i didnt hear him mention it in the video but it's also not just one system, there's a galaxy to explore with factions, alien races, missions, make allies and enemies, trade with an intelligent native species. It's cool if you can get over the clunkyness of the controls.
Just deleted my post saying the same after reading yours. What really bugs me about EGS is that if you use a controller suddenly you have variable inputs for thrust, while flying or EVA with your jetpack. The devs will not give the player the ability map these controls to anything other than a controller. Sucks.
I have 1,7k hours in EGS, and most of this time was gathering resources in the initial system to build all my stuff, a real drain of resources are capital ships, they really force you to explore, problem is, that mostly you will find basically all the same factions and outposts over and over, in this regard EGS is no different from Starfield, you do can make a lot of things and go in many different ways with the approach on how you deal with the game, but at the end of the day, once you leave the first star system, theres only a few quests to do and then the whole universe becomes empty of content... Altough you can download other modded scenarios like reforged eden and things like that that would greatly expand the single player game.
anything else from SE, but not the physics calculations and modeling, because they are horribly implemented (for example, the calculations for propulsion are applied to the center of mass, regardless of the position of the thruster, so you cannot induce a spin due to differential thrust or do thrust vectoring)
@@Zekumas Jesus you're such a loser. You keep glorifying the thing that literally killed an entire game and turned the studio into one of the biggest jokes in the industry... Yeah hahahahaha.....
Empyrion actually has things to do that don't require content to be generated by players. I love the SE building so much more, but I hate that everything I build is just....hypothetical. Unless I join a PvP server, building things is pointless.
Yeah, i think they should expand on the economy system, and make it so that credits are actually necessary for certain things. New types of contracts would be nice too. More gameplay less blocks
clang kills me. But GOD is the fact I can't even DO anything in SE is so frustrating. Combat sucks, so you just build cool ships. Survival is incredibly stale, so you just build cool ships. multiplayer is busted on so many levels, so you just build cool ships. I hate space engineers sm
This is a huge benefit. Space Engineers is a sandbox. We can mod it, and play pretend, and play with others... but the world itself is empty and cold. So we build to build. In Space Engineers, I might make a tank because it's cool. In Empyrion, I might make a tank because I want to assault a hostile POI from the ground. Also since there are many rare resources and tech trees, I might reasonably design several types of ships to account for different stages of the game. There's a sort of "I'm building tools to handle a specific situation" feel to it.
I've been playing Empyrion Galactic Survival since it's pre-alpha days, which I can tell you is quite sometime ago. I have watched this game slowly evolve from a clunky, visually uninspiring, limited world sized game (one solar system) into true one of a kind gaming gem. As of now, it features a near endless universe, with one to many galaxies (see Reforged Eden mod) with both an enormous and beautiful variety of planets with different types of environments scattered with hundreds of points of interest featuring everything from trading, combat, exploration and horror (see the Legacy). On top of that, space itself is treated as an environment which is split into multiple maps which technically are infinite but in practise are around a hundred km across on average. All detailed, all living and breathing with their own POIs, stations, asteroids, anomalies and ships. And what makes with all the more impressive is that besides the planets, moons and asteroids, everyone else is made up of the same blocks the player uses to build with. The POIs are blocks, the stations are blocks, the ships are blocks (besides the Drones). Everything you interact with in game is buildable in someway by the player. And even if it's a restricted block, then that's what creative mode was invented for. :) Truly this game is a quite large in scope. I can not to my knowledge name a single game that come anywhere near to the complete experience of a open sandbox space constructing voxel survival game that also includes such a details survival mechanism along side a decent multiple vehicle combat system. Yes some have come closer than others but all feature polished one or two aspects of what this game has in total. While the game does have it's issues, and trust me as someone with 3000+ hours in game I know what I am talking about. It does indeed offers something for every type of player. The game is about to release it's first paid DLC after coming up to a decade of free development, and I for one will happily help support the developers by purchasing it (my personal choice). As for people thinking of giving the game a go. Do it, it's low price, yet high re-playability means it's a literal no-brainer. I amongst many other content creators have made hundreds of hours of videos playing this game and keep returning to do so again. And one extra added bonus, this game is both single and multiplayer and can be changed between the two modes with a little tweaking. So what's not to love!
RE mod, Reforged Eden mod is the best one and NO, you have to live with the blocky, ugly nature of the game, there are ZERO mods to fix graphics. Be warned, I love the game but there is a f*ckton wrong with it.
I have too, around 10,000 hours. Back when there was no cockpit HUD, big wall keeping you from circumnavigating a planet, no cpu tiers, rcs was a requirement or you just went straight
Excellent message. Just wanted to add that this game also has zero gravity jetpack fps action. Like you could have a fire fight in an enemy's capital ship after their gravity has been knocked out, group of people floating around shooting each other in a player built environment!! This game is so underrated, I think it's the best space crafting game of all time. It deserves a lot more support. If this had AAA budget and polish it would probably be one of the most popular games in the world.
