Empyrion - Galactic Survival
by Eleon Game Studios · 5 Aug, 2020
14 downloads
About the Game

Build mighty capital vessels, agile fighters, vast planetary settlements, and space stations with complete freedom; piece by piece, anywhere you want – or download pre-built community blueprints from the Steam Workshop and customize them with your own ideas!

Fully modify and deform the terrain on any planet. Thanks to the voxel-based terrain, you can flatten it for your planetary settlement, dig holes to find resources, or build a tunnel system to protect yourself. Empyrion is a true sandbox game!

A vast galaxy awaits you. Warp and fly between a huge variety of planets, moons, and far-flung star systems. Freely explore the surface of each planet, with its own gravity, atmosphere, terrain, vegetation, climate, resources, and more. Survive its flora and fauna, and discover the secrets of alien races.

Elevate your experience with an ocean of player-made blueprints for vessels and settlements, along with mods that provide completely new scenarios and items.

To survive in space and on alien planets, you must plan with ingenuity and caution. Food, oxygen, resources, and ammo are essential. Hunt, forage, and plant a garden to sustain yourself. While some beings you encounter will be peaceful, others will destroy you given any opportunity. Come prepared with a range of weaponry and defensive measures.

Play as a lone wolf in single player or join the multiplayer community. Team-up with friends, build new friendships, create alliances, and wage war. Build yourself a comfortable home in a well-protected PvE area and face the dangers of PvP planets and conquer the solar system with your faction.

Learn how to combine resources and building materials to craft your equipment. Craft on the move or in your base and equip your buildings and vessels with a range of different weapons and gadgets. As you perform various activities, level up and unlock new tech in the tech tree!

Fuel your crafting and construction projects by digging deep into planets for rich deposits or drilling through asteroids full of rare ore. Scavenge alien buildings and other structures you come across for additional resources.

Forget food, resources, and enemies and just build. Create wonders with absolute freedom and then share them with the creative community by uploading them to the Steam Workshop!
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Dear Galactic Survivalists!
We have successfully increased the maximum block limit in BlocksConfig.ecf to 8192. As a result, all item IDs used by the API (code mods) will shift accordingly.
If your mod uses item IDs in any form, you will now need to calculate them using:
Item ID + 8192
Failing to apply this offset will result in incorrect items being given by the API in-game.
Please note that the IDs inside BlocksConfig.ecf itself are NOT affected by this change.
We also want to point out the ModApi.Application.GetBlockAndItemMapping() call available in the V2 API (ModApi.dll). Using this method ensures your application always receives the correct item ID mappings. The method is available on the Playfield Server.
For example, you could export the mapping to a .txt file and have your mod read from it dynamically instead of relying on hardcoded IDs.
EAH
It is highly recommended to switch to this version with v1.17!
- Fix file version update to include new GameVersion handling
- Updated EAH to respect the new Block ID increase.
For this you need to set the game version to v1.17 as in the screenshot in the main page of the config
[img src="{STEAM_CLAN_IMAGE}/9538146/38421a7f5b6124e325055cbe11afc18367307b2c.png"]
In Germany, there’s a saying: “May brings all things new” (Alles Neue macht der Mai). With that in mind, Update 1.17—which is going live to EXPERIMENTAL phase today—includes a major new feature for anyone who’s ever lost their way while jumping through the galaxy: the Warp Route Planner!
With this new feature, you can calculate a route to your destination on the galaxy map. You’ll receive a list of (cyan colored) jump points that you can reach one after another using the warp drive currently installed in your ship. All you have to do is: align with the next jump point displayed, throttle up and activate the warp drive! You can find more information in the overview below.
Of course, this isn’t the only new content in version 1.17. In addition to a relevant update to the galaxy (playfields, POI, vessels and more), there are numerous smaller and larger adjustments and new features. Among other things, with the “effect hardening” feature, you’re now better protected against certain status effects during specific attacks—depending on your suit and installed boosters.
We’ve also made some content adjustments in the Testing Grounds scenario. For example, a new jumpgate model has been implemented, and the jumpgate network has been adapted to the action and mission tree planned for the future (even though you can currently still use the network without restrictions!).
As always, we look forward to your feedback on both the new features and the general and scenario-specific changes!
Please add your feedback over here: https://empyriononline.com/forums/faq-feedback.25/
or on our Discord https://discord.gg/empyrion
Please report bugs over here: https://empyriononline.com/forums/bugs.24/
We hope you enjoy testing!
FEATURE UPDATE & ADDITIONS
The following features apply to ALL scenarios.
Feature addition: Warp Route Planner
The Warp Route Planer allows to plot a full multi-jump warp route straight from the Galaxy Map up to 500 LY instead of hopping star-by-star.
