Empyrion: Galactic Survival - First Impressions

I decided to pick up this title after watching a Let's Play of it, and liking what I saw. Space Engineers had been interesting to learn, but its a bit of a sterile experience in single player. I figured it would be Space Engineers+. While I've only played about twelve hours of the game so far, I would say it's more of a combination of the Space Engineers, Subnautica, and No Man's Sky... with a bit of Kerbal Space Program and Minecraft thrown into the mix. Keep in mind, I started a quick game at the easy difficulty, because I wanted to learn the mechanics without the ever present fear of death thrown into the mix.

The star of the show in my opinion are the build options. You have a lot of options to choose from when building things, from power generators and fuel sources, to different types of controls, equipment, defenses, and weapons. One interesting aspect of building ships and bases are your computer-based resources. Each ship and base has a "core" with a processor, which can only handle so much equipment installed. The more "smarts" equipment requires, the more computer power is required to operate it. Naturally, additional computers can be added to expand resources.

Also, unlike Space Engineers, thruster placement matters. Your ships have a center of mass that can change with their load, and this can change their performance in flight. If you've ever had a ship in KSP suddenly lose control in flight, thanks to a changing center of mass, you'll know what I'm talking about. Thankfully, there's a "center of mass" overlay option, as well as other options like "airtight."

Finally, you have a ton of building block variants to work with, ranging from full cubes, to the smallest partial blocks. There's literally hundreds to choose from. Not to mention how many options you have to change the texture, color, and decal on the surface of a block using the re-texturing tool. Not the entire block, mind you, just one of its surfaces. So you can have one texture and color on one side, and have a completely different texture and color on the other side!

Next up is the rest of the game play. This is a survival game, which means not only managing your hunger, health, stamina, oxygen, and body temperature, but also gathering the raw materials you need to build tools, equipment, weapons, and structures. Unlike other survival games I've played, you don't need to tell your assemblers to build individual components. As long as you have the raw materials in your inventory, they will build what you need to build what you want. Water is a resource in the game, but thirst isn't a factor that comes into play. Sleep isn't required as far as I can tell, but night is dark enough for me to want to sleep anyways. It's also a great way to advance the clock on projects being built in your assemblers or plants growing in your garden, at the cost of hunger, of course.

Combat is rather nuanced IMO. Yes, you do have a hit-point pool, but there are also many types, and degrees, of wounds. Some might require a simple bandage. Others can be treated with the various types of plants that grow in the area. Depending upon how severe an injury is, medicines, "trauma kits," or even stepping into fully automatic medical device might be required. Oh, and left untreated, a wound will get worse.

There are tutorial missions you can run, "story" missions that are available, and other missions are offered as well. All of these are optional, thankfully, though you do get some bonuses from doing the tutorial missions. There's also an "encyclopedia" on your PDA, which describes a lot of the game's mechanics. Combined with the mouse-over hints in the various interfaces, I found it was fairly easy to figure out what I needed to do in the game. Which is a good thing, because the two wikis I found are woefully out of date.

From what I can see, while there are preset difficulty levels (easy, normal, hard), there's a wide variety of options to choose from, so you can tailor your experience in the game to best suit you.

Next, we've got the environment itself. I've only seen the "earthlike" planet so far, but it has a wide range of flora and fauna, with many biomes on its surface. There are also sapient beings living on it. There's multiple factions that you can build (or ruin) your reputation with. Some of the creatures are quite alien. Some are a little bit familiar, which provide hints about the story running in the background. Some are hostile, some are peaceful, some are rather skittish, and some can be provoked if you're not careful. Behaviors range from solo charges, to pack-like behavior, where some of the pack try to flank you while your attention is elsewhere.

Oh, and the weather! Can't forget the weather! Sunny days, cloudy and windy. Rain and storms. Temperature variations, so a hot or cool beverage might hit the spot. Because of the weather, there's no guarantee that solar panels will provide all the energy you need, so you better have a backup generator or two, just in case.

