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!
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Mestadels positiva (157) - 73% av de 157 användarrecensionerna från de senaste 30 dagarna är positiva.
Alla recensioner:
Väldigt positiva (9,452) - 84% av 9,452 användarrecensioner för det här spelet är positiva.
Utgivningsdatum:
5 aug, 2015
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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför Early Access?

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

Ungefär hur länge kommer det här spelet att vara i Early Access?

“We are planning to be in Early Access during 2-3 years.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“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.”

Hur är det nuvarande läget i versionen med Early Access?

“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.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

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

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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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26 maj

Alpha EXPERIMENTAL 8.0 - Part VI: Fog-of-War Feedback

Hi Galactic Survivalists

Thanks a lot for your feedback about the Fog-of-War (FoW). Regarding the opacity of the FoW, it seems that a part of you favors the current approach with a semi-transparent FoW, while the other part would prefer a fully opaque FoW.

The pro "semi-transparent FoW" group argues that it is more realistic to see the shape of the planetary terrain since the escape pod has dropped from space and thus the player should have a basic understanding of the terrain. The pro "opaque FoW" group argues that the "mystery of exploration" is lost with a transparent FoW since you already know more-or-less how the whole planet looks like. We understand the arguments of both groups.

In this test update, we want to give the group who favors a fully opaque FoW the possibility to experience this "mystery of exploration" on a planet where you do not know what lies ahead:


Let us know what you think in the comments below

We could also combine both approaches: when you approach a planet from space and then land on it, the FoW can be semi-transparent, while the FoW is fully opaque on the starter planet and planets you reached via teleportation.

Finally, we adapted the reveal distance of FoW based on your feedback. It is now fixed to 500m, which is equal to the discovery distance of deposits/POIs.

We are looking forward to your feedback.

Yours,
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.4 (Build 1649)

Changes:
- Tweaked Fog-of-War shader: fully opaque, added gridlines
- Fog-of-War reveal distance is now always 500m independent of detector range

Here is a teaser for the next EXP release:


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25 maj

Alpha EXPERIMENTAL 8.0 - Part VI




Update May 25, 2018: Hotfix (Build 1648)

Hi everyone,

We just wanted to clarify our below statement regarding the A8 release: we are planning to announce the Release Date of Alpha 8 next week - we are not planning to release Alpha 8 next week! :)

We have read your feedback about the Fog-of-War with a lot of interest - especially your comments regarding a completely opaque Fog-of-War (to keep the mystery for exploration). We might give it a try in the next update to get your feedback (actually we already had a complete opaque Fog-of-War in the first place).

Thanks a lot for all your feedback!

CHANGELOG: Alpha Experimental 8.0.4 (Build 1648)

Bug Fixes:
- Fixed: Existing mobile constructors (in spawned HV's and SV's) are not accessible. Unfortunately, save games loaded with EXP 8 - Part VI cannot be fixed, you have to remove and replace the constructor
- Fixed: Problem that Laser Drill Module CV did not work

Changes:
- Removed Wing Blocks from HV Constructor
- Added alternative crafting recipes for biochemical compounds: ConfettiMossScrapings, FiremossScrapings, AlienParts01-03, AlienThorn
> What do you think?

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

Hi Galactic Survivalists,

Public release is coming closer! Before we start the Release Candidate phase, we are releasing a final Experimental version today.

All base features for Alpha 8.0 are now implemented, although some will see future refinements in the Release Candidates and beyond.

The latest major feature we added is a Fog-of-War (FoW). The goal is to allow you to track ‘where you have already been’ - which is quite helpful as we think. While the Detector (added in Phase V) gives you a rough direction, the Fog-of-War, or better: the removal of the ‘fogged’ areas, will add an indicator where you should go next or have already looked for POIs or deposits. We are looking for your feedback right here: https://empyriononline.com/threads/alpha-8-0-exp-fog-of-war.37875/

We also made some changes on the playfield threat layout. While Phase 5 added the possibility to let any spawnable NPC patrol around a POI or deposits, we iterated on this new feature a bit more. So expect more troops of the glory Zirax Empire strolling around their bases ;)

Beyond FoW and threat updates, we of course added a ton of other additions, balances and bugfixes. Please find all the changes listed in the changelog below!

One last question to answer: when will Alpha 8.0 hit the public branch?

Answer: This is now more an announcement of an announcement, but depending on how the last Experimental update performs, we plan to announce the release of Alpha 8.0 anytime next week.

