Empyrion - Galactic Survival

Empyrion - Galactic Survival

This game is fun solo ? Have sapaceship space battles or just first person ?
sorry bad english

I do not like to play multiplayer, I like to play some, this game is fun solo? exist pirates and others AI-controlled enemy ships?

Exist spaceships battle on space? I see some youtube videos and I see only first-person combat like an FPS game...

This gameplay somewhat like Minecraft?




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Showing 1-15 of 22 comments
Sinsling Aug 10, 2018 @ 8:08am 
There are hostile enemy pois and spaceships, but the AI is just a tad derp and very cheesable at the moment. Your best bet for challenging single player is player made scenarios.
andreykl Aug 10, 2018 @ 8:56am 
Originally posted by FabioManoel1977:
I do not like to play multiplayer, I like to play some, this game is fun solo? exist pirates and others AI-controlled enemy ships?
Depends on your definition of fun.
- If your preference is exploration, then it should be fun, but for a relatively limited time.
- If you prefer ground combat: most pois are harder to challenge alone than in team and from my point of view are fun (on foot, nothing stops you from blasting everything from vehicles).
- If you are looking for ship-to-ship/ship-to-base combat then there is barely any challenge due to stupid AI, its inability to properly guide ship and/or usually due to immobility of your targets.
- Finally if it is sandbox/building that you prefer, than this game is likely not for you. While you can build some impressively detailed stuff, building system itself loses to most if not all games of similar genre.

>This gameplay somewhat like Minecraft?
Ships and bases are block-built, everything else is not. No other similarities to minecraft I can thin of.
Last edited by andreykl; Aug 10, 2018 @ 9:22am
FabioManoel1977 Aug 10, 2018 @ 9:10am 
Thank you very much,andreykl, I was about to buy it, but now I guess maybe is not good to buy it... I will see more youtube gameplay videos to see more...
Last edited by FabioManoel1977; Aug 10, 2018 @ 9:11am
piddlefoot Aug 10, 2018 @ 11:01am 
The game is very similar to MC in its structure, its assets and how they work in the engine.

It doesnt look like MC at all though.

The game though is a great building game, and what andreykl said I dont agree with, if you look on workshop thee proof is right there, literally thousands of great builds, massive builds, builds with alot of detail because Empyrion also has deco blocks not like some games in this genre, we have infact more blocks to choose from than ANY other game in this genre.
We have more shapes than every other solid block voxel in the world that I know of.
And we can build space ships that move that we walk around in, most other games dont do that either.
We have a large ranges of textures, and a paint system to colour things any colour we like.

Building in this game is very easy and very addictive.

Survival in this game just got harder, like real survival, so lots of people are not as happy as they were for a while, people get used to having it easy to much I recon, it was very arcade before 8 in survival, now its much harder and a real challenge, it really is a matter of opinion if its better or not.
lucyrocketdog Aug 10, 2018 @ 11:29am 
I agree with piddlefoot! Empyrion is a terrific building game. I have 1200+ hours in the game, and all of that is SP, and a lot of that was building. There isn't a game like it.

Rising World (on Jmonkey engine) is the only game I know with a better building system, but it's not a space game. If you like building things in MC you'll love Empyrion. You have a texture gun! You spray textures onto blocks as well as colors. It's fun.
andreykl Aug 10, 2018 @ 12:41pm 
>builds with a lot of detail because Empyrion also has deco blocks not like some games in this genre
1. I didn't mean that it doesn't allow you to make great designs, I meant that building sandbox UI (limited mirrowing, no 'merging' whatsoever, the less said about copying the better) and survival building (somewhat unforgiving and long) in general is worst among its brethren. In Space Engineers for example designing a ship in survival is Fun! Is ship too long/short? Cut in two and insert what you need. Don't like it? deconstructing in SE is a breeze. In Empyrion I quickly abandoned such notions and started either designing ships in sandbox (even there it is a pain) or loading ready ones (where in SE and starmade I was doing everything by myself sans some designs that I simply liked). Not to mention that empyrion builds have issues with functionality... there is very little to build for and whatever you build will function unconditionally thus not providing any challenge.
And when you have to download a tool from network or to use a command line to switch one block type to another...
2. Deco blocks are hardly an advantage, however Empyrion's capabilities for painting and the likes is an advantage, a huge one at that. It is the only game sans SecondLife I know of that allows painting and texturing each 'face' of a block individually.