You are correct, Reforged Eden adds so many new items, blocks, a whole campaign, new enemies, POI's, and more It adds so many QOL features that after playing the base game it makes it more annoying than its worth
So as a new comer to the game 27 minutes in I should download this mod to make the game playable cause it's such a steep learning curve just to function in the game
@angelusmortis3256 RE adds a story to the game as well as about a 1000 new items ( I am being hyperbolic here), it also adds a much harder challenge with regards to combat. I play strictly SP and love this game despite the fact that it has a lot of problems. Before you ask, NO, you can't walk around a moving spaceship and it will never be implemented.
@@steffithemad8327 RE adds the first TWO chapters of a story to the game. Vanilla already has the first TEN chapters of a story, plus a tutorial. The RE story is also based off the vanilla story and uses a lot of elements and directions from the vanilla story.
one thing about the water, there is a purpose for it using one of the water extractor and oxygen extractor it is needed to be place over the water another thing is that under the water there are the usable crystals for warping to another sector plus showing this game in creative does shows this game in a disservices way and not showing what a full survival what it should really look like
The creative mod isnt all that great, the great thing about the game is looking for resources and evolve your character so he can build more and more stuff, to do so you will need to explore, by explore you will find new stuff and dangers, that will force you to find more resources to face this dangers... The only real problem of EGS is that after a certain time playing, you already saw everything and yet, you don't even get of from the first system...
@@efxnews4776 have you not read the last part of my comment, “plus showing this game in creative mode does show this game in a disservice way and not show what a full survival playthrough it should really looks like” Which I would agree with you that creative mode is not really this game’s strong suit and it should be played in survival mode with will show a lot of points of interest and even have a story to follow
Another light interaction point with water is that hover vehicles can glide over it. A "todo" item on my project list is to make a small hover gunboat (shaped to look like a boat) that's meant to traverse bodies of water.
I agree with you Arron that Empyrion:GS is a unique game in itself, similar to Space Engineers yet still vastly different. In my many years of replaying through Empyrion, I've come to notice several key differences between them, take for example the endgame goal playing SE (it doesn't really have one but) it's essentially a strategy/simulator, find the best vehicle/base design that works for you to stay one step ahead of your enemies, so you can use there resources to your own gain. While Empyrion takes a more Tower defense/Survival approach, as you have on going body requirements that needs sustenance you'll need to find a way to fulfill those needs, while your main end goal is to setup a superior defense to fend of the hostile forces that raid your bases, while your factions reputation is on hostile terms of engagement with the other alien factions out there. Of course this is merely my opinion so take it as you will, but these two games may seem similar in many aspects yet they are still two different games based on there core game-play style.
I saw emperyon before I saw se and that was YEARS ago. It’s grown so much since then, I think it was in beta when I first saw it and they were only just adding enemy aliens. Definitely need to see how it’s grown over the years
Here's my take on the basic difference between the two: In terms of game philosophy, in Space Engineers, you build things for the sake of building things. In Empyrion, you build things for the sake of doing things with them. In SE, you build a fighter because it looks cool. In E, you build a fighter because you know you are going to have to defend yourself from attackers and battle your way into enemy bases with _serious_ defences. In SE, you can take your time building your base in peace. In E, the minute you start building your base you know that you have to include defences ASAP because you know that you will be attacked within days. In terms of item creation, in SE you need to connect all storages together with decrete connectors. In E, the connections are implied and transferring items 'just works'. (You even have 'WiFi', so you can transfer items to/from your ship while in a POI!) In SE, if you want to build something, you have to explicitly tell the assembler to build the components before you can build the item. In E, you just tell the constructor what you want to build, and it automagically takes care of building the prerequisites for you. (You can also set input and output storage *_AND AUTOMATICALLY SORT INVENTORIES,_* which makes inventory management *_SO_* much better than SE.) When it comes to repairing badly damaged ships, in SE... oof. I'm not going to get into it. #sotriggeredrightnow In E, you just add a repair station to your base, save a template of your ship _before_ it gets damaged, and you can automagically restore the entire thing at any time--if you have the necessary resources. (One caution, however: if you add unique items like exotic turrets salvaged from enemy craft to your build, make sure to (temporarily) remove them _before_ creating the template. Ask Spanj about why that is *SO* important to remember. :grin: ) Cheers!
I fully agree with your first paragraph and your implied opinions, but also also disagree with the second. Though, I'm with you on the tediousness of sorting in SE. I hate magic in games that has absolutely no place for magic. Even with heavy suspension of disbelief, there is no feasible explanation how items in a small container could be somehow connected and available for further processing on the opposite side of the base. Thus, it's just magic in E. I really love the semi-realistic approach to that with conv-tubes in SE. Mandatory tubing poses some limitations on how you have to build your bases and crafts and as you know; "limitation breeds creativity". It also make the destruction a bit more realistic as the tubes makes realistic weakpoints to your guns, as you cannot shoot them if their input to ammo is cut off. But sure, I understand not everyone wants to deal with that limitation. Also, I'm asking you because I don't know that other dude; Why should I delete scavenged weapons before making the template? Based on how you said it, I assume the weapons turns hostile and start shooting the place up even when attached to your own craft?