PLOT ROUTE (new button on the Galaxy Map): select any star in range or far beyond, click PLOT ROUTE — the game calculates a chain of waypoints that respects your warp drive's range. If the destination is out of calculation range (500LY) the closest star in the direction of your selected target will be calculated.
One-click for close targets: if the target is within a single jump, the route is created instantly — no dialog.
Confirmation for multi-jump routes: a dialog shows destination, number of waypoints, total distance in LY, and pentaxid fuel cost before you commit.
Waypoints as bookmarks: the route appears as numbered nav bookmarks ("Nav 1/N", "Nav 2/N", …) on the Galaxy Map and in the bookmark list. The list always shows Nav 1/N → Nav N/N in route order. The waypoints are colored CYAN both on the bookmark list and also in the HUD (markers / edge-of-FOV arrows)
HUD auto-advances: your HUD marker always points to the next waypoint — when you arrive, it automatically will show you the next in row. You only need to align, speed up and jump.
Very long routes get clamped: targets beyond a safe distance limit (500LY) are routed to the nearest reachable star on the way, with a clear in-map message so you know what happened.
Cancel mid-calculation: long routes can be cancelled. The PLOT ROUTE button will turn into a CANCEL button. So if things take too long, you can cancel the process — a small dialog lets you keep the partial route, discard it, or restart.
CLEAR ROUTE button: remove the whole active route at once via a confirmation popup.
Renaming or deleting Nav bookmark: does not break the route.
Important: There can be three occasions where you will not get a route to your selected star.
The selected star is farther away than 500LY from your current position. You will get a route up to that limit, though.
The selected star is not reachable at all OR with your current warp drive range..
The routing times out. If the route calculation takes more than 30 seconds, the plotting will stop. This can happen when the travel route is very complicated.
For all points there will be a dialogue or popup, indicating the reason why the plotting failed or where it was clamped. This is intentional and NOT a bug, because the dialogue or the popup info will give you the option to use the warp navigation waypoints that have already been calculated up to the point of when the calculation stopped or was clamped.
[img src="{STEAM_CLAN_IMAGE}/9538146/342f6cdb3322490e657a8caee2e990c1e7385fea.jpg"]
Improvements to General Galaxy Map / Bookmark Handling
Quality-of-life fixes made along the way — they apply to regular bookmarks and map use, not only nav routes.
The selected system name is now shown above the map management buttons (lower center) as soon as you click a star (orange if that star is also your locked target). Before: only Distance was shown.
Search System now allows to directly use the LOCK TARGET button when the camera moved to the selected system. Before: 2x click required after selection was performed.
Bookmark: a click on a list entry now directly allows to use the LOCK TARGET button right when camera moved to the bookmarked system. Before: 2x click required after selection was performed.
New GO TO LOCK shortcut: When nothing is selected (deselect, move camera or click middle-mouse), the LOCK TARGET button changes into GO TO LOCK — press it will fly the Galaxy Map camera to your locked star.Ther it will turn into the UNLOCK TARGET button.
Feature addition: Effect Hardening
Added new parameter "IsPiercing" to StatusEffects.ecf
Added new parameter “PiercingFac” to ItemsConfig.ecf to add for armor suits and boosters
Added ‘effect hardening’ functionality to reduce buff chance for “IsPiercing” tagged status effects by multiplication with “PiercingFac” value (suits, boosters)
The following status effects are currently tagged as “Piercing”: Open Wound, Fracture Closed, Fracture Open, Poison Bite, Stunned, DermalParasite, AlienParasite
CHANGES & UPDATES
The following changes either apply to any or only particular scenarios.
Default Random & Default Random EXP
Playfield Updates:
Note: Changes will only appear in newly created savegames OR on playfields of current savegames that were not visited before the update.
Improved Patrol Vessel and Drone spawns, added some faction creature interactions.
Note: Factions might have (more) patrol vessels at worlds they consider as high-value. Usually these are "life-bearing" and/or "rich in exotic resources". Strength of Warlord Patrol Vessels reduced for some common playfields.Moons now have a chance to spawn lower-tier Warlord Dronebases, and are usually free from standard-hostile Patrol Vessels. (Note: Getting close to a hostile Dronebase might call in all resource-guarding Drones nearby.)
Prenn worlds now usually have Drone coverage and Dronebases.
Higher spawn density and diversity of Talon and Prenn POIs on many playfields (Especially Arid, Ocean, Temperate, TemperateSwamp)
RadiatedIce planet: Added basic resources; this world is now quite rich in Pentaxid. Very basic biome preparation work for POI & deco.