From my point of view:
If you like building, building functional things that have meaning, if you like 'debugging' your build by fixing engine positions, firing arcs, doors that get jammed by brocken armor, placing functional missiles, launching decoys, controlling dozens of drones e t c. Empyrion is definitely not for you
If you like decorating and don't care much about your ship doing anything but flying and firing - it is right next to starmade, or better if you prefer complete simplicity.

>We have more shapes than every other solid block voxel in the world that I know of.
Skywanderers, dual univerce, and I think starmade in the end might have more taking all slopes and 'tubes' and smaller block size into account. It is just more minecraftish in its decoration approach. But I also saw SE ships from stock small blocks that are way more detailed then Empyrion can hope to be (simply because engine in empyrion will never rotate, there won't be rotating turrets with cabins, VTOL, dropping ramps or working crane). Planet explorers might somewhat count... but they are not space even if they are voxel.

>We have a large ranges of textures, and a paint system to color things any color we like.
On those I completely agree (with some correction about pallete being limited). If only it were easier to apply them en masse...

>Rising World (on Jmonkey engine) is the only game I know with a better building system, but it's not a space game.
In terms of texturing SL build tools are absolutely superb in capability.

>If you like building things in MC you'll love Empyrion.
I love MC especially with mods liky chisel and build wands, and that's why I find Empyrion tools pathetic... I wanted to enlarge a ship in Empyrion and I had to do it from scratch simply because copy/paste/merge is not a thing even in sandbox... And in minecraft even without tools I probably would have done it faster in survival then I did it in empyrion's sandbox.
Minecraft also has two sides - decorational building (where you make blocks look like furniture e t c) and functional (where you build large piston-doors, controlled water paths, automated farms e t c)
piddlefoot Aug 10, 2018 @ 12:50pm 
Seriously dude, Skywanderers isnt even released yet.
Closed testers only mate, Im one of them early backers too mate.

DU is not even close to what Empyrion is, its completely different more like EVE and we simply dont compete against that genre for playerbase so ok....
And who wants to pay 20 bucks for a game once, or a subscription fee that runs into the hundreds every year.....Well played DU.

Starmade is ok but megga crud in it graphics, its all square block stuff but not a bad game for gameplay and prrobably your best pick ,but mate the closest game to Empyrion in this genre is without question Space Engineers, take a look at it, Empyrion kills it for block shape, count, variety etc.
That is our closest competition sales wise.
They have mechanical stuff, Empyrion has alot more stuff and alot more variety, its a trade off.

Planet Nomads, the second closest game to Empyrion, and Empyrion utterly smashes that game for block count variety colour textures the lot, but again it is mechanical with things like rotors and joints etc so again its a trade off and PN is still in EA also , so it has lots yet to add and may turn out to be much better than all these games, its a gamble.

But what both of those game seriously lack, is any type of proper focus on building a playable survival game, and that is why Empyrion is the Best all round game in this genre as far as I can see.

So really if you want to compare, you need to start by comparing games that are at least really similar to Empyrion and there just isnt that many of them that fit this genre specificaly.

SE blocks are created with a higher definition than Empyrions blocks, it is the only real difference with the blocks themselves in that regard.

SE also suffers ALOT more lag than Empyrion also, and SE cant render trees at the same distances, lacks HUNDREDS of LOD models for planet assets, I was in it yesterday.

BETA , really, these are the things that are supposed to be sorted during Beta, but LOD models usually get created during Alpha, it seems to me they maybe going to cut it short there and just ignore the popping in of all the trees at close range, Empyrion does it too but at a much greater distance, I never see trees pop in right in front of me in Empyrion, in SE it is pretty bad, its these sorts of issues causing alot of render lag in the game, its why Eleon are adding new LODs to everything every large update, anyway I understand what your saying I dont agree with it all but thats what democracy is all about isnt it !


Empyrion has better PvE than all of those games that are actually released, and really its that, that has driven alot of the MP game play, servers and Co-op'ers and SP alike, because its such a good all rounder it has kinda undermind these other games, of which SE was around long before Empyrion, Eleon are a team of gamers like you and I, those other games are run by business people first gamers second.

Now had you said Subnautica, now then you would probably have me for survival, in this genre, space voxel building with survival, Subnautica blows every game in this genre away for the survival and storyline, it is utterly incredible how it is structured and plays out, brilliant is a better word.
It does seriously lack building blocks though and thats why it doesnt have super longterm replayability, building is lacking blocks shapes etc.
I recon modders will fix that though over time.

