Empyrean Frontier is a Real Time Strategy game, featuring massive space fleets, base building, and even boss battles. Command a persistent fleet and face off against ruthless factions and their leaders in a procedurally generated campaign, or match wits with the cunning AI in a variety of skirmish 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?

“Updated release estimate: Summer 2018. Early estimates were for within 6 months, however due to feedback and to allow for additional content a 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 6 enemy faction bosses out of 8 planned boss battles and there are currently 50+ 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 (20)

July 10

Update 20: 7/10/18

-added 6 special unit upgrades which can be unlocked through collecting random crates or completing certain campaign missions
-added new mouse-over panels to all persistent fleet lists in the campaign, showing the unit's portrait, a short description ex: "strong vs fighters" and a list of any special upgrades
-units with special buffs will have a purple arrow icon visible above their healthbars, unit upgrades are displayed in the Buffs panel
-added 4 new campaign missions
-at the start of each new campaign Zone, the player receives 2 special upgrades to random units in their fleet
-certain missions can now award special upgrades or unlock techs
-rebalanced income rates in fleet conquest skirmishes
-rebalanced veterancy level 3 damage bonuses for shotgun and Gatling laser frigates
-fixed potential crash when tier 2 or 3 technologies were researched
-fixed potential crash when Command Centers in newly created maps collided with units or moons (could happen in planet battle in fleet conquest skirmishes)
-fixed bug where the player would stop being able to add or sell modules in the campaign's flagship panel
-fixed bug where the "attack right" button wasn't working for union cruisers
-fixed bug where the frigateDamage3 buff icon was appearing when frigateDamage2 was unlocked


The main thing in this update is to add the special unit buffs, which provide an additional way of increasing the potency of the player's fleet without simply adding more units. These buffs are also available in regular skirmish games via random crates (the collection method is similar to the Command and Conquer games.)

The addition of the new mouse over panels in the campaign menu was also an important addition, as it lets new players know at a glance what each of the units in their fleet looks like and what its general role in battle is.

I also made some changes to the income rate from territory in the Fleet Conquest skirmish mode to reduce the problem of snowballing incomes in the late game. I haven't done much with that mode lately as the campaign has more or less replaced its role as the longer term repayable game mode with persistent fleets. The campaign seems to be the more well liked mode in general, but I want to make sure all of the current game modes are as fun as possible.
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June 18

Update 19: 6/18/18

-added new enemy faction and boss fight to the campaign
-added 6 additional campaign missions with multiple map and faction combinations
-added new skirmish map
-both corporate faction boss fights are now in the boss rush mode
-new map type: planetary map. These are cloud covered maps with gravity and platforms to catch falling debris
-added new "faction info" button to campaign dialogue screens featuring an enemy faction's portrait
-fixed bug where move orders that had both a regular destination and a rotation destination weren't being removed when both results were reached (this caused an issue with some scripted Command Center movements in the campaign)
-the AI will now upgrade cruisers with weapon modules and the skirmish AI will build cruisers and other T3 units on normal and hard difficulty
-adjusted Wreckers League boss battle to add a slow effect to the boss when ship shredders are active and reduce the production rate on easy and normal difficulty

This update adds the 2nd corporate opponent and boss fight to the campaign (the 6th overall.) I still have a few things to change, including the faction portrait, which will be changed in a future update.

(here's a video of me playing through this boss fight on normal difficulty)

The new map type which includes the boss fight and a new skirmish map should add some additional variety to the game. These "planetary" maps take place high in the atmosphere of a large planet and unlike the space maps, scrap metal from destroyed ships will simply fall to the surface, rather than floating around where the ship was destroyed. Large buildings with flat platforms will catch any falling debris, so it is good to fight above them if you wish to collect any scrap after the battle. I've had this idea for a cloud map for a while, but this update finally adds them to the public build. It took a while to get the shaders for the clouds and buildings working properly (making the cloud layers appear to have real volume and making the buildings fade into the clouds below) but while I was working on that I managed to find some optimizations to the way regular units are drawn as well.

I've gotten feedback that the player's relationships with the other factions is one of the more interesting parts of the game so I've been trying to focus on making that an even bigger part of the campaign. Among the new missions, I've added 3 where the player chooses between 2 enemy fleets that can have any combination of factions. Each faction will have a fleet makeup and reward that is customized to fit with that faction's strengths. I've also edited some of the old missions to have better rewards and add in additional possible factions.

Additional Notes:

My next step is to complete the last additional corporate faction/boss and then the final Imperial boss fight. I'm close enough to the end that I can say that the final release date should be within a few weeks of the end of the summer sale (I'll also be putting the game on sale to try and get some players before it comes out.) That will give me time to finish the rest of the campaign, make a new trailer, and try to do some marketing.
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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
  • Innovative and Intuitive Tactical Controls
  • 6 Unique Boss Fights
  • Superweapons

The campaign takes players through a procedurally generated FTL style map featuring more than 50 different types of encounters. In each node, the player might fight a tactical battle against another faction, complete a scripted RTS style mission, or trade and restock their fleet. At the end of each Zone, the player must face a scripted boss battle against the flagship or home base of one of the pirate or corporate factions.

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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