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:
Mixed (203) - 69% of the 203 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (10,236) - 82% of the 10,236 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 (254)

August 13

Anniversary Update - Preview

Hi Galactic Survivalists,

Slightly more than 3 years ago - on August 5, 2015 - the first public version of "Empyrion - Galactic Survival" was released on Steam. We want to celebrate Empyrion's 3rd birthday together with you with a big "Anniversary Update" which will be released this August (we will announce the exact release date soon).

The anniversary update is dedicated to you - our awesome community - and will include some highly requested features and some fun surprises. Of course, as each good birthday present, we will keep it a secret (at least until the first Experimental version ;)

Here are some teaser screenshots from the upcoming Anniversary Update (maybe you can already guess what it is):

However, this is only a part of the new eatures waiting for you in the upcoming Anniversary Update. Stay tuned for more teasers...

Pre-Alpha Souvenirs:

When looking back at the first public release of Empyrion and what has changed since then, we believe that our small team can be proud of what it has achieved. Have a look at some screenshots from the 2015 version that was released on Steam (and yes, these pics are taken from a "Best of Collection"):

....and here is the launch trailer of June 2015:

For a direct comparison, have a look at the Alpha 7 trailer from Oct 2017:

If you are now getting nostalgic and want to play again the old 2015 version (Pre-Alpha 2.0.2), we made it available on a Steam branch called "alpha_pre"

Please note that you must start this 2015 version directly via Empyrion.exe found here: Steam\steamapps\common\Empyrion - Galactic Survival\
(you cannot start it via Steam Client)

Here is how you can switch to another Steam branch: https://partner.steamgames.com/doc/store/application/branches

Outlook for the Future:

Even though we have come a loooong way with Empyrion, we are not stopping here - we still have big plans for our baby. Here are some features that we still want to integrate in the near future (either during Early Access or shortly after):

- More solar systems
- Better skill, research and progression system (rework of the current tech tree unlock system)
- Better collision model and more realistic controller for vessels
- Energy shields for vessels
- Automatization
- Introducing realistic weight
- More threats (AI and environmental)

(note these features will not make it into the Anniversary Update)

Thanks for reading and stay tuned for the Release Date announcement of our upcoming Anniversary Update.


Emp Dev Team

P.S. If you did not yet make a review for Empyrion on Steam, we would like to encourage to do so because it helps us to know what you like or not.
68 comments Read more

July 17

Alpha 8.2: Dynamic Structure Loading

Hi Galactic Survivalists,

Alpha 8.2 has been released to the public branch!

This version is not only adding a few new features and fixing bugs but is addressing an important, technically related topic: loading and unloading structures in a sensitive manner in order to reduce performance cost - which also adds the possibility to significantly increase the amount of structures per playfield (bases, POIs) from 255 to over 65.000!

The "Dynamic Structure Loading" (DSL) will achieve something that may sound as a no-brainer, but actually has a lot of side effects and implications: It will completely unload structures when they are out of render distance. This means, if a base or vessel is farther away than 1200m on a planet (or 3000m in space) the game will unload the structure and save performance. This is similar to when you leave a playfield, all the bases and vessels are unloaded - but now this will happen an active playfield. And dynamically. And in realtime!

DSL affects a lot of game functions, which are now needed to be handled ‘on runtime’ although they are technically unloaded. That’s not only affecting plants growing, fuel in bases is used up, constructors and furnaces crafting, solar power charging, but also elements like spawning in a medic station that is in a base outside DSL range (and thus unloaded).

DSL is not a technique that allows to increase the actual build size of bases or vessels (that’s a future topic!), but to reduce the load for structures that you cannot see anyhow! The latter is also the reason why we can now have more than the 255 structures, as it now does not make any difference if you cannot see 250 or 65530 POIs ;)

With 8.2, we of course also added more content and features, like the new Arid starter planet, homogenous group settings, a quick-pickup for your backpack, AI improvements and more.

Check out the Version 8.2 update trailer below for a quick overview.
(thanks a lot to Ashrai for the update video)

Check out the full changelog below and please report bugs and issues here: https://empyriononline.com/threads/bug-reports-8-2-gameplay-read-introduction-before-reporting.39404

Have fun playing!