I don't think you've used the assembler very much, you can select large items and the assembler does the rest without having to be explicitly told anything it builds all the prerequisites you need for whatever item you selected Also there is quite literally enemy's that will attack you day 1 in SE, drones, spiders, wolfs, rouge ships and then hostile bases and ships to take over in single player and MP
@@anteshell It's not magic. The base is composed of giant meter-thick blocks. The IMPLICATION is that there's wires, tubes, and all manner of tedious connectivity running throughout the base behind the walls. It also leans into the science FICTION element in that you can digitize items and re-assemble them, hence the wifi item transfer. There's a line between fun limitations and tedious chores. SE focuses more on the overall gameplay experience rather than the tedious and detail-oriented engineering. That's the big difference between SE and Empyrion. SE's gameplay is the building. Empyrion's gameplay is what you're building towards.
@@War450 Yeah, that wifi transfer is magic. It is magic until they give a plausible explanation on how physical matter can somehow be converted to a digital medium without any loss of functionality and that makes sense in the game world. Just handwaving a blanket term "digitizing" over it is equivalent to calling it magic. If we boil down how inventories work in SE, that's magic too, but that game gives plausible explanation for it with the conv-pipes that works perfectly in the game world it is set to. Empyrion does not do any of that. Just calls it magi.. sorry.. digitizing or something and be done with it. There is a line between fun and tediousness alright, but where that line is is entirely subjective. What I tell above is not subjective. I'm not here arguing about right or wrong opinions. I told where my opinion lies on this one very specific thing and reasoned it with objective facts. There is nothing to argue in there.
@@anteshell Man, listen, I don't wanna be mean but you're clearly a very particular individual who gets hung up on very particular things. Nothing you've said, not a single thing, is 'objective facts'. It's entirely subjective opinion. You're just using 'magic' as an insult for simplified gameplay mechanics, and I'm calling you out on that. Stop being some weirdo who's being elitist over his nerdism and just accept that Empyrion simply focuses more on gameplay, not engineering.
I suggest you do the story mode in singleplayer, even if it's just the beginning. It's a quick way to understand everything and the story is somewhat fun and immersive. Also some things you didn't mention: - the game has a a very diverse wildlife (fauna and flora), comprising both hostile and passive mobs. They loot different kinds of stuff for different purposes - the game has a whole galaxy, just open up the map and go to the galaxy map and you'll see what I mean (LOTS of star systems, with different ressources) - there are many points of interest generated randomly that belong to different factions, that comes with their own enigmas/dungeons/ennemies
I want the solarsystem and Universe system in Space Engineers- that would be great. A vast universe to play and jump to, with the SE engine and Possabilitys.
I got over 2,6k hrs starting Empyrion back in 2016 and I loved it. A fine survival game, with lots of tower defense, dungeon raiding and of course sandbox building. Most of the time I tried to construct minimalistic blueprints to elevate the early game progression and challenged me with harder and harder scenarios or starting planets to optimize my survivability. But survivability also means to not only take care of food supply and oxygen, not to overheat or freeze, but also to defend yourself against hostile fauna, patroling drones, defend your base against raids manually and with turrets, supply enough power and ammo and cure infections before they worsen and kill yourself. Build a fancy home if you wish, build hoverbikes, small spacecraft, go find more exotic resources in space to mine to build larger ships, explore other planets and set outposts. My most favorite experiences were: > Raiding the first abandoned mine and getting horrified > Building a public swimming pool > Building a disco flashing of lights while vibing to saturday-night-fever > Building structures to elevate the progress, saving them as blueprints, overhauling them from time to time and uploading them into the workshop > Taking on the challenge of a volcanic planet without water as starting location and trying to survive against excessive overheating at daytime, large drones you can not fight against and the very difficult progress to collecting oxygen and farming food... In essence just getting started and have a temperated area. > Trying to develop the most optimized base defense architecture and perimeter without weak spots for PvP, simulating combat scenarios and proving effectiveness against different types of attack. > Multiplayer allying myself with the Zirax, killing the pesky Talon, raiding & looting the Polaris and turned on raiding other players too, exploiting their defenses. > Trying to out-dribble the AI-systems in the game (Like people in StarField do with Donut-Ships) In all, the game was and still is my most favorite. When Faction Reputation became a thing, I instantly took side of the Zirax. I loved building in the middle of oceans of Lava on volcanic planets and inside of mountain ranges of icy ones. Joined a Public EGW-Server, some day became mod, gave feedback, submitted my SwimmingPool to become a POI on the server and became friend with people from EleonGameStudios. It was a wild time. I stopped playing Empyrion back around 2021. Till then, it was probably the most fun game experience I had apart of Minecraft and StarMade. In retrospective, I view EGS as a predecessor for StarCitizen.