POI "BA_PolarisScienceStation": Wrong terrain cutout/offset, a room was not airtight,
Set 12 larger, common POI to use circle flattening when placed on terrain
Added POI variants for Dronebases of Prenn and Warlord
Added attacker HV for Warlord terrain raid spawns
Added Lava-themed trading station POI
Other changes:
Increased max. possible BlockIDs from 4096 to 8192
WebView package to v4.15
Switched Patrol Vessel / Orbital Patrol Vessel map display icon from “red dot” to Capital Vessel symbol
Talon Ballista and Crossbow bolts fly a little bit faster. Adjusted BallistaBolt hit effect
EGroupsConfig: Added smaller creature group variants of several factions, for better terrain spawn control.
BPYAML Export / Import
We added support for BPYAML export and import for blueprint (.epb) files.
What’s New
Export any .epb blueprint file into a human-readable .yaml file
Edit blueprint data directly in YAML format
Reimport modified .yaml files back into .epb blueprint files
Batch export and import support for processing multiple files at once
Why It’s Useful
Blueprint files are normally stored as binary .epb files, which are difficult to inspect or edit manually. With BPYAML support, blueprint data becomes readable and editable in a structured YAML format.
This makes quick modifications much easier, such as:
Editing LCD text
Updating configuration values
Reviewing blueprint content in version control
Automating changes with external tools or scripts
Batch Processing
The export/import commands also support processing multiple files in a single operation:
Export multiple .epb files to .yaml
Import multiple .yaml files back to .epb
This significantly improves workflows for large blueprint collections or automated pipelines.
Fixes:
Fixed some exceptions from sent in logs
Fixed an exploit
Fixed exception with duplicate playfield names in Sectors.yaml
Fixed large black patches sometimes appearing at Temperate planet poles
Fixed double entry for AlienBugs01
Small terrain fixes (Lava, Moon, RadiatedIce, Temperate)
01424: Blueprint corruption after spawn name change
Scenario: Default Random EXP (Testing Grounds) only
Note: Please always start a new savegame when using the Default Random EXP (Testing Grounds) scenario!
Content
Added new Progenitor Jumpgate models (thx to Stellar_Titan)
Added new layout of Progenitor Jumpgate Network.
Note: Currently all Jumpgates are activated by default. They do not need to be discovered anymore. In the future some of the gates might require some tasks to activate them.
[img src="{STEAM_CLAN_IMAGE}/9538146/9d6e2db433d482687899c9b0ea0aca75d4b0eb7f.jpg"]
Other changes & fixes
Preliminary addition of new Merchants (MCT- in dropdown list) for trader rework
Preliminary addition of new traders planned for trading lines
Reduced HP of crystal drones (7k>1k) and floaters (2k/1.6k > 750/500/250)
Added more Pirate treasures to several playfields
Adjusted Progenitor stars, Onyx playfields and their orbits (Terrain colour, creature densities; Space deco & skybox orientations; music):
Onyx playfield and star color now fits to the jump gates
Rare Moon variant of Onyx structure (Copy of playfield for now, no control station, by that a bit 'easier')
Onyx & Moon: Increased spawns of creatures in the narrow canyons and on 'power lines'
Galaxy map description text for OXC star type
Fix: Combat Floater was not available for spawners
Fix: Fixed drop chance for Large Enerdyn container.
Fix: Charged Combat Steel template included block instead of component preventing incremental upgrade from Combat Steel
[img src="{STEAM_CLAN_IMAGE}/9538146/7d516c6539342359b71dcb95b1eeec8956490bcb.jpg"]
Hey Galactic Survivalists!
We have a small update to address some issues stay tuned for more!
Where to report bugs?
Bug reporting:
https://empyriononline.com/forums/bugs.24/
Problems with POI's and missions email here:
Anything related to gameplay feedback and ideas:
https://empyriononline.com/forums/faq-feedback.25/
We look forward to your feedback!
Fixes:
01711: Some NPC's don't attack the player until the player is so far above them
Hello Galactic Survivalists!
Welcome to update 1.16!
Version 1.16 not only aims to make the galaxy more lively again - by adding more POI, vessels and also enemies to solar systems and planets - but also adds the first iteration of a new building block for the first time: Charged Combat Steel.
Please start a new game with the ‘Testing Grounds’ scenario and use the ‘Read First’ item in your backpack for more details and send us your feedback right from within the game.
The block background lore revolves around a crystal called 'Blue Enerdyn' and is related to the Progenitor and their sites. Currently it can be found on planets hosting the Jumpgates . The technical trait of the block is that not only it is an upgrade to Combat Steel, but also adds additional Shield-HP!
[img src="https://images.steamusercontent.com/ugc/14032732224344021556/5A53998FA0EA9C1E22348FC86E21F9BD2CA996B6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"]
All the detail changes that were added to the Testing Grounds (Default Random EXP scenario) and those on the default random (vanilla) scenario can of course be found in the Changelog below.