Empyrion Dev Team


CHANGELOG: Alpha 8.2.0 (Build 1775)

Dynamic Structure Loading (DSL):
- First implementation of loading only the the structures around players (Planet < 1200m, Orbit < 3000m)

We introduced a new technique - so-called "dynamic structure loading" (DSL) - to load only structures that are around a player. Before, we loaded all structures on a planet which slowed down performance and increased load times. The current implementation will unload the structures immediately when they are not near the player any more (more than 1200m away).

New Desert Planet:
- Added new desert planet (former: Desert2, now: Desert)

We changed the PlanetType of the old Desert Planet into Arid Planet. Then new Desert Planet is a real Tatooine-style desert planet with interesting natural POIs:

New Starter Planet:
- Added ‘Arid’ starter planet for Default Random scenario

Please note that the PDA missions other than the Robinson Protocol are not yet fully adapted to the new Arid Starter planet. So you might (for example) not be able to find certain plants or crops required for those (will be added and refined in 8.3).

For Feedback regarding PDA issues or on the new Starter planet in general, please use this thread: https://empyriononline.com/threads/alpha-8-2-arid-starter-planet.39405

Added Homogeneous Group Settings to Control Panel:
- Added possibility to set Turret Attack Groups and Light Settings from the "Group" Heading

- There must be only a single type of device (eg: only Turret Blocks in Group)
- Added Spotlights into own control panel group so that on Autogroup Light/Spotlights are separated and Lights are in homogeneous group

Tweaked Default Random Scenario to be better compatible with MP:
- Set all POIs to regenerate
- Set "LandClaimZone: Device" so that buried crashed ships can be dug out and still regenerate
- Added resources to regeneration via resource asteroids

AI Update:
- Updated Overseer and Crawler basic AI
- Zirax: better search behavior
- Zirax: shotgun fast approach search, minigun with slow approach
- Approximate target position replaced with accurate position
- Troop transport: improved landing and take off

- Extended structure limit from 255 to 65535 per playfield
- Use SHIFT+F to instant-pickup backpack and drop container
- Added "Instant" as gameoption speed for Blueprint production / Repair-2-Template
- Turret Targeting: Ignore Structures and their sub-devices IF structure is fully deactivated (Main Power OFF)
- When salvaging a block doesn't return anything this is indicated by a red tool icon
- Removed MaxCount in Config.ecf for Capacitor (Solar) [internal: SolarGenerator] > Battery Capacity can now be increased by placing more Capacitors
- Display Maximum Fuel/Battery capacities in Statistics
- Local Coop games now use the SinglePlayer game options dataset
- Added "show bounds" checkbox to repair bay that will show the bounds of the ship to repair. This will switch off after 10 seconds
- Added screen-message for Repair-2-Template Intake when adding a second stack which is then larger than requirement
- Changed "Current Durability" display to also include current max durability, e.g. 450/500
- Added Coordinates and Distance in 3d Planetary Map when circle marker is placed
- Reduced shaking of Multitool, Survivaltool, DrillT2 (not camera shake but shaking of tool itself)
- Added O2 tank to Essential Category
- Increased O2 value of small O2 bottles (from 50 to 75) and large O2 bottles (from 200 to 250)
- Removed light from Survival Tool
- Deny manual usage of weapons and turrets of docked vessels
- Moved LizardMule to Arid planets
- Crafting: 1 Vegetable now gives 2 PlantProtein

Updated Player Growable Plants:
- Added Coffee Plant as player harvestable plant (Crop Type: Natural Stimulant)
- Added Big Flower as player harvestable plant (Crop Type: Buds)
- Rebalanced player growable plants: crop yield and growth time
- Added Crop Yield and Crop Type as info to harvestable plants

- Updated model and textures for Ion Cannon
- Updated model and textures for Lizard Mule NPC
- Improved particle effect of slime ranged attack (AlienBug03 + AlienBug04)
- Tweaked interior glass of Cockpit 4 (SV/HV): more transparent - similar to the other cockpits
- Tweaked “Highest” setting in Shadow Quality setting (it is now similar to old Medium setting)
- WaterGenerator + Autominer are now grey instead of blue (to be consistent with other terrain placeables)
- EggPlant has better harvested model
- Better particle effects for Survival Tool