Aaron you, Devil Dog Gamer, and all the way back when you were chillin' with Tazoo and Sage put this game on my radar. I have almost 300 hours in the game itself. it has a small but dedicated playerbase and i honestly think you and the boys starting up a server Vanilla and then modded/workshop scenario like Reforged Eden is a good thing. Get with the channel and youtuber known as "Spanj" he has has been playing this game for years and he is also from your side of the Pond as well.
Spanj has over 5k hours in the game. Aside from helping get me into both 7 Days to Die (alongside Neebs Gaming) as well as making me try Avorion again after a long time not playing, he helped me understand the appeal of EGS, specifically Reforged Eden and its offshoot single player oriented scenarios (Ad Astra is the one that's kept up to date but since he's primarily a multiplayer guy he plays the main scenario). He's a veteran player of EGS and there's no question about it. If I had the disposable income and better internet I would definitely donate to his patreon and join his server, I'd probably learn a thing or two, or ten, or one thousand about the game and its building system by hanging out with the kind of people who frequent his server.
Btw, it's not the solar system that gets randomized- it's the galaxy. Not sure how much galaxy there is yet, just finally reached the point of exploring the galaxy after 700 hours of gameplay. I think you can randomize the system, but that's far from the limit. I'd love if you did ship reviews from the workshop for this game- that would be incredible.
The galaxy is 10k+ stars, each with randomized sectors - planets, asteroid fields, trade stations, gas giants with moons. Every dot of light you see in the sky in space is a star you can visit. 8k hours in-game split about 50/50 building in creative and playing, mostly in Reforged Eden scenario, but there's so much potential it's amazing. Survival, open-world sandbox, building, FPS, planet/space combat (with ships you built yourself!), story, exploration, visuals. Nothing out there matches the features.
Oh, please, please, do a survival game-play of Empyrion. Multi-player or single-player, whichever you prefer. And single-player would be fine. Don't sell yourself short or think you need to be "perfect" in the game. Your learning experience would simply be part of the show. I think, it's really nice to see how players with Space Engineers background do in Empyrion or Empyrion players do in Space Engineers, and I mean that in a good way. It has that fresh experience where the player encounters things for the first time and tries to make his own solutions for them. It's really fine to do a game play of that style. Nothing wrong with the multi-player version, either, though. Just don't let your experienced buddy to dominate the game. 🙂
Empyrion can be called 'Space Designers'. We're the space engineers who didn't take the hard classes. The blocks make the ships actually pretty and the colors are nice. I like colors. And beer. But one thing they both have is super irritating sound design. With SE it's that constant warning thing when you're hurt or radioactive or whatever...it's been a while. With Empirion it's the animals and lightning and well, lots of things. But something about Empyrion's mining is soooo relaxing. SE you're always picking up stuff. That's the big difference.
Dude, very nice Presentation. Have a Look at the Games Workshop for my ARC creations, and also for the Scenario 'Reforged Eden' If you wanna experience the Game to its full Potential. ARC is also one of the dynamic NPC factions you can meet and trade/quest with in Survival thats included already. Enjoy, and i really Look forward for a re-review maybe ^^
The thing I like the most about Empyrion is that the base game gives you something for your ships to do. Maybe you want something to cart cargo around, or a fighter to deal with hostiles, or a ground vehicle to attack hostile POIs and take down enemies. It kind of gives you a base "this is the challenge this world gives you" to build against, which grounds the experience. There universe feels a bit populated, and how you want to do that interaction can influence how you build. Also the survival tech progression incentivizes interesting thinking, like how to upgrade your ship as you unlock technology and gain access to rarer resources. I have liked the direction the game has gone in the past few years, and I spent way too much time checking out the stock NPC ships that the different factions in the game have so I can compare them and mentally consider where my ships rest in the greater ecosystem of this world. One thing I like better about Space Engineers is the tubing and conveyor system. It makes me think about how the internal layout of my ship works, and I love that. How do I get materials to this cargo bay? How do I get ammo into the guns? In Empyrion it's just magic. The ammo teleports itself to your gun. It's one of the areas where I think Empyrion could do better by allowing us to tube things together... there are even small lines of piping, tubing, and conduits as fluff decorative pieces... I'd love for them to be functional!
I read somewhere that Space Engineers and Empyrion were almost the same game but there were design incompatibilities so they became very separate projects. That's why the early voxel designs were the same. As they went forward one focused on the destructibility which makes quests etc hard and the other focuses on story. Optimization etc has diverged the design and code significantly since. Both started in the same year and Eleon never says where their head office is. It could be Prague. There could even be overlapping contract programmers. There are a few other games that are forks of well known projects: Vintage story and Apico are both forks of Minecraft mods that escaped into the wild. I suspect we will see more games fork into daughter games in the future. Ones someone learns how that knowhow gets out there.
