Empyrean Frontier is a Real Time Strategy game about an epic interstellar conflict, featuring massive space fleets, base building, and resource collection. Conquer the galaxy in a procedurally generated campaign or match wits against the cunning AI in a variety of skirmish game modes.
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Release Date:
May 24, 2017

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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?

“Empyrean Frontier has reached the point where the core game is playable and nearly all of the main systems are complete, however I still have more content to add, and likely some re-balancing as well. The procedural campaign in particular is relatively uncharted territory for an RTS game, and player feedback during Early Access will allow me to make changes based on that feedback in order to create a better, more engaging, and more replayable game.”

Approximately how long will this game be in Early Access?

“I expect the game to leave early access in Q1 2018. Early estimates were for within 6 months, however due to feedback and to allow for additional content an early 2018 release is a better estimate.”

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

“Some aspects of the final version will depend on player feedback during the early access process, however these are the main points that I intend to work on:
  • The final version will have a longer campaign with multiple stages as well as more missions and characters
  • The research system will be improved with unlockable unit upgrades
  • Additional skirmish maps
  • some additional units
  • some of the unit models will likely be redesigned or have improved graphics
  • additional sound/voice assets
  • Steam Achievements and Trading Cards

What is the current state of the Early Access version?

“In its current state, the game includes 2 fully playable factions, 2 variations on the traditional RTS skirmish mode, a 5 part tutorial, an additional Campaign tutorial, and a partially completed procedural Campaign, which is still being developed. The campaign currently has 4 enemy faction bosses and 40+ scenarios that can be encountered during the campaign.”

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

“The full version may have a higher price than the Early Access version.”

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

“I see Early Access as a way to get the game in players' hands, build a community, and gather feedback. As the developer, I'll listen to community feedback on the forums and through other channels to improve the game by gauging which features and changes would make it the best experience possible, especially for our core audience.”
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Recent updates View all (17)

March 21

Update 17: 3/21/18

-added first of the corporate factions and bosses (the Robotic Mining Corp) which is encountered at the end of the 4th zone of the campaign
-added 2 new campaign node types and modified or changed opening dialogue in several others
-Re-balanced campaign difficulty: each difficulty level now has the same starting resources, some mechanics are only active in normal or hard, enemy fleets size still increases faster in normal and hard, but now on certain nodes the enemy fleet will scale up even more or bring in different unit types to match the strength of the player's forces for that battle
-fixed stability of campaign save/load actions
-decreased size of campaign save files
-custom attacks, effects, and highlights can now be added to units in the campaign (primarily used in boss fights)
-super wave cannon effects are now always drawn regardless of view distance
-fixed bug where weapons would fire at already destroyed objects
-"gladiator" nodes no longer allow allied escort fleets
-improved collisions for cruisers and command centers
-units will no longer push allied units with higher push strength
-fixed potential crash when drawing formations with multiple lines when the first part was drawn without the formation hotkey

Additional Notes:

The first of the corporate factions (uses the Imperial units and buildings) has now been added, which can be reached in the 4th zone of the campaign. The plan right now is to have the full rogue fleet campaign consist of 6 zones (3 frontier zones with pirate bosses, 2 corporate zones with corporate bosses, and 1 imperial zone with the final boss.) Subsequent corporate bosses also shouldn't take as long to implement since most of the new scripting work (adding in custom attacks and customizing the production AI in each particular level) is already implemented and I won't have to make a new 3d model for each boss (since they use the standard Command Center model.) Since they don't center on a single flagship, there's a bit more room to add in more complicated mechanics and more of the standard RTS base building gameplay into these levels.
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February 3

Update 16: 2/3/18

-added Steam Achievements with 14 unlockable achievements
-added borderless window mode, which can be set in the Options menu
-fixed potential crash involving fullscreen mode while multiple monitors are connected
-added new research menu
-added a new button in the bottom right corner of the screen for bringing up the research menu that is no longer dependent on having a Command Center or Command Ship
-updated tutorial 2 to refer to the new research menu and prevent the player from skipping to higher tech levels
-cruisers and command ships are now able to push smaller ships out of the way
-the Fire Hawks boss has a much more powerful version of this push effect during its charge attacks
-improved unit pathfinding and collision avoidance
-fixed potential crash during the campaign related to saving/loading
-fixed potential divide by 0 error with credit or ore spending
-various optimizations for better performance

Additional Notes:

The icons for the steam achievements are all the same image for now, although I plan to update them eventually. There are also a number of hidden achievements in the list of achievements; these are just placeholders for campaign related achievements that are not currently implemented. (It's not possible to re-order a game's achievements after they've been added, so I'll be updating these placeholders so the final display order will have related achievements next to each other and in the right order.)

I ended up spending a lot more time than I had hoped to working on the display and save/load bugs, but they seem to be fixed now. It's always possible that certain display configurations still have issues, I wasn't even aware of the fullscreen problem until I got a 3rd monitor which duplicates my main display.

I'm returning my focus to making more missions and bosses for the campaign, although I'll also be working on adding some new techs and unit abilities. With the new research menu, I'll be able to add techs more easily, it's just a matter of coming up with some relatively interesting upgrades and balancing everything. I'm also trying out adding special unlockable techs to the campaign, but I'm not 100% sure that'll end up in the final build.
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About This Game

Empyrean Frontier is a Real Time Strategy game about an epic interstellar conflict, featuring massive space fleets, base building, and resource collection. Conquer the galaxy in a procedurally generated campaign or match wits against the cunning AI in a variety of skirmish game modes.


  • Procedurally Generated Campaign
  • 2 Skirmish Game Modes
  • 2 unique factions
  • Base Building
  • Intuitive Tactical Controls
  • Boss Fights
  • Superweapons

System Requirements

    • OS: Windows Vista or newer
    • Processor: Dual core 2GHz+
    • Memory: 4 GB RAM
    • Graphics: DX10 capable graphics card
    • Storage: 2 GB available space
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