Please note: we might have detected a possible issue with some savegames of earlier/older default random versions. Those might not start up anymore due to an error showing up. There is a workaround for these cases. The steps are described below in the “Howto” section.
Please let us know if this works and also - as usual - anything else you want to let us know directly in the Experimental Bug & Feedback forums: https://empyriononline.com/forums/faq-feedback.25/
Have fun testing! :)
Changelog:
Note: Some of these changes will only apply when starting a new save game. (Marked with " (*) ")
For existing savegames, some changes might happen with less chance, or depend on visiting yet undiscovered star systems.
Scenario: Default Random EXP (Testing Grounds) only
Note: Please always start a new savegame when using the Default Random EXP (Testing Grounds) scenario!
Added READ FIRST items to starter equipment (Info about Testing + Personal Communication Console)
Enriched Progenitor-themed starter planet pois with new crystal materials
Recolored Progenitor POI on starter planets to new color scheme
Added Energy Amplification Matrix as additional loot to Tales-of-Tash boxes on starter planets.
Merged PDA and Dialogues from vanilla to scenario to fix broken/missing Dialogues (now all regular story missions are available and playable in the Default Random Experimental scenario again!)
Added Charged Combat Steel (CCS blocks & crafting) (adding +50HP to Shield; no other changes; balancing on weapons not completed)
Added Progenitor crystal containers (containing required basic material for crafting CCS)
Added new NTY (Melee, Laser, Rocket) and Progenitor crystal floaters / drones to the jumpgate planets
Important: To learn about WHAT to actually test, please read the READ FIRST item that is now given in your backpack on gamestart! All information is summed up in the dialogues. Please follow the mentioned testing suggestions. Thx in advance!
Scenario: Default Random & Default Random EXP
Note: (*) = requires a new savegame start, although changes on randomized playfields might still show up on unvisited solar systems! Galaxy layout is never updated in existing savegames, though.
Added new start option “Testing Grounds” to main menu (will start Default Random EXP scenario directly)
Updated Main Localization (EN only)
Fixed misconfigured playfields that could lead to starting errors. (note: if your savegame already has such an error, this will not be fixed by this update! Please check the howto added above or in the forums!)
Fixed Missing Dead models for FARR trader
Fixed DarkFaction was shown on map on non-DF inserted savegames (note: this does not fix the issue where Dark Faction could appear around any “Pillar” named POI)
General Playfield maintenance & basic refactor for POI, OPVs (see below)
Playfield Refactoring Changes:
Random planets and moons:
Fixed many spawn conflicts of POIs; Replaced some missing / broken POI groups with stand-in POIs for now. Put into a new config structure, for better future maintenance & additions
Drones spawn now much more often on planets.
Warlord dronebases are common in non-faction spaces and at the edges of faction territories
Switched all Zirax territory Dronebases to spawn their subfactions.
Some worlds can be much more infected by the Legacy, depending on territory and planet type. (Very common in Silent Quarter)
(*)Smaller and easier Legacy POI (Alien faction) may appear more often in lawless and hostile places, but might have low-detection ranges. Search by visual.
(*)Abandoned Bases appear less deep inside of faction spaces
(*)Talon are now much more common in lawless space.
Added Platinum deposits to Lava, LavaCollided, LavaCollided2 (Removed Magnesium for it).
Snow playfield updated in terrain, looks, POI, OPV
Random space playfields:
Fix for Orbital Patrol Vessels missing for the factions: Kriel, Arkenian Republic, Prenn, Farr, Pirates.
Higher diversity of OPV and Freighter vessels in many space playfields.
Adjusted OPV self destructs & timers: Non-fanatic / non-militarized factions self destruct less. Vessel loot time much increased for nearly all random playfields
(*)Factions Epsilon (aggressive) and Polaris (neutral) may now uncommonly spawn in the space beyond territories
Zirax territory now spawns additional (hostile) Xenu vessels at some playfields.
Many asteroid resources adjusted: More dangerous playfields have chances for richer asteroids. (*) Sometimes, those are extra guarded.
Platinum asteroids are now very rare, but some very dangerous or exotic space playfields spawn them still.
Richer asteroid fields tend to have bigger OPV. Use caution
(*)Trading stations might have some Pirates and Warlord OPV around, and are now guarded by OPV.
GalaxyConfig (*):
Adjusted faction territory other faction spawn chances
Distinction between "lawless space" (or planets) and "faction spaces":To the edges of a large faction's space, the POI distributions may become more similar to what is seen in non-faction space. (Gradient depends on the military strength of that faction)
"Unclaimed Space" - Added a territory of (for now) complete faction POI emptiness.