Now, enjoy the new features of Phase 6 - and as always: First Play. Then Feedback!

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of the new gameplay mechanics!
Please report all bugs over here:

Bug Reports: Alpha 8 EXP Phase 6
https://empyriononline.com/threads/bug-reports-alpha-8-0-exp-phase-6.37876/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

Cheers,
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.4 (Build 1647)

Fog-Of-War:
- Added Fog-of-War (FoW)

In the current implementation, the goal is to allow you to track ‘where you have already been’ and consequently, the shape of the terrain of the not yet visited area is still slightly visible. Would you prefer that the terrain of the not yet visited area is not visible at all (ie the greyed out area is completely opaque)?

Additions:
- Added Zirax Patrols

- Added mixed groups with eg Zirax Laser and Mechanoids (or Zirax and Crawlers etc):

- Added Zirax Sniper
- Added/updated SV thrusters (some large jet thrusters are not yet final)




- Added Medic Station (no re-spawning just healing) and Clone Chamber to HV - placeholder models
- Added Drill Laser Module for CV
- Added new Group: FridgeBlocks (TechTree Level 0) + added large Fridge Box from LabDeco to new Fridge Group (incl. Cooling feature)
- Activated TurretRobotV2 (note: you cannot use TurretRobotNew anymore, it is now called TurretRobotV2)
- Added HoverEngine as deco blocks for POIs (under alien devices)
- Added RadarSuitDebug with 2500m range

Planet Update:
- Added Ice Moon (WIP)




- Updated desert planet + stamps


- Updated snow planet + stamps (WIP)


Updated Starter Planet:
- Starter planet is now a bit warmer and height has less impact on temperature
- Tweaked weather on starter planet: in the beginning much longer nice weather
- Added Zirax Patrols around some Xenu POIs
- Added more NPC groups - see playfield_static.yaml of Starter Planet
- Increased amount of Firemoss und Confetimoss drops on starter planet
- Added AlienBugs04 to Savanna/Sand on starter planet
- Slightly tweaked colors of terrain textures on starter planet

Balancing:
- Reduced amount of spider spawns around Promethium Deposits
- MedicStation BA and CV now heal 500 HP at once (MedicStation HV heals 250 HP at once)
- Changed range in which plants grow outdoor from 20-30°C to 15-35°C
- Increased HP of TroopTransport to 14000
- Reduced impact of temperature for several weather types
- Moved FoodProcessor To Level 3

Separated Templates of SV and HV Mobile Constructors:
- Adapted several templates (eg Wings only craftable in SV, Hover Engines only in HV etc)
- Removed from HoverConstructor (HV) : CrystalWarp
- Added to HoverConstructor (HV): Bases Starter
- Removed from SmallConstructor (SV): Cement, ConcreteBlocks, WoodBlocks, LandinggearBlocksHeavySV

Gameplay:
- AI Creatures: new target selection mechanics - based on threat level, parasaur animation desynch - less robotic look
- First version of recursive Constructor / Food Processor that doesn't stop crafting when far away, added bulk crafting of sub-queue items
- More consistent faction assignment for enemy NPC creatures (eg Crawlers, Overseer, TotalHorror are now in Alien faction)
- No respawn of ZiraxPatrols and other NPCs for SpawnZones, exclude Mountain Biomes for spawning
- Ignore PvP playfield.yaml parameter in SP > in SP always set PvP: True
- Updated size of RadarVesselT1 to 2x1x2 (instead of 3x2x3)
- Updated freighter with drone spawn points
- Updated loot: Slight adjustments on Alien Container loot to improve diversity of items
- Hot Beverage removes Hangover & Bad Trip

POI Update:
- JunkT1 update: Removed non-intentional personal cargo box and added standard cargo container instead
- Xenu Mainframe update: Build was not saved with damaged effect
- Added Epsilon OPV (model: A Big Bag of Earwax, modified by fFractalite)
- Added Xenu OPV (model: Zerbarus, modified by Fractalite)
- Added Ghost Rider OPV (by rainyday)
- Tribal Villages: Updated Alien Loot Containers
- Graveyard: Added CV_Destroyed5 (by Runningwithhamster)
- Freighter: Some of the freighters did not have their turrets activated when spawned
- Crusald Orbital: some smaller detail updates (thx to Pantera)
- Updated wreckage POIs T2: now they cutoutlevel the ground so that the personal container is never underground
- Added POI Unknown Floating Artifact (thanks to jmcburn)
- Added POI Unknown Armed Artifact (model: Faith, modified by Fractalite)
- Added Talon Temple (Dungeon by Ramachandra) - not yet activated in scenario