UI Update:
- Added option to switch between metric and imperial measurement systems
- Updated preview icons for several blocks (devices, components, ammo, etc)
- Updated Block info: added first batch of new descriptions for items and devices with Infos on how to use them and in which context + adjusted some descriptions that were outdated or not fitting anymore
- Info panel window: Consistent placement of units: unit always be behind value
- Added "CRAFTING" heading to Info Window
- Added Output Count and Craft Time to "CRAFTING" header in tooltip/info window
- Changed Power/Workload "Off" to "None" in Control Panel main page under "Power"
- All Pentaxid based materials (Pentaxid, raw and refined) are now colored in Magenta to make it easier to distinguish from Promethium (blue) and to be consistent with Warp Tank color
- Better UI Font Rendering
- Improved "Status Effect" display in Block Info
- GrowthTime is now displayed correctly with localized "minutes" behind number
- Made some visual tweaks to the ingame console

Planet Update:
- Higher resolution of splatmap for Class 3 planets

(the higher resolution splatmap allows for a more accurate texture distribution - here the new Dust Bowl biome on the temperate planet)

- Added new mountain stamps and updated all temperate planets with new mountains stamps and better beaches

- Update temperate planet: terrain texture in swamp biome is now a bit greener. Updated reeds grass
- Activated resource asteroids on starter planet in Akua-Omicron scenario
- Added description to starter planet in Akua-Omicron scenario
- Tweaked deco on desert planet
- Xenu Bunker on starter planet (Akua-Omicron) is set to regenerate as well
- Added AlienBug01 to swamp biomes
- Slightly reduced density of purple biome fog
- On starter planet now only green biome fog
- GolemDesert only spawns during night on temperate planets
- Added new biome "DustBowl" to Temperate Planets
- Added new stamps for desert planet

Updated Blueprints:
- Added new Stock Prefab Base Tier 2: Thanks to jrandall (https://steamcommunity.com/sharedfiles/filedetails/?id=1426664486)

- Updated SV Tier 6 (thanks to Pyston)

SSG Update:
- Adjusted stamp preview images to correct aspect to prevent distortion.
- Included AtmosphereFog, GroundFogIntensity, GroundFogHeight as procedural parameters. Introduced GroundFogProb.
- Updated all playfields with new dynamic values for fog and atmo
- Changed preview display name of MountainStamp to GlobalStamp
- Added stamp usage to statistical information output
- Increase resolution of biome area display to 2 decimals
- Support neighbor configuration when designing solarsystemconfigs
- Removed unused sector.yaml parameters (OrbitLine, Icon, Color) - variable declarations remain in SectorYamlData.cs as unused for backward compatibility with existing servers' sectors.yaml files. Most scenario files updated to match.

Controller Update:
- Added "right-clicking" functionality to cursor mode with gamepads, mapped to X button on xbox controller.
- Improved map controls for controller

PDA Update - General:
- Internal change of localization references to prevent currently active tasks to get broken after an update
- For single player you can find the Story Missions now in the "STORY" tab in the PDA (F1)
- PDA Random Default: Made clear that in COOP/MP it is not possible to set a core in a regenerated structure
- Added Chinese (simplified) for Robinson Protocol and other Missions
- Updated FR translation

PDA Update - Robinson Protocol:
- Adjusted distribution and spawn-frequency of enemies in Radar Station
- Change Control Room and Uplink Room in Radar Station so the levers used for game progress are better protected from accidental destruction
- Moved core of Radar Station somewhere else so it is not destroyed or removed unintentionally (which will break the mission progress)
- Fixed some issues with Robinson Protocol COOP triggers

- Optimization for loading/saving of class 5 planets
- Network optimizations
- Optimization for deco (trees) generation

Console Commands Update:
- Console command : add the sub command "spawn" to the "depleteresource" command
- Enhanced console cmd "gameoptions" to allow to set a parameter value
- Console command 'ents' does now not list any structure proxy entities any more (only if you use 'ents -all').
- Added: Console command "gameoptions" to list all current values
- Console cmd "aimanager": sub command "triggerdronewave" will now force the attack even when there is no player around the base
- Console command 'ents' now also shows the entity type
- Console command 'stats' now shows the land claim mode

Other Changes:
- Config.ecf: Removed "Range", "Damage", "AmmoCapacity", "AmmoType", "ReloadDelay", "ROF" from device because it will now be read from weapon itself
- Changed: Random placing of POIs and resources now excludes 200 (instead of 100) meters around the pole areas
- Added more detailed colliders on Ion Cannons (enemy turrets) and all player turrets
- When hovering with a drill/survival drill, we are now hiding the name of the deco item if Localization does not exist (this avoids to be distracted by strange names of deco items)
- Added AlienBug04 to spawn menu
- The white warp effect now lasts 5 seconds longer to hide the longer planet loading times
- Limiting number of blueprint parts to 32 to improve network traffic
- Debug weapons are now blue to better distinguish them from the epic weapons
- Better explanation for Special parameters (eg AllowBlueprintSV etc) in ExamplePlanet
- Replaced POIDistance with SpawnPOIAvoidDistance in all playfield.yamls