Arkenian Republic: Helios switched to a future Subfaction; removed UCH from Arkenian space
Replaced Polaris POI with Arkenian Republic, Trader with PrennFederation. (Polaris and Trader vessels still spawn.)
Starter playfields:
Added in the "Frontline Alpha" system: GS_ConflictArid_Planet2 (variant of new Snow) and GS_ConflictArid_Planet3 (Variant of NitrogenVolcanic)
Fixes:
- Fixed FOV reduction fails to reset when toggling 1PV
- Exception when opening an armor locker whilst in motion
- Co-op server didn’t start when double clicking on a save game from the Co-op save game list
- 01563: PDA function PlayfieldOps SignalStructure doesn't work in MP/Co-op
- 01705: Players entering an instance counted for 2 instead of 1 (MaxPlayer)
Howto - Savegame starts with error message
Description: Due to an issue with a playfield you couldn't login anymore in a save game when you are playing default single player.
We have a fix for this in place and with some small steps you can make your save game work again
Go to where the game is installed and then go to your save game (by default ../Steam/SteamApps/Common/Empyrion - Galactic Survival/Saves/Games/<Your Save Game Name>)
From your save game go to the Templates directory
Find the folder with the name Cuplasyr I
Open the Playfield.yaml file in this folder and do a search for DroneBaseSetup: false
Remove this line and only this line, DroneBaseSetup: false is not a valid option in the playfield.yaml files
After removing the Playfield.yaml.bin files from all folders in the Templates directory, you can do this by searching in the search bar for .bin. It can take a bit but simply select them all from the search and press delete
Next step is to open all Playfield.yaml files with a program like notepad++. You do this by dragging the Templates folder to the notepad++ window. Do a Search in all files for PlanetType: Temperate
Search for the DroneBaseSetup data in the found files and replace the entry with DroneBaseSetup: {}
As shown in the pictures:
[img src="https://images.steamusercontent.com/ugc/15915823124838559889/ECC2248BC0B36B1066D4D81F1D5C312BC14FAE27/?imw=500&imh=500&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][img src="https://images.steamusercontent.com/ugc/9797662281055989025/AD75D04CEA30307F07DDCC55B45A078E57CB1198/?imw=500&imh=500&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"]
Hi Galactic Survivalists!
Today we are releasing update 1.15 - the first major update of the new year 2026.
As you may already know from the Experimental phase, this update focuses on a few new features, including refactoring and convenience on a larger scale.
As we already announced in the announcement for the experimental phase, this update does not contain any new missions or other content for the main scenario (default random). We have INSTEAD created a separate scenario for the future development of all content whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.), while all the FIXES and technical feature listed in the changelog below go to ANY scenario.
The reason for this split:
The addition of the DEFAULT RANDOM EXP scenario for content development will prevent your regular savegame from being changed, overwritten, or updated in such a way that you can no longer play missions or otherwise lose your progress - in case you decide you want to help us testing these content changes, of course. You also do not need to manually switch to the Experimental branch in your Steam settings to do so!
In case you want to help us test the new contents, like the updated Galaxy, Treasures, Jumpgates and more, please select it as follows: Main menu > Singleplayer > Start Game > Scenarios > Default Random EXP
When you start the DEFAULT RANDOM EXP scenario, you will also receive hints and tips for testing, as well as information about what exactly is new and what you should pay attention to.
Among other things, these are:
Short Range Warp (SRW)
The Short Range Warp (SRW) is a free addition to all warp drives. It enables SV and CV to warp short ranges inside an orbit or sector. This addition is ALSO available in the Default Random scenario of course!Jumpgates
The Jumpgate addition is both a technical and content addition to version 1.15. It is directed to creators and scenario builders to allow players to jump with their vessels to defined destinations without having to rely on build-in warp drives. The Jumpgates cannot be built by players in survival.Basic galaxy config and playfield refactor
Among other things, the update focuses on general spawning issues with POIs for various factions in certain areas (due to incorrect configuration, empty POI BP groups, etc.). However, it also addresses general improvements in this regard, including number, density, placement, optimization of surrounding activities (e.g., dronebases, drones, defense, etc.), and much more.Colorable Asteroid Fog
This feature adds the possibility for creators and scenario builders to manipulate the color of asteroid fog and the newly added fog-only element directly via EClassConfig settings.Personal Communication Console (PCC)
The Personal Communication Console is a craftable device that can be placed on bases and on capital vessels. It allows direct access to the current (and planned future) services of the Galactic Information Network (GIN).
In summary: To test all new features AND game content, please start a new savegame by using the SCENARIO button and then selecting the DEFAULT RANDOM EXP scenario and one of its start options.