Playfield.yaml / Sectors.yaml Update:
- Added new dynamic yaml parameters: WaterProb and PvPProb. Adapted these parameters for all playfields
- Allow for designation of starter playfields by game mode (Survival/Creative) in sectors.yaml
- Correct setup of space graveyard in space_dynamic.yaml
- For now only 1 moon for each planet in RandomDefault scenario
- Updated Akua-Omicron sectors so that planets are on a disc/plane

Visuals / GUI:
- Only show max 5 elements in pickup window
- Added Info message to show Resources cannot be added while scanning or repairing (R2T Window)
- Sector Map: Ignore several entries of same resource
- Tweaked Map Windows: Ensure Orbit playfields are sorted before main sector playfields, Disabled "PvP" Labels in SP, Disabled Difficulty Labels
- Adjusted sector map labels to be better positioned above objects. Make locked selection reticle orange (from red)
- Tweak to prevent 3d sector map zooming when scrolling through planet list
- Disabled "Reduced Time" message in Repair Bay
- Separate string of Status Effects
- Sorted randomly generated sector file playfields to match new sorting requirement. Minor 3d map refactoring.
- Repair protection shield is now green
- Extended far clipping plane for sector map camera to allow for visibility of larger (distance-wise) systems
- Tweak orbit map hover label so not obstructed by cursor and dimmed 3d sector map light by ~30%

Texture Update to New Format:
- The following blocks/devices have been updated: Fridge, Fuel tank, Generator, Gravity generator, Landing gear, ArmorLocker small, WarpDriveTank, Core Block, Cargo Box, Constructor, HoverBooster, HoverEngine, GeneratorSV, emergency oxygen generator, Food processor, Forcefield emitter, Consoles, Ventilator, Landing gear light/heavy Medical/Clone stations, Oxygen station, mobile air con, Oxygen tank, Passenger seat SV, RCS, repair station, Saw attachment, drill attachment, Sentry gun, sentry gun alien, solar capacitor, Spotlights

SSG Update:
- Eliminated possibility of dead-end sectors due to path intersection with sun.
- Better checks and warnings when users move/delete content directories between sessions
- Allow for randomly assigning asteroid fields to moons. Remove roman numeral from moon names when only 1 moon present.

PDA Update:
- For NearUnit Guiding the visible distance of the marker can be configured (also to be not visible at all)
- Added new game event "PlayfieldTypeEntered" aside from "PlayfieldEntered" to also allow PDA missions to use this information (and to not change the meaning of an existing event)

Changes:
- Added Creative setting for Akua Orbit and added orbital base - thanks to Tamarak7777: https://steamcommunity.com/sharedfiles/filedetails/?id=1201183357
- Implemented Lockout Timer check in R2T Window and moved "Repair in Progress" to status info label
- Adapted exit transforms on all SV/HV cockpits + passenger seats > please re-test
- Removed "BaseItem" tag from several ore types in Templates
- Loca update: "Pickup blocks" now 'Retrieve Blocks'
- Stack size increased from 5 to 6 (for better use with symmetry plane)
- Added TurretEnemyRocket and TurretEnemyArtilery to Alien Devices
- If structure contains no blocks any more, it will be now removed within a few seconds
- Do not export ZiraxMale to Config.ecf anymore
- Cleanup of playfields (removed test moons: +DesertMoon, +TemperateMoon)
- Console Command: added new sub command 'addtrooptransport' or 'att' to command 'aimanager' to spawn a troop transport in new frame work
- Console Command: added new command "aim tttoggleforcedetection" or "tttfd" to force the troop transport to target the player.
- Avoiding CoQ and adding error message when a spawner spawns an entity that is not in the config file any more.
- Controller Update: Made analog slider control less choppy (still needs a bit of tweaking)
- RepairBay block cannot be rotated anymore (to prevent misuse)
- Renamed MarkerBlock into DroneSpawner and changed model (it is now placed flat on a block).
- DroneSpawner blocks now appear in Control Panel so "Show on HUD" can be activated
- Renamed "Carrier" into "OrbitalPatrolVessel" OPV > please adapt your custom playfields