Bug Fixes:
- Fixed: Dead drones fall through terrain in some cases (especially MP)
- Fixed: Parasaur NPC sliding over terrain when trying to run away
- Fixed: Exception when you change to any option in the repair bay console
- Fixed: NPCs firing through wall (proper fix)
- Fixed: Turret targeting settings were not saved when creating a blueprint
- Fixed: Tent removes terrain
- Fixed: Server shutdown keeps processes open
- Fixed: Sometimes chunks of terrain were missing
- Fixed: Flickering on grass with "Low" SSAO setting
- Fixed: Mobile constructor starts crafting even if turned off
- Fixed: Players seated on a bike are shown as 'PlayerBike' in MP
- Fixed: Exploit when two players try to pickup the same block at the same time
- Fixed: Plants did not always continue to grow while a playfield was unloaded
- Fixed: Asteroid resource: Area limit of the asteroid resource did not match the new big planet size
- Fixed: When POI regenerates, NPCs remained in structure and sometimes were falling through the structure and could shut from below
- Fixed: After RT2 is performed any devices that are put back onto the vessel are not put back into the group they were in (MP)
- Fixed: Plants sometimes dying when returning to a base (MP)
- Fixed: Turrets do not attack alien POIs in some use cases
- Fixed: Game Start pages broken for Akua-Omicron and other scenarios
- Fixed: Exception when clicking between STATISTICS page and CONTROL Panel in a vessel
- Fixed: Exception when quitting with alt-f4 with open statistic screen
- Fixed: Display of correct planet stats with ad hoc playfield generation
- Fixed: Light Suit not protecting from RAD - round random radiation to nearest 1/10th
- Fixed: Techtree: Range info is missing from Weapons
- Fixed: Sorting Error with Tooltip and Tech Tree Window
- Fixed: Motion sensor breaks after placing & picking a bike up in the sensor area
- Fixed: Moving far away from a vessel that is using R2T & returning to it the R2T is not maintained whilst away.
- Fixed: Enter key not working in password dialog when connecting to a protected server
- Fixed: Missing description text for starter playfield in Default Random when multiple starters available
- Fixed: Mechanoid rotation + movement speed
- Fixed: Exception if Orbit has Instance Data
- Fixed: Repair Station could get stuck while in R2T Mode when no template is available
- Fixed: Sometimes it was not possible to repair a vessel (happened when no template was available)
- Fixed: Repair Station does not allow manual repair start & broken info for ingots
- Fixed: Back button does not work in Repair Console
- Fixed: Vessels not able to warp in some use cases
- Fixed: Exploit: Endless production of Energy bars and other templates
- Fixed: Alien Palm tree (Oranges) explodes when being harvested
- Fixed: Billboard appears too early for Cactus plant
- Fixed: Shared markers are visible on playfields they do not belong to (MP)
- Fixed: Resources & Time list in statistic window is not scrollable with mouse wheel
- Fixed: Problem that no NPC spawned in Sand biome on arid planets
- Fixed: When opening PDA, Log texts didn't update if not a chapter (but a task) was selected previously
- Fixed: Drone attacking base when player is away
- Fixed: Black square appears for split-second when opening sector map.
- Fixed: Several problems with colliders being at wrong position for NPCs
- Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update
- Fixed: Random exception after drone attacks
- Fixed: Epic Pulse Rifle was not colored correctly (grey instead of red)
- Fixed: Constructors still using old "On/Off" Buttons
- Fixed: Possible network disconnect exploit for mod API: item exchange
- Fixed: POI spawning on Temperate planet > now EpsilonAuxT1 and EpsilonDefence POI will spawn close to Bunker
- Fixed: UI Highlight showing incorrectly/not showing when item is being dragged during enable/disable event
- Fixed: Some materials/textures on deco plants (were over bright)
- Fixed: Problem with AtmosphereFogRange in +ExamplePlanet dynamic playfield
- Fixed: PDA exception when loading old savegame
- Fixed: Hover Info 'Effective Against' is shown as KEY not as LOCA
- Fixed: AI Vessel : patrol in Long range management not updating next destination
- Fixed: missing description and additional info for Shadows of Starlight and Default Akua-Omicron scenarios.