(Note: Since this is a test scenario focused on NEW developments, the normal missions and events will NOT be available in the test scenario. Unfortunately, this may result in problems with dialogues of existing story NPCs and consoles, but these can be ignored).
The approach using the DEFAULT RANDOM EXP scenario and its first public rollout outside of the Experimental branch is, of course, also a test in itself. So please let us know if you would like to continue using such a separate scenario as a testing ground and playground for future new missions, game content, and features.
Please be sure to use the feedback threads in the Forum or on our Discord:
https://empyriononline.com/forums/faq-feedback.25/
and bugs in:
https://empyriononline.com/forums/bugs.24/
Looking forward to your feedback! ːsteamhappyː
Your Empyrion development
Changelog: v1.15 B4960 2026-02-11
Changes:
Feature updates/additions
Added Short Range Warp (SRW) functionality to all warp drives. No unlock required! The SRW allows you to jump to a bookmark, planet or radar contact in the same playfield by aligning the ship, accelerating to 30m/s and hit K (default key) to warp. There are certain rules and limitations.
Added Jumpgate prefab entries to blocksconfig for creators to use.
Added functionality to customize color of asteroid fogs directly in the playfield file
Added non-fog asteroid field variants of current asteroid fields
Added fog-only fields for orbital/space use (without asteroids)
Other Fixes & Additions
Added Default Random EXP scenario for public content testing.
Added missing loca for Gravity Generator checkbox
Shield Extenders now only drain power when shield is active (added to scenarios: Default Random, Default Random Experimental, Rise of the Dark Faction)
“Contact Point Alpha” game start / GS_ConflictArid: Added base attack (Epsilon faction)
Added new terrain stamp variants : Mtn_MonumentGroup_INV, Canyon_80m_Connect_HI, Canyon_80m_Diagonal_HI - info
Default Random EXP (Public Content Testing scenario)
Added Personal Communication Console (PCC). You can craft and place the console to gain access to the GIN services and a personal inbox
Added 14 Jumpgates distributed over the galaxy. Check your Personal Inbox in the Personal Communication Console
New activity: Added pirate treasure POIs (Beacons, Treasures) - At the moment, only on Snow playfield & secondary planets of ‘Frontline Alpha’ system
General rework of ground playfields (About two thirds of playfields done): Add missing Drones, Dronebases, POI
General rework of space playfields:SpaceOrbit, NitrogenIce_Orbit, Scorched_Orbit: Added in missing OPV; Non-militaristic / non-fanatic faction OPV self-destruct less often and leave more time for salvage
Snow playfield rework for terrain, decorations, creatures, resources, POI. Added more Dronebases, Patrol Vessels, drones. Talon POI set switched to snow. Talon might get harassed by other factions. Added Pirate treasures.
Tweaked secondary planets of the “Frontline Alpha” system / “Contact Point” starter: Planet “Sunrise” (Snow): Terrain and deco rework, higher density of POI, add more Patrol Vessels and drones. Planet “Mote” (NitrogenVolcanic): Added treasures, detector usage example and slightly more drones.
New WIP playfields: AncientQuarry and Story_AncientQuarry (Planet, Orbit) in the “Quarry” system
POI ( WIP / placeholders) for Story_AncientQuarryOrbit
Galaxyconfig: Tweak for much higher Talon spawn chances outside of faction territories. Added WIP star region “Unclaimed Space” to the north of the galaxy - No factions there for now.The rest of the non-territory galaxy is slightly more settled.
Default Multiplayer Scenario:
Fixed Yara (TheLegacy) sector coordinates
Added Short Range Warp Config
Invader vs Defender Scenario:
Added Short Range Warp Config
Fixes:
Turrets switching to next target with very short delay, Enemy AI turrets can not shoot or shoot with big delays when you fly close to structures
Player is not attacked while on hoverbike (check EClassConfig.ecf for new additions of PlayerBike)
Fixed Trading Hub (BAO) was not airtight
Fixed various exploits
Hey Galactic Survivalists!
We have a small update to address some issues stay tuned for more!
Where to report bugs?
Bug reporting:
https://empyriononline.com/forums/bugs.24/
Problems with POI's and missions email here:
Anything related to gameplay feedback and ideas:
https://empyriononline.com/forums/faq-feedback.25/
We look forward to your feedback!
Fixes:
- AI Turret delay with targeting seen in v1.14.1
- Fix CoQ at SpaceAsteroidFieldLegacyV2
- Fixed an exploit
Hello Galactic Survivalists!
We've just deployed a small hotfix to resolve a few issues.