I have over 12K hours in Empyrion. I made it about 30 minutes in SE before I got too frustrated to continue. I think it is similar to iPhone vs. Android. It's more about what you are used to. That being said. Empyrion indeed has come a long way since I starting playing (Alpha 7). I have built over 300 published ships for the game's workshop. If the guys at Beth had made their ship builder remotely like the builder in Empyrion, SF would have been a hit. The building goes way beyond any other game I have played (I currently have over 380 Steam, Epic and EA games installed.) The problem with Empy now is that the graphics are so far behind the norm that the game feels campy and cheap. If they could simple have the ships accelerate and decelerate more gradually and add some motion blur effects, it would be amazing. Ships feel like they are just fancy mouse pointers and are not really a moving body with momentum. Unfortunately, this has led to me moving on to other games, as I am sure many other players are doing as well. But, I will miss Empy and the many good years I enjoyed the game.
As someone who has a significant time investment in both games. I think the comparison of SE to EMP is a common one but an unfair one. SE Physics is so much more fun. But Empryion's story mode and sheer amount of creative options make it really shine. try getting a highly rated workshop ship to see a good example of the decorative power of EMP. then once you think you have the vanilla game figured out try the Reforged scenario. Its a whole new and very deep rabbit hole. FYI: creative mode turns off AI and collision control. although its meager compared to SE it does exist in game. flying into trees breaks them but its still rough. SE shines in real world physics and moving parts. if those two elements could be works into EMP i think it would be a massive step up. If you want an experienced EMP player to help get you started let me know. I would enjoy the opportunity.
I actually bought this game and for the little i played, it felt nice. It looked nice and i was pretty excited. I did however get quickly overwhelmed with the building aspect of ships. It feels like a massive learning curve as opposed to SE when it comes to building. The tutorial doesn’t really teach you enough to have a solid grasp of it. Granted its not the core of the game like SE to build and experiment but at least enough to build my own crafts would be nice.
It is easier if you subscribe any ship you like in the steam workshop, restart the game enter to the factory (F2) and build it. First you need to mine or obtain (scraping wrecks) resources needed. Or you can build any other simple starter ship that is in the factory blueprints included with the game.
Empyrion has better game play than SE but feels very rigid by comparison. I love the contraptions you can make with SE as where in Empyrion it's more about slapping the same things together in different ways for aesthetic purposes rather than functionality. I can't wait for a game to come out that bridges the engineering/game play gap.
I own both games and Steam is showing that I have 57.8 hours of Empyrion and 12,011.6 hours played of Space Engineers. I think the proof is in the pudding for me.
I’ve been playing empyrion a while and don’t quite alot of builds a few well known workshop items but a lot more stuff that I havnt ever uploaded. I can say for certain that building block shapes are very very overwhelming and confusing for new players and even me when they keep adding new ones. But you get used to it which. Biggest issue in my opinion with the game is speed cap. In pvp ships become death bricks in slow motion. You should try reforged Eden Empyrion.
You said empyrion has a whole solar system to explore. Actually, empyrion has a whole galaxy to explore. It's biggest weakness is repetitive content. Luckily there are mods like Reforged Eden that go a long way to fix that. But it is the nature of games so it can never fully cure that.
Not a single game in my steam library has close to the amount of hours I got on empyrion, it's an excellent sandbox for creating your own sci-fi adventure,
Whole GALAXY to explore. Not just one solar system. There are hundreds of random generated systems. Including alien empires, friendly, hostile, and neutral. Building tip: If you wan to figure out how to wire things a certain way, find a design on the workshop that has those features, and then auto build them. Examine them and note the settings on various things.
Space Engineers physics (evolved with higher fidelity and post Klang... as if that will ever happen)... Starship EVO block scaling... Empyrion survival, environmental immersion and sense of a "living" world (even if faked)... a Distant Worlds style living galaxy... with KSP orbital motion... and (maybe) some Flight of Nova simulator aspects and SpaceBourne II style AI voiced NPC interaction... THAT would be a game actually WORTH Star Citizen level funding
I would love to see you play this. I bought this years ago (don't remember how long, but it's been a minute) And haven't even launched it. I keep getting sidetracked with stuff. It would be awesome to see your learning experience in this game, it would be one hell of a fun playlist to watch.