Bug Fixes:
- Fixed: Memory Leak
- Fixed: RadarSuitT1 not working in toolbar
- Fixed: Do random distribution of POIs / resources depending on playfield seed if given (before: all POIs/resources were distributed almost equally based on main seed)
- Fixed: R2T console is accepting any item put into it (Now only accepts "Base Items" like Ingots, Plastic Material etc)
- Fixed: R2T: Repair Blocks breaks Repair bay progress and info and does not finish repair
- Fixed: R2T: Repairbay gets stuck in 'Receiving Repair Data'
- Fixed: R2T: Ship is pushed UP when repair is ready
- Fixed: R2T: Vessel is being placed inside of the BA after R2T is finished.
- Fixed: R2T: Iron ingots duplicated and vanish when repairing in repairbay
- Fixed: R2T: CoQ when placing Ores that do not have a Template into R2T Window
- Fixed: After moving far away from a vessel & returning to it you can no longer open the CP when standing by it & aiming at it.
- Fixed: Instability of recursive constructor's crafting algorithm after having been far away for a while (sometimes left extra items in inventory)
- Fixed: Troop Transport stuck at dronebase
- Fixed: Waypoints on the other side of green wall are not shown correctly on RADAR map
- Fixed: Dropdown menus to close with 'UICancel' (Escape or B on controller) without closing the menu.
- Fixed: HV: Medbay is not added to STATISTICS page
- Fixed: Some line drawing problems in TechTress by re-arranging some devices
- Fixed: Text under “Upgrade” should be in white font
- Fixed: Temperature info and position differs between planet and sector view
- Fixed: Exception when approaching carriers
- Fixed: Carriers are not spawning any space drones
- Fixed: Ships don't have repair shield sometimes
- Fixed: Closing trapdoors did not work anymore in PDA Mission
- Fixed: Survival constructor can be made to not use ingredients from the quick access bar
- Fixed: SV landing gear (docking pad) does not give components after salvage
- Fixed: Closed cockpit and passenger seats have wrong exit points (stuck in vessel) > we fixed more use cases
- Fixed: Warp: Lock Target button and Warplines Toggle inconsistencies; Add view buttons to sector map; other tweaks
- Fixed: Multi tool 'Salvage' mode returns too much items in certain cases
- Fixed: Water Generator puts out heat when unpowered (removed heat from several terrain placeables)
- Fixed: Exception when going to orbit in DefaultRandom Scenario
- Fixed: Broken display of clone chamber and medic station
- Fixed: Problem that Entity Spawner was spawning "ZiraxMale" per default (Note: renamed ZiraxMale into ZiraxMinigun)
- Fixed: LOD issues with several grow-able plants (disappeared too early)
- Fixed: 'Jump' in the sky & nebula when moving fast on terrain and in orbit
- Fixed: Terrain Editor TE window: when using “Reset” the DominantLayer property is removed
- Fixed: HUD name tag of structure still on screen after being disassembled & is being repositioned constantly.
- Fixed: Admin/Alien Admin Stations: Ship Type Cannot be repaired
- Fixed exception in debug mode (load pf from main menu) when opening CP
- Fixed: Sound when consuming Energy Drink (now Drinking instead of eating)
- Fixed: Missing grass in Oasis biome on Desert planet
- Fixed bug SSG orbit map when no moon in orbit in certain cases.
- Fixed: ESC menu can get stuck on screen
- Fixed: Problem that RadarVesselT1 did not show up in Constructor
- Fixed: Mouse cursor jumps to screen center when joystick is plugged in
- Fixed: Double radiation info given for player armor
- Fixed: InputContextManager messages.
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Recensioner

“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!

Om detta spel

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!

Systemkrav

    Minimum:
    • OS: Windows (7, 8 and 10), 64-bit system required
    • Processor: Dual-Core Processor 2.5 GHz or better
    • Minne: 8 GB RAM
    • Grafik: NVIDIA GeForce GT 640 or equivalent (at least 1GB VRAM)
    • DirectX: Version 9.0c
    • Lagring: 2 GB ledigt utrymme
    • Ljudkort: DirectX® compatible
    Rekommenderade:
    • OS: Windows (7, 8 and 10), 64-bit system required
    • Processor: Quad-Core 2.8 GHz or better
    • Minne: 16 GB RAM
    • Grafik: NVIDIA GeForce GTX 560 or better (with 2GB VRAM)
    • DirectX: Version 11
    • Lagring: 4 GB ledigt utrymme
    • Ljudkort: DirectX® compatible
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