Please use the feedback forum for your feedback:
https://empyriononline.com/forums/faq-feedback.25/
Please use the bug report forum for bug and error reports:
https://empyriononline.com/forums/bugs.24/
Changelog: v1.14.1 B4910 2025-11-25
Fixes:
01675: Portable Constructor cannot be picked up after it has been used & you couldn't use Shift+LMB to move a stack between item grids across
01677: Can't log back in anymore when logging out sitting on a hoverbike
01642: Multiplayer Browser often empty
Hello Galactic Survivalists!
Today we’re releasing v1.14, a small update that includes fixes for the single-player story, several economy balance adjustments, and a few updates to blueprints and the long awaited passenger seat persistence!
We’ve also added a small quality of life improvement — the subscribed Blueprint limit has been increased to 500, and the Workshop upload limit to 1 GB.
Please use the feedback forum for your feedback:
https://empyriononline.com/forums/faq-feedback.25/
Please use the bug report forum for bug and error reports:
https://empyriononline.com/forums/bugs.24/
We hope you have fun with the update as always and look forward to your feedback! 🙂
Yours,
Empyrion Dev Team
Changelog: v1.14 B4907 2025-11-12
Changes:
Passenger Seat Persistence Improvement
Passengers logging back into a dedicated server will now be reliably placed back into the passenger seat they were in when they logged out, even if the vessel has moved to a new playfield.
This new feature works under specific conditions: the seat must not be destroyed and it must not be occupied by another player.
To ensure you can always reclaim your spot, we strongly recommend you reserve your seat.
How to "Reserve" Your Passenger Seat
Reserving your seat with a Private Lock Code is the best way to guarantee your seat is available when you log back in.
Aim at your passenger seat & press P to open the Control Panel.
Navigate to the Devices tab & select the Lock Code option.
Enter a code. Be sure to save this code elsewhere!
Check the Private box to hide the code from other players in the GUI.
To use your reserved seat, simply attempt to occupy it and then enter your code when prompted.
Important Advice for Passengers
If your seat is destroyed or occupied by another player, you will be placed back into the location where you originally logged out. Reserve your seat to prevent this.
Coordinate with the Pilot: Upon logging back in, do not exit your seat immediately. Confirm with the pilot that the vessel is stationary. Running or walking on a moving vessel is not supported and may lead to unexpected results.
Gameplay
- Added Space Base Defense units and basic scenario to all space faring factions
- Added Base Attack for Zirax Houses
Mission & POIs related
- Bad Wolf 3: slightly reduced amount of AlienSting required; Slightly increased amount of Chitin Scales required.
- Bad Wolf 4: changed trigger area of PDA markers when entering the base to prevent players run past them and break progress
- Tales of Tash: changed info given when picking up 1st log
- New Terra: colored underground tunnel exit hatch in NT Capital for easier visibility
- NewTerra: Added more attack drones to Listening Outpost playfield
- To Good Business: changed aux drone spawn when attacking command center
- Dialogue: Added manual close option to console dialogue in Abandoned Mine (next the Mercer)
- Dialogue: New Terra: Made code hidden in dropped PDA (on Robot Farm) more obvious
- Dialogue: New Terra: Changed logic of dialogue options for Bartender of Virix Rest Stop (to avoid not-triggering mission progress accidentally when returning with the items)
- Dialogue: New Terra: Added logic to hide answer options about missions for Alex' Epilogue talk.
- Added Talon Credibility Token for completing Terminal Nexus Mission 3 as a reward. (Note: You can restory your reputation by finding a GIN Console, eg in a Trading Station, and contact an Ambassador!)
- Upd Changed faction of Talonar Extractor station to avoid unintentional player reputation drop in battle
- Upd Nemoris Control Station: better indication for main entrance
- Upd Talonar Capital: increased the amount of enemies
- Upd Terminal Nexus: Updated some PDA messages and Dialogues
- Add Added OPV Legacy T1,T2,T3 Phages to Legacy Asteroid Fields and Homeworld Orbit (contains random loot with components for CPU Extenders; does not explode when core is destroyed; Check if loot is too low or too generous)(thx to ravien)
- Terminal Nexus: Improved Talonar Scout vessel (added more power generator, reduced CPU load)
- Terminal Nexus: Significantly increased anti-hull/device bonus of Talonar Scout vessel fixed guns.
- Terminal Nexus: Disabled reinforcements on disabled Legacy Crawler and Nexus Com Station,
- Turned Story_Nemoris plafield into a playfield.yaml (Potential edgecase fix for Control Station not spawning)
- Various POI and Playfield updates related to Main Story Missions
- Added DEBUG HELP chapter to PDA for better maintenance and bugfixing via [email protected]
Loot
- Added ‘AlienSting’ to Alien Scorpions drop table & increased drop chance for Mosquitos
World
- Added Arkenian ground drones to Arkenian Homeworld
Misc:
- Traders: Config: reduced BUY price of traders for all items by 50%, except specialized traders (that either only SELL or BUY). Reduced item stock for Sell/BUY for some weapons and tools.