Empyrion is an amazing game! The things that make it awesome: -Survival experience, and multiple resource sinks -Flexibility for building extremely creative and functional buildings and ships -Relatively alive environment with plenty of different factions( Basic faction interactions but it is in development) -Crazy amount of mulit-player customizations. For example I have built up a custom scenario with a completely customized solar system and starting points -Super fun to play with a bunch of friends Things that are no so good: -OK story, Disjointed missions, bad FPS experience( Note: Been over a year since I played last, and have seen lots of updates to the FPS and story mechanics since then) -Enemy interactions are very basic, you are either getting absolutely beat on, or you are doing the absolute beating. CVs reign supreme, and there is really no intelligent counter to it. -Ship weapons systems are very very very basic, in most instances, the ship with the most weapons wins. Things that would make it top tier! -A more balanced weapons system that had more strengths, weaknesses, and upgrade and enhancement paths. Currently a weapons has a set range, set damage, and set fire rate, with all weapons having a set AI aiming function. The weapons has a weight, CPU cost, and power consumption. It would be way better if each weapon had a more specific role, and higher weight or CPU cost, so that you as a player would have to be more strategic with how you design and build your ships. For instance the missile launchers have a pathetic range(good thing with the current AI system) to improve their range you could have a advanced sensor block that would increase its range, and a targeting computer block that would increase its accuracy. Then on top of that you could have a Weapons station that would allow the player sitting at it to control weapon groups and target specific things on enemy ships, etc. -A way to conquer territories. If you look on the galactic map, there are sections that are controlled by certain factions. It would be so damn cool if your faction could slowly claim territories, planets, and entire systems for itself to build your own empire. In doing so this might trigger hostile factions to try and invade you territories and such. Would go a long way to enhancing the sandbox elements of the game. Just some passionate thoughts from a big fan of the game.
I've set myself a survival playthrough with a supremacy class star destroyer and I've not had that much fun in a while. Whether its Massive space battles with Zirax warships, taking a shuttle down to explore an abandoned bunker full of zombies and monsters or using an orbital bombardment to weaken a zirax base before landing and singing it with hover tanks with a friend. This game is sick I'm having so much fun with it. It has its downsides and limitations but for me the pros far far outweigh the cons. Reforged eden is a must have mod tho
both games are amazing, I have played through both several times. EGS needs more control of turrets but the story, PVE interactions and combat is fun. The best feature is being able to go into the player creations and build them by putting them into the builder and drop in in your survival games. so you have to mine for the supplies to build it but BOOM base or ship. SE is better for me for building my own ships, EGS ship building can be complicated to balance.
If they could smash Empyrion's galaxy and exploration into Space Engineer's designing and building, there would be a hell of a game. SE is lacking thins to do, Empyrion has a clunky resource gathering and building system on top of terrible vehicle controls and physics. It's also lacking any real mod support.
12,000 hours on Empyrion now and with the new DLC dropping in a couple weeks will change things even more. Every time I start it's different and so immersive. It's not a well known game but for £15 will satisfy even the critical of players.
@@honeybadger9425 depends on the server. Some don't wipe until major updates. Some popular servers that are very busy usually wipe the starter planets to refresh poi's and Misson areas. I only wipe mine on the major update reason. But yes typically a full wipe will make you lose everything. Some servers run 'virtual backpacks' and garages that allow you to save mats and rare items through the wipe!
You know what the deal breaker was for me? You couldnt walk around your ship while its moving (i havent played in 7 years). It meant one had to hold down the W key to keep flying forward 🥱
I was about to comment: "It would be really cool if these games were combined". Then I reflected on how complicated EGS is and then realized just how complicated said hybrid of a game would be in reality.
Space Engineers is a simulation. Empyrion is a game. Space Engineers lets you build ships and fly them. Empyrion gives you a *reason* to build ships and fly them. Empyrion Galactic Survival is tremendous good fun with a very friendly and supportive community. The Steam Workshop also has amazing content to use in the game.
I was on the PVP side of Empyrion during my active time of being addicted to it ... and that is a very different world. I do not know how much it changed in the meanwhile, obviously, but before you had so many things to think of with layouts, and dodged AI Crew and shiny stuff as much as possible, to need less energy production, air gaps and slates... it was a science of its own kind XD
My thoughts on Empyrion are, I played it 4 years ago, and it looks identical now, give or take a few very minor changes. All the other survival games I play have under gone MASSIVE changes over the same period of time, and look hugely different now. This games devs are not putting in the effort.
Minor quibble: you say "makes the game better"? Well, until recently I'd have agreed. Now it just makes the game different. But R.E. has turned a sandbox game where trading, fighting, mining/building, and other means of gaining wealth and resources are all possible to strictly a fighting game, where combat (and in some cases "directly into the guns" type combat without the ability to stray outside the narrow parameters set by Vermillion) is the only way. I find myself missing Project Eden (without Reforged). That said, if someone enjoys combat and only combat as a means of advancing then R.E. is probably "better", so there's that.
The thing i want to take from Space Engineers is mostly the concept of UP being manipulatable. I love messing with gravity generators, and while i do make my ships traversible in planet gravity, i make them truly shine when using generators. In empyreon, i actually like the coding "space" they saved by not being such a physics powerhouse, giving the player something to actually DO. challenges to build around. Survival elements, reasons to visit other planets, ect. Neither game really delivers on the genre they are trying to be fully. Funnily enough, what they lack, Starfield has. A gameplay loop. When i played Starfield, i had this gameplay loop of; 1:selecting a job(delivery, pirate bounties, ect) from the pub. 2: travel to the new planet to complete the job. 3: talk to the locals and to a single on-planet side-quest. 4: return to the pub and repeat. Say what you like about Starfield, and i DO agree with you. But in some ways, i had a more satisfying experience with it than with either SE or Emperion. And i feel that it's something both games can improve upon. Building is more fun when you have objectives to complete.