Anyway, nice chatting with you andrekl



Last edited by piddlefoot; Aug 10, 2018 @ 12:51pm
Sinsling Aug 10, 2018 @ 1:05pm 
@andreykl

Sooooo... Quad mirroring aside, it sounds like you haven't learned the builder's tool well enough?

As to building in survival, you do know SE is going to have the same issue it survival mode when they overhaul their survival right?

If you want to build in survival either:

A) build a defensive area

B) learn how to use the tools to build fast

There are definitely certain things that don't mirror well(or at all), but single plane mirroring significantly cuts down on most block placing and even just last night I learned about how to place an entire plane of blocks by pressing and holding control when dragging.
andreykl Aug 10, 2018 @ 1:09pm 
I happen to think that Empyrion is actually closer to Star Made then to Space Engineers. Space Enginers is a building game and what sets it aside without equal - it is physical building. Empyrion is more exploration adventure focused. And that's why Starmade is somewhere in between. Starmade is far more exploration and adventure rich in comparison to SE and a lot less building focused (it have almost everything sans physycs) and situation is reverced in comparison to Empyrion.
P.S. But if Empyrion strives in adventure on your two feet, Starmade makes space combat into an art (right after combat in KSP, and yes you can have real combat there and it is fun)

>BETA , really, these are the things that are supposed to be sorted during Beta, but LOD models usually get created during Alpha
Strongly depends onto point of view. If SE decided to do LODS from the start, they would have needed to rebuild them trice by now (due to texture changes, DX update, and I suspect planets changed quite a bit in lod mechanics). Empyrion is better at masking their issues in some places and they have less due to simplicity in others. And I simply don't understand why it takes so long to fix the damn 'polar lines' as well as allow walking in ships during flight.

Originally posted by Sinsling:
@andreykl
Sooooo... Quad mirroring aside, it sounds like you haven't learned the builder's tool well enough?
I mostly meant starmade tools, unfortunately SE tools while better then Empyrion also 'don't cut' it. Also I do know there was copy in some update, but it still doesn't change that much. When I build in sandbox SE or starmade I end up surrounded by dozens upon dozens of cut parts and sections...

Originally posted by Sinsling:
If you want to build in survival either:
that's actually makes it more fun - I still remember building under raid) How I missed update notes about that thing I will never know... But I meant different kind of survival building - mostly progression and building own tools. Nothing is more satisfying for me then building a work drone or miner or automated transport, use it and then improve apon... A shame there are not even more practical roles to build. Still for me the rule is: you want to build something big: build a bigger tool first.
Empyrion is not forgiving/accomodating in this regard - you want to build something big in survival - you have same tools as for small things.
Last edited by andreykl; Aug 10, 2018 @ 1:23pm
Sinsling Aug 10, 2018 @ 1:26pm 
That depends on how the lod is handled. A pre-render would have to be rerendered, a dynamic would make it significantly easier to throw new objects in. If players are making their own buildings, tunneling out rocks, ext, then a dynamic is going to look better and allow faster asset creation. Obvious downside: dynamic lods generation is going to cost more processing power.

And you can't really make a tool much bigger than one that let's you place a 100^3 section in one go. I'm not sure how you expect them to offer a better in game tool without putting in a full blown model maker, that the game would then have to process and dissect into blocks.
Last edited by Sinsling; Aug 10, 2018 @ 1:31pm
andreykl Aug 10, 2018 @ 4:01pm 
Originally posted by Sinsling:
That depends on how the lod is handled. A pre-render would have to be rerendered, a dynamic would make it significantly easier to throw new objects in.
This is heavily off topic, but I still want to point that it is a lot more complex for 'block' games that operate 'ships' or linksets to use LODs. For instance what if there is a large block that is blocked by smaller ones, yet they are part of same ship? In normal game those 'smaller' objects will be simply one object and thus shown along with large one, but in SE, they are 'independent' small ones, so normal distant-size LOD operaton will show large one first, which is clearly wrong. Treating everithing based on whole ship for LOD is going to be perfomance unfriendly. Treating ship as unique models isn't a solution either due to deformation support. I think this leaves developers in a tight spot where they need to develop their own, unique logic for the level of detail. From my point of view it is no wonder they posponed proper LODs and added a placeholder. And if you add in mods that likely will be exploiting any potential holes in LOD-logic like they do in most other games... I won't be surpised to find stuff from blocks that simply switch color depending on distance to some kind of fake 'clocking technology' that hides ships afar because individual models at lover LOD are too small to be seen.