Update: July 27, 2018 - Alpha 8.2.3 Build 1792

Bug Fixes:
- Improved fix for "Asteroid regen no longer working for 8.0 saves in MP"


Update: July 26, 2018 - Alpha 8.2.3 Build 1791

Bug Fixes:
- Asteroid regen no longer working for 8.0 saves in MP
- other small bugs

Please note: This regeneration fix is working for most but not all cases. We're sorry for that and will release a better fix hopefully tomorrow.


Update: July 24, 2018 - Alpha 8.2.3: Build 1789

Bug Fixes:
- Improvement of dedi lags
- Removed double disconnect network packet
- Fixed exceptions


Update: July 22, 2018 - Alpha 8.2.3: Build 1787

Bug Fixes:
- Fixed: added possible fix for captured POIs vanishing when player returns

Please note that, unfortunately, this will not bring back captured POIs that have already vanished AUTOMATICALLY. There is a way you can retrieve those lost bases in SP and MP: https://empyriononline.com/threads/help-topic-how-to-recover-lost-or-stuck-vessels.38357/


Update: July 21, 2018 - Alpha 8.2.2: Build 1786

- Temporarily removed SHIFT-F (Needs to be redone for 8.3 in a proper way so exploits and issues with picking up backpacks are avoided)


Update: July 21, 2018 - Alpha 8.2.2: Build 1783

Bug Fixes:
- DSL: Structures/Vessels use many times more fuel than loaded (SP and MP)
- AI behaviour exceptions
- After returning to a CV with docked vessels sometimes the docked vessels are not visible until a relog is done [edge case]
- CropYield display was not always correct

- Blue AlienPlant07 now drops PlantProtein (to find sth to eat in Forest)


Update: July 19, 2018 - Alpha 8.2.2: Build 1780

Bug Fixes:

- Fixed: Exploit - using shift + F could give infinite loot
- Fixed: NPC / Trader were dropping through the ground when DSL structure is reloaded
- Fixed: Possible network problem
- Fixed: Several internal exceptions


Update: July 18, 2018 - Alpha 8.2.1: Build 1779

Bug Fixes:
- Fixed: Resuming A8.1 save game leads to Personal Cargo Boxes become inaccessible in A8.2
- Fixed: HV tilts and flips when transported from one planet to another with a CV
- Fixed: Missing info for several blocks stats when hovering over them in Techtree
- Fixed: Billboard of player growable Berry bush shows up too early
- Fixed: Several internal exceptions

- Reduced XP gain when picking up player grown plants
- Updated gameoptions_example.yaml with info about instant repair


Update: July 17, 2018 - Alpha 8.2.1: Build 1778

Bug Fixes:
- Fixed: Exception when hovering in TechTree or in Inventory over certain devices
- Fixed: Exception when connecting as client with B1775 to a server running B1775
- Possible fix for System.Collections.Generic.Dictionary
- Fixed: AMD's are placeable in random locations on class 5 planets
- Fixed: Missing rifle on Security Guard (Deco NPC)
- Fixed: Several internal exceptions

- Added line break after Output Count in block info

EAH Tool Update:
- Added: Discord: Ignore chat starting with certain characters
- Fixed: Gameoptions Max Structures limited to 255
- Fixed: Server Stop/Restart doing another SaveAndExit 4 after 4 minutes
- Fixed: Another discord parse exception


Update: July 17, 2018 - Build 1777

- Reactivated DSL again
- Added: Emergency O2 bottles to Survival Constructor (require 1 purified water)

Bug Fixes:
- Fixed: Problem that vessels sometimes disappeared when loading into a playfield on dedicated servers
- Fixed: Problems with DSL (actually not a DSL problem but root cause was exception spam on pf server)
- Fixed: AI drone detection not working in some circumstances
- Fixed: Black side textures that sometimes occurred on snow planet (and others)
- Fixed: Multiple Request_Player_AddItem remove former given items in quick access


Update: July 17, 2018 - Build 1776 (Server only update)

- Temporarily deactivated DSL on servers
We are working on a fix for the problem with DSL on servers - sorry for the inconveniences.
110 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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