local populace and rout any Emorian troops.

Space is full of nasty people
Traveling between solar systems and planets is done via Space Warp Jump Gates. Getting access to a jump gate can sometimes be tricky. You are not the only pilot out there. Space is full of people who are having a bad day. They want to make your day bad too, by killing you and taking your stuff. Luckily you have the skills and the smarts to fight back. Not every enemy/pirate ship you take out will be completely destroyed. Board a disabled enemy craft and explore the drifting hulk for items and upgrades, but visit your arms locker before you go...

Your home space station
Well technically it's not yours - it belongs to the Justicar Federal Army. But it's where you can upgrade your weapons and your space craft, assemble away teams, kick back and watch a movie or listen to some of your favorite music. (Cue Queens' Greatest Hits tape).

Resource / Terraform planets
An Army need resources. Luckily for you and the Colonel, each solar system has a barren planet that is just perfect for mining raw materials. Build mining facilities, power plants and space ports to help keep the Justicar war machine moving. But be warned! You will be attacked by both the planets hostile indigenous population and from Emorian forces, so best build a barracks and some guard towers. Move-able turrets are always a good idea.

Explorable planets / Governors bane
Each of the three main solar systems has a planet that not only needs to be liberated, but also holds an important weapon which you will need to defeat the solar systems Governor. Woo the population, kill their oppressors, gain access to the artifact / weapon. Simple... Right?

The Governing Planet
Each solar system has a governing planet that is controlled by a member of Emorian senate. These Emorian Governors must be stripped of their planetary forces, their dignity and finally their life. Removing (killing violently usually) a Governor will liberate the solar system and bring it under the protective wing of the Justicar (who are clearly much nicer people).

System Requirements

    • OS: Windows 10
    • Processor: i5-4590
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD R9 290 equivalent or greater
    • Storage: 8 GB available space
    • Sound Card: Any
    • OS: Windows 10
    • Processor: i5-4590
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD R9 290 equivalent or greater
    • Storage: 8 GB available space
    • Sound Card: Any
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