Originally posted by Sinsling:
I'm not sure how you expect them to offer a better in game tool without putting in a full blown model maker
For survival they just need to make better progression in some way (Starmade actually added sort-of creative model maker inside survival in a form of shipayrd, SE's building ships just can become bigger with more welders, or teoretically a swarm of drones can be made) and uprage their UI tools at least a bit for creative.

P.S. I get it where starmade comes from with thier 'ship cores' (with size of those ships it all comes down to perfomance, it is too expensive to not have a core, still don't like it). But I don't get why Empyrion holds onto their 'cores' - theirs are clearly harmfull at least to destruction/salvaging mechanics.
Last edited by andreykl; Aug 10, 2018 @ 4:02pm
Sinsling Aug 10, 2018 @ 4:15pm 
Define "better progression". I assume you are referring to the upgradibility of designs. The build tool stills works in survival as far as I know(i used it to restructure a derilect ship). The only real stipulation when working on something is that in gravity the blocks need to remain attached to the central core in same way.

As to requiring a core... Really any advanced ship capable of stellar travel needs to have a "blue-box". Personally I think more than one central processing unit should be allowed, bit that'd be just a tad unfair. Being able to drop multiple control units and not have to worry about how much armor is between them and gunfire cause they are on the opposite ends of a several hundred meter long ship.
Last edited by Sinsling; Aug 10, 2018 @ 4:16pm
andreykl Aug 10, 2018 @ 5:43pm 
Originally posted by Sinsling:
The build tool stills works in survival as far as I know.
Do you mean multi-tool? Because if UI remove build tools are avaliable in survival without multi-tool then I haven't played the game for too long... Or does simultaneous multi-removal works?

Originally posted by Sinsling:
Define "better progression".
When you build a small ship you do it fast and easy, you do not need to fear mistakes, since you are always one click away from removing wrongly placed blocks and you can salvage your ship relatively fast.
With medium (be that small or large blocks) ships mistakes become a chore, especially such like hull length, hangar size or hall location because even with T2 multy-tool you can't fix that fast. You need to move far too many blocks. And I tend to tear my ships up multiple times at the build stage simply because I don't like the result or find it suboptimal. This costs me enrgy because you need to recraft, cells for multi-tools and time to remove blocks one by one.
With large ships... I don't event want to try.
The main issue for me in survival: ships take too long to (re)design the bigger they are. The bigger they are the more expesive mistakes in design become.
I suppose ideal solution will be to 1. uprage drone radius under some conditions 2. grant mistake-free (easy undo) envirinment for designing in survival (I really hope there will be shipyard similar to StarMade or some kind of placeholder/projection that is easy to remove)

Originally posted by Sinsling:
Personally I think more than one central processing unit should be allowed, bit that'd be just a tad unfair.
As far as I know the 'trend' in any kind of hostile environment is to dupplicate systems as much as possible and make them as independent as possible. Nothing unfair in that. If dev's wanted to add 'vital' systems, they could have added surface antenaes to guide turrets, outer heat syncs which prevent reactors from cooking crew alive e t c... You can place secondary bridge, you can place secondary reactors, backup capacitors and fuel tanks, but a single lucky shot can still disable otherwise perfectly operational ship... From my opinion this is unfair.
P.S. StarMade made their core practically immune to all damage.
Last edited by andreykl; Aug 10, 2018 @ 5:46pm
GrumpyBadger117 Aug 10, 2018 @ 6:26pm 
the game is pretty similar to minecraft. There's definitely some survival aspects for survival game mode. PvE is kinda bleh though, if you just put a bunch of dumbfire rockets on your SV and two gatlings, you can handle most that comes your way. Mental note, gatlings have ZERO convergence, so you want them dorsally located.

another example of it being like minecraft though is its creative mode. This game is amazing for mucking about and building ships. Arguably 99% of my time in-game has been in creative mode. I love this game for that.
FabioManoel1977 Aug 11, 2018 @ 7:13pm 
I noticed some single player scenario mods. How did it work? If I add a single player scenario mod to my game this is added seamlessly to my current gameplay or everytime that I add a single player scenario I need to restart a new game to play ONLY that single player scenario?

I really want to buy the game but I am concerned If this game will give me a challenger, I like hard games, I like a challenger, too bad the game looks that have so easy enemies...
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Date Posted: Aug 10, 2018 @ 8:07am
Posts: 22