- Traders: Config: Added documentation
Fixes:
- Turrets switching to next target with delay if a device is a target
- 00568: Aiming down a zoomed in scope is not smooth for scoped hand weapons
- 01512 & 01500: Delay+XOR signal causing attached device to get stuck enabled
- 01086: Drones spawned from neutral PDA-spawned OPV attack player
- 01524: Block shape window GUI can glitch when choosing another page
- 01053: PDA IgnoreOtherTarget does not work for OPV
- 01618: Sorting icons can disappear in the constructor UI
- Fixed TerminalNexus Mission 3 did not complete: Missing parameter when talking to Tharkan after leaving the Cerebrator.
- Omicron setup to deny vessels from landing on the planet
- Fixed playfield temperature on UCH Listening Outpost playfield
- Fixed Kriel using regular freighters instead of own variants
- Fixed Nemoris I reporting failure of spawning the Control Station in game console, although POI was placed (Note: This does NOT fix playfields where the POI did not spawn at all. Please read this thread for more info and possible workarounds:
https://empyriononline.com/threads/bugged-mission-terminal-nexus-part-2.102919/#post-468784
- OPP L&F: Sigma Fulcrum: Rogue forcefield floating outside of Laboratory
- OPP L&F: Secret Prison: fixed issue with main gate
- Fixed some OPV Prefabs (turrets)
- Fixed index entries and device groups of former ALIEN and ENEMY turret variants (now properly showing up in Turret group in the Device menu)
- Credibility missions for Colonists, Kriel and Prenn did not complete on some stations/vessels-
- Terminal Nexus II: Resume mission was not available
- Dialogue: Mandor/Perez not shown as name in Dialogue Headline
- Dialogue: IDA now show in Dialogue Headline when accessing Console (Robot Farm, New Terra)
- Story_Nemoris: Wrong terrain replacement texture for POI
- POI: BA_ProgenitorArray: Recalculated pivot point doubled offset
Hello Galactic Survivalists!
We've just deployed a small hotfix to resolve a few issues that now have fixes ready.
Thanks for your continued feedback and support keep exploring the stars!
Changelog: v1.13.3 B4803 2025-10-07
Changes:
Updated Unity engine to 2022.3.62f2 Security update.
Fixes:
Fix TSP_Variant1 some railings blocked player from accessing the trader,
Fix BAO_AsteroidMineA and BAO_AsteroidMineB some doors where not set to public
Hello Galactic Survivalists!
We've just deployed a small hotfix to resolve a few issues that now have fixes ready. Thanks for your continued feedback and support—keep exploring the stars!
Changelog: v1.13.2 B4801 2025-09-09
Fixes:
01066: PDA-Spawned, hostile drones do not attack the player (this fix will only work with non customised drones)
Fixed an issue in the API that a structure isn’t recognised after switching playfield
Invader vs Defender & Default Multiplayer: Added all SpaceWarpTarget playfields & all SolarSystemConfig Files (This will fix that all systems are snow story worlds, only applies to unexplored systems)
Fixed some trading exploits by removing buy and sell traders on the same poi
Fixed Talon Trades on Akua (Farm and Plantation) can get unresponsive after having talked to the settlement chief. (For all that are affected: open the console and type in "ds reload" and hit enter. Then again "ds reload" and hit enter again".)
Fixed Nemoris did not have the Control Station available (for those having already visited the system, please complete the steps manually as the fix will only work for fresh savegames)
Fixed Ningues Science Vessel was lacking a closet with Tales of Tash pad ( Open the console and type in "di". On the top right there is a 4-digit ID of the POI. Type to console "regenerate ID" and replace ID with the 4-digits)
Fix Fixed Huzzra had wrong dialogue when returning before crash site had been visited
Invader vs Defender & Default Multiplayer: Fixed CoQ when looting some NPCs
Hello Galactic Survivalists!
We have a small hotfix to address an error in our language files.
Changelog: v1.13.1 B4796 2025-08-18
Changes:
Added new ReplaceBlocks execute to replace specific blocks/devices inside a structure. One example of its usage could be replacing turrets to a stronger/weaker version, depending on how many players are inside a Stargate Mission, dyanimcally at any time. Check the documentation about it in the Dialogues-config-and-examples.txt file.
Fixes:
Fixed some errors in language files (translations for Main, Dialogues and PDA). Please retest your language if anything seems out of place and reported issues are fixed.
Current Release
v1.13.2
Uploaded Sep 14, 2025
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System Requirements
How to Install
EmpyrionLauncher.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
12.3 GB
v1.13.2
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