The worlds themselves seem very small, and there are no orbital mechanics to speak of. The planet I'm on supposedly has a moon, but I've never seen it. The first thing I did at night was look at the stars, which are definitely fixed in place. It seems we've got another game where the stars in the sky are fixed into a sphere, the planets are suspended in the middle, with the sun rolling along its circumstance. It's a minor quibble, given how fantastic the game is otherwise, but these kinds of celestial mechanics really belong in a fantasy game, not a space game. 😠

Finally, there are the visuals. This game looks good in my opinion, and runs rather smoothly on ultra-graphics settings, on my old GTX 980:






tutorial base before renovation:







tutorial base after renovation:





 
I've been asking myself why this game is still classified as an Alpha, despite how polished it seems to be. Lost my first attempt at a medium level difficulty game thanks to an unrecoverable crash... which is the only crash I've had so far. Thankfully, it was very early into the game, so I didn't lose much. I'm now "backing up" regularly.

Medium difficulty adds radioactive weather to the mix. 😭 I lost my early farm to a radioactive fog, because it was outdoors. 😭 Even worse was that I didn't have sufficient power reserves to cover the storm, so I lost some of the food in my fridge when I lost power the second night. Needless to say, that was something I fixed rather quickly once the storm is over.

I’m now well entrenched into my current game, and despite the occasional radioactive fog, medium difficulty feels rather... laid back IMO. Only real difficulty I’ve encountered since the initial have are the frequent packs of spiders and the occasional pack of predatory ground-based proto-avians. They’re more annoying than a threat IMO, and it’s thanks to them I have enough meat to last for years. :rolleyes:

Good news on the ship building front is that this game includes human scaled doors for the small-sacked ships. I’m going to play this game until I get into space, and then start a new game at hard difficulty. I’m not sure if I want to deal deal with even more waves of spiders, though. 🕷
 
YES!

This game has me wondering why No Man’s Sky gets all the attention as an alternative to ED and SC. Talk about a hidden gem. :)
How much more or less (or the same) do you like it compared to Space Engineers? Can you do complex constructions like automatic mining machines? My favorite part of SE is the engineering part, but I can give some of that up for a more living, explorable environment.

Also, you mentioned Minecraft and NMS as part of your comparison, oh and Subnautica! Does EGS have caves / underground caverns? Does it have oceans and the ability to built underwater bases?
 
How much more or less (or the same) do you like it compared to Space Engineers? Can you do complex constructions like automatic mining machines? My favorite part of SE is the engineering part, but I can give some of that up for a more living, explorable environment.

Based on what you’ve written about Space Engineers before, I’d say it doesn’t have the same potential for full automation that SE does. It doesn’t seem to have a full blown scripting language, but it does have sensors you can build, and there’s a section of the base/vehicle interface that’s labeled “circuits” that includes many logical operations, but I haven’t played around with it. (Didn’t do that with SE either, to be fair.)

I think the biggest thing that’s obviously missing from SE are pistons and pivots, which would be necessary for a mining base. The other is that the material transportation network is more abstract, so if you liked needing to figure out to how make the conveyor system work in the space you have, you’re out of luck on that front.

Also, you mentioned Minecraft and NMS as part of your comparison, oh and Subnautica! Does EGS have caves / underground caverns? Does it have oceans and the ability to built underwater bases?

I haven’t seen any proper caves, but there are numerous ruins to explore, some of which reach well underground. There’s “oceans” (though I’d call them lakes given the scale of worlds in the game) with resources you’ll have a need to dive for, and underwater wrecks to explore, but I’m not sure if you can build an underwater base at this time, nor purposely operate a vehicle under water. I’m getting a bit of a “reserved for future development” vibe in that front.
 
If you're looking for survival I can only recommend Long Dark. No building though, but you get a unique survival in icy Canada without zombies - or spiders.
Instead you get wuffles and the bear.
Got different diffiiculties with quite diverse experience. Highest is quite ruthless but I actually liked it - you get to plan your steps and carry it out and see Mr Wuffles at the last bend before your destination.
 
If you're looking for survival I can only recommend Long Dark. No building though, but you get a unique survival in icy Canada without zombies - or spiders.
Instead you get wuffles and the bear.
Got different diffiiculties with quite diverse experience. Highest is quite ruthless but I actually liked it - you get to plan your steps and carry it out and see Mr Wuffles at the last bend before your destination.

The Long Dark is one of my all time favourite games. I adore it.
Im currently on my 200th day on Interloper difficulty. I nearly got killed last time i played by a snap snow storm and a wolf attack.
i managed to quickly build a snow shelter and make some bandages, by destroying some of my cloths. Thankfully the next morning was sunny and i manged to limp back to base.
 