What was the other game? I remember you playing another game like Space Engineers, but it was very early in development and it had a thing where a large block was really just made out of a bunch of small blocks which were grouped together, so instead of having small grids/large grids you could combine them seamlessly to make all the little details.
Well building and physics go together so if you don't have one it gets pretty boring pretty quick, I find EG to be artificially restricted and I don't like that much.
I just play for a week at Space Engineers, and I was trying to find mods to bring more life for my solo play. Don't get me wrong, this game is complex, and it is fun.But for me as a solo player, empyrion is what am looking for. It is a lot easier for role-playing in empyrion with the npc,poi,mission and market system. If you build a base, it will bring you storage farming and base defense. Pretty sure that space engineers is more fun in multilayer.
in SE if you lost survival kit, you almost doomed. In EGS you have nothing at the start, but you can deal with it. In SE if you want a big armored ship, you have to find tons of resourses. If you want huge armored ship in EGS... Well.. You see that Zirax drone armored station with lots of turrets? Thats your ticket for a ship, just prepare for a war.
Took me a week to get thru the tutorial playthru lol. Just trying to grasp everything, restarting cuz i messed up or missed something, and trying to balance the rest of my life like going to work lol. But i like the game. Building system isn't as easy for me to use as SE is but i can see myself getting into that part of the game as well. Trying to build a SV in creative mode right now and figure out how to make an aesthetically pleasing ship
Honestly, it's not only the physics thing with SE - but rather all the moving parts you can mess around with for building. Physics wise, I honestly prefer Dual Universe, as it comes with things like air resistance, wing lift, and space travel feels way more immersive than both games when it comes to scale of planet and gameplay world. If I had to wishlist systems for a game, I'd go for: - Building system SE - primarily for all the moving parts / conveyor mechanics (maybe some elements from DU / Empyrion since Empyrion has more blocks and DU lets you create your own voxel blocks though it's a pain in the arse) - Physics / distance / size / speed scale from DU. - Survival elements from Empyrion - Repairing / block damage DEFINITELY Empyrion. Or DU. Or I think any other similar building game. SE is terrible with this and I think it seriously hurts the game - really not fun having a 2 minute battle and then spending 2+ hours repairing your ship. Definitely would be cool to have to repair DURING battle, but after the fact, there needs to be some sort of "repair to blueprint" block or something. - Universe map from Elite Dangerous :P
This game is a generalist of the genre and has a bit of everything while Space Engineers really doubles down on the engineering aspect and lacks any notable story or PvE potential. This is an action and survival title with enough design freedom to keep you busy when you get burned out on fighting things. The story wont win any awards but it does help with the setting and provides a bit of immersion which SE doesn't have. Once you get off the initial planet other bodies you visit will often have sites to hit that are tougher than the basic ones you've dealt with thus far, creating benchmarks for progression as you hit tougher sites on new planets to get access to the resource nodes you need to make more advanced gear and ship parts. This game is just as good with workshop items as SE and if you find the gameplay could use a change or upgrade there are mods for most things you could want. Building cool and dynamic things is still all Space Engineers but for almost anything else it has to be Empyrion.
It's a galaxy, not just one system. You're normally better at your research, Aaron. Have a look at Spanj's videos on the game. He's a good one to get new players caught up and into the game.
If I can build and do whatever I want I’ll play it. I prefer not to compare to much as most games that look similar are generally very different when you get more in depth.
Love some Empyrion. Been playing it for several years now. True its not SE but is an amazing game nonetheless. There is so much to do in the game to do compared to SE.
Maybe there could two versions of Empyrion, where if you have VR Head set, the VR version becomes more sophisticated.while the non VR Version is the base system you see here.
Is like the comparison between Minecraft and Terraria, where SE is more like minecraft more sandbox oriented, where Terraria is an RPG with more content
Did they improve multicrew mechanics? I remember when you logged out, you will spawn on the position relative to the space position of the ship instead of inside the ship. You cant also walk while the ship is moving. Enemy AI and animations are also clanky last time I played.
to call SE an engineering game, it is a little bit of a stretch, yes it has engineering elements, but very limited (for example, the propulsion calculation is applied to the center of weight regardless of where the thruster is positioned - that is the reason why you can build a ship with only one thruster in the corner of the ship, and it still flies, if the physics were applied correctly, as in KSP 1, the ship should enter an uncontrollable spin in the given situation) SE is a game first and engineering second. if you want an example of an engineering game, GearBlocks is a good one and KSP 1 (if you like space)
I got this game when I was quite young, probably soon after it came out. I refunded it. I don't know if it still does but then it felt clumsy to play, and the graphics were so plasticy. And brother the UI, there was so much brightly coloured, badly formatted text everywhere. and when I tried to fly around there were invisible walls on the planets. The whole thing just felt so amatureish and unfinished then, and still looks the same today.