The Long Dark is one of my all time favourite games. I adore it.
Im currently on my 200th day on Interloper difficulty. I nearly got killed last time i played by a snap snow storm and a wolf attack.
i managed to quickly build a snow shelter and make some bandages, by destroying some of my cloths. Thankfully the next morning was sunny and i manged to limp back to base.
Ye, I was chilling out in Voyageur until I played in each region. And then I jumped to Interloper and it was a total different experience. Got cocky being too confident hitting Mr Wuffle with stones. It took me several attempts to land RNG place me to "Pleasant" Valley and I was set for my first successful Interloper start. Without knowing the maps it's near impossible.
 
If you're looking for survival I can only recommend Long Dark. No building though, but you get a unique survival in icy Canada without zombies - or spiders.
Instead you get wuffles and the bear.
Got different diffiiculties with quite diverse experience. Highest is quite ruthless but I actually liked it - you get to plan your steps and carry it out and see Mr Wuffles at the last bend before your destination.
I'm more of a "Robinson Crusoe" survival player myself. There's just something about starting out with nothing, and moving on to something like this, that I enjoy:



I think I over did it with the glowing pipes... :D

At any rate, I think I over designed the thrusters on my "flying brick" above. Its so responsive, it's almost unflyable. The roll especially is rather twitchy, even after disabling the "mandatory" RCS control block. :D
 
My hesitancy with EGS is twofold. First, I don't feel like I've finished SE yet. I have a lot of time "climbing the learning curve" invested in SE, so learning a similar but different game like EGS will probably scramble my pea-sized brain, LOL. Second, EGS is alpha, and I just haven't had very good luck with investing in unfinished games. "Placeholders" are the bane of my gaming life, LOL.

But I do have EGS on my wishlist, and the next time it goes on sale I will probably grab it. They did just release an update for it, which is a good sign (though I've read it angered much of the community for retconning lots of mods and game saves). But then again, my hope is that Starbase and / or Dual Universe will come along and be THE game that scratches all my itches. I tend to prefer to dedicate myself to one game for a solid chuck of time rather than spread myself across multiple titles of similar design.
 
My hesitancy with EGS is twofold. First, I don't feel like I've finished SE yet. I have a lot of time "climbing the learning curve" invested in SE, so learning a similar but different game like EGS will probably scramble my pea-sized brain, LOL. Second, EGS is alpha, and I just haven't had very good luck with investing in unfinished games. "Placeholders" are the bane of my gaming life, LOL.

But I do have EGS on my wishlist, and the next time it goes on sale I will probably grab it. They did just release an update for it, which is a good sign (though I've read it angered much of the community for retconning lots of mods and game saves). But then again, my hope is that Starbase and / or Dual Universe will come along and be THE game that scratches all my itches. I tend to prefer to dedicate myself to one game for a solid chuck of time rather than spread myself across multiple titles of similar design.

I can understand that. SE has reached the point for me that if I wanted to do the advanced functions, I would’ve needed to learn the scripting language. If I had enough free time to learn a new scripting language, it would be TARGET for my Thrustmaster Warthog.

Personally, though while SE is officially published, it actually feels less complete than EGS to me. EGS has quite a few features the SE lacks that I consider important, though to be fair SE has features that EGS lacks as well. I actually liked the conduit system in SE, but the scale it operated at made building things frustrating. In addition, the working wheeled vehicles in SE are awesome.

As for Starbase... if it was a single-player game, it would be high on my list. It’s an MMO though. As much as I like MMOs and building/survival games, those are two genres I think would be a disaster when combined together. If you think PvPers have a reputation for being griefers when given a free hand, in my experience, builders are all like “Hold my beer.” There’s a reason why most MMOs these days have player homes existing outside of the shared game space.
 
As for Starbase... if it was a single-player game, it would be high on my list. It’s an MMO though. As much as I like MMOs and building/survival games, those are two genres I think would be a disaster when combined together. If you think PvPers have a reputation for being griefers when given a free hand, in my experience, builders are all like “Hold my beer.” There’s a reason why most MMOs these days have player homes existing outside of the shared game space.
IIRC, there will be "safe zones" where you can build without harassment. I'm not sure exactly how that will work, time will tell. I do enjoy the exploration of player-created bases, ships, etc. It would be nice if Starbase has other options than just "pew pew" to enjoy a shared galaxy. Exploration, "flag planting", and modest small-scale base-building are my favorite activities in games like this, with pew pew being on the list but further down.
 
I can understand that. SE has reached the point for me that if I wanted to do the advanced functions, I would’ve needed to learn the scripting language. If I had enough free time to learn a new scripting language, it would be TARGET for my Thrustmaster Warthog.

Personally, though while SE is officially published, it actually feels less complete than EGS to me. EGS has quite a few features the SE lacks that I consider important, though to be fair SE has features that EGS lacks as well. I actually liked the conduit system in SE, but the scale it operated at made building things frustrating. In addition, the working wheeled vehicles in SE are awesome.

As for Starbase... if it was a single-player game, it would be high on my list. It’s an MMO though. As much as I like MMOs and building/survival games, those are two genres I think would be a disaster when combined together. If you think PvPers have a reputation for being griefers when given a free hand, in my experience, builders are all like “Hold my beer.” There’s a reason why most MMOs these days have player homes existing outside of the shared game space.

Ye, I seen the mayhem caused in Minecraft servers. And after mayhem came someone with big plans that needed universal flattening. And then myriads dug it all up again. However, I've also played in a group where I had mushroom daylight detectors triggering my integrated lava tower illumination system for day / night cycles and the player hamlet DIDN'T went up in flames at all. Sure, one guy had this giant excavation machine in his basement but it all stayed pretty civil. We even conducted safe fireplace drills for the noobs.
 
IIRC, there will be "safe zones" where you can build without harassment. I'm not sure exactly how that will work, time will tell. I do enjoy the exploration of player-created bases, ships, etc. It would be nice if Starbase has other options than just "pew pew" to enjoy a shared galaxy. Exploration, "flag planting", and modest small-scale base-building are my favorite activities in games like this, with pew pew being on the list but further down.
That’s only a small part of what concerns me about Starbase. MMOs can be described as what you get when the sociopathy and narcissism inherent in single player game design intersects with internet anonymity. GIFT is bad enough on its own, but MMOs dials this behavior up to eleven.

MMOs need game mechanics designed to manage disruptive behavior, because it’s too dang expensive to pay a large team moderate player behavior. Not just player killing and abusive behavior, but all kinds of disruptive behaviors, both intentional and accidental.

The dark side of builders are the Ozymandias. They build enormous monuments to their own egos, consume all nearby resources as fast as possible, including available space, and while sometimes what they build is absolutely fantastic, they're still crowding out other people. Those "safe zones" are going to be prime real estate, and I don't see any kind of mechanism to free up space for newer players, especially since they're advertising PvP as being a primary feature of the game.

From what has been described, if I want to have the space, resources, and peace I desire in that game to build to my heart's content, I'm going to want to get as far away from other people as possible. If I'm going to be doing that anyways, why not play a single player game instead? Especially since I can adjust the game's settings to better suite my own preferences, rather than accept the "lowest common denominator" setting required by MMO design.
 
Things I've discovered since last post:

Doing faction missions are a great way of gaining reputation with a faction, which will eventually grant you mining rights.
Definitely need to carry sufficient medicine with me when exploring ruins. Some of the things in there are nasty.
When you can't find a nest, eggs are rather scarce... which of course are needed to produce the advanced medicines.
Radioactive biomes, which can be source of rarer minerals.
Planets are tiny even by Space Engineers standards.
With the next update, it looks like there'll be a galaxy to explore! :)

Source: https://youtu.be/Cqaa5kMR3Dg?t=280


I'm going start a hard difficulty game (though with "enemy difficulty" reduced to avoid them being bullet sponges) once Alpha 12 drops. In the mean time, I'll continue to learn how this game works.
 
Apparently, my base has expanded enough to draw the attention of the overly aggressive Zirax faction, who I've been trying to avoid antagonizing needlessly. Defending myself against their attack antagonized them (naturally), so I decided to add defensive turrets to my base:




I just realized that I'm going to need a third turret, just to ensure that any future Zirax attacks can't approach from an angle where the one turret has to shoot through the other. I doubt the AI is that smart, but no sense taking chances. Also planned: adding an underground garage for my vehicles, a basement for my storage and backup generator, and removing the last of the crashed shuttle pieces.

This is a lot of effort for a save I intend to abandon in the near future, but this is why I consider having the early game be fun, especially in a game like this, a must. Forcing me to replay the tutorial each time I start a new game is not my idea of fun. Having the option to go through the tutorial, on the other hand, gives me one more option to weigh. And I like needing to weigh my options.
 
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