I like both games. Empyrion is a nice swiss made building and space survival game. Space Engineers has good physics and mod support (which Empyrion doesn't have), and is cool to experiment with.
My biggest gripe with this game (I've played about 10 hours of it) is the UI. It's very primitive, almost like a starter template from a game engine that you just haven't swapped out for actual art. Some of the animations are jank, and the "tutorial" missions can be buggy (as can the missions themselves).
Spanj probably sums it up best - Space Engineers is the better simulator, Empyrion is the better game. SE is for creating solutions to hypothetical problems, Empyrion is for having fun.
Vote here for an LSG playthrough of this absolute gem!
👇🏻
You mean the content thief who gets paid by Keen? Ok loser.
i didnt hear him mention it in the video but it's also not just one system, there's a galaxy to explore with factions, alien races, missions, make allies and enemies, trade with an intelligent native species. It's cool if you can get over the clunkyness of the controls.
Just deleted my post saying the same after reading yours. What really bugs me about EGS is that if you use a controller suddenly you have variable inputs for thrust, while flying or EVA with your jetpack. The devs will not give the player the ability map these controls to anything other than a controller. Sucks.
I have 1,7k hours in EGS, and most of this time was gathering resources in the initial system to build all my stuff, a real drain of resources are capital ships, they really force you to explore, problem is, that mostly you will find basically all the same factions and outposts over and over, in this regard EGS is no different from Starfield, you do can make a lot of things and go in many different ways with the approach on how you deal with the game, but at the end of the day, once you leave the first star system, theres only a few quests to do and then the whole universe becomes empty of content...
Altough you can download other modded scenarios like reforged eden and things like that that would greatly expand the single player game.
One tip is find a beautiful planet to retire, and only build stuff, this way you can spent ages just searching for a great planet or Moon to be...
I want a game with the build mechanics and physics from Space Engineers and everything else from Empyrion.. it would be such a feckin good game
Except for Clang, I could do without Clang...
anything else from SE, but not the physics calculations and modeling, because they are horribly implemented (for example, the calculations for propulsion are applied to the center of mass, regardless of the position of the thruster, so you cannot induce a spin due to differential thrust or do thrust vectoring)
@@Tim_van_de_LeurBut Klang Is God, Klang is Life, Klang is All Seeing
Too bad Keen hasn't been able to deliver a game in 12 years.
@@Zekumas Jesus you're such a loser. You keep glorifying the thing that literally killed an entire game and turned the studio into one of the biggest jokes in the industry... Yeah hahahahaha.....
Empyrion actually has things to do that don't require content to be generated by players.
I love the SE building so much more, but I hate that everything I build is just....hypothetical. Unless I join a PvP server, building things is pointless.
Yeah, i think they should expand on the economy system, and make it so that credits are actually necessary for certain things. New types of contracts would be nice too.
More gameplay less blocks
Exploration mod, add factions, roaming ai, stations. And a ton of other things
@@dwarvindoor3134"don't require content to be generated by players"
@@dwarvindoor3134 Do those mods make it better than Empyrion?
@@pietroroberto6114nope, SE will never beat it in terms of content like that
Empyrion's big advantage over SE: you actually get to USE the things you build.
And no visits from Corporal Clang. Ships might skip off every so often (mostly easily resolved), but they won't shake themselves apart.
clang kills me. But GOD is the fact I can't even DO anything in SE is so frustrating. Combat sucks, so you just build cool ships.
Survival is incredibly stale, so you just build cool ships.
multiplayer is busted on so many levels, so you just build cool ships.
I hate space engineers sm
This is a huge benefit. Space Engineers is a sandbox. We can mod it, and play pretend, and play with others... but the world itself is empty and cold. So we build to build.
In Space Engineers, I might make a tank because it's cool. In Empyrion, I might make a tank because I want to assault a hostile POI from the ground.
Also since there are many rare resources and tech trees, I might reasonably design several types of ships to account for different stages of the game. There's a sort of "I'm building tools to handle a specific situation" feel to it.
I've been playing Empyrion Galactic Survival since it's pre-alpha days, which I can tell you is quite sometime ago. I have watched this game slowly evolve from a clunky, visually uninspiring, limited world sized game (one solar system) into true one of a kind gaming gem. As of now, it features a near endless universe, with one to many galaxies (see Reforged Eden mod) with both an enormous and beautiful variety of planets with different types of environments scattered with hundreds of points of interest featuring everything from trading, combat, exploration and horror (see the Legacy). On top of that, space itself is treated as an environment which is split into multiple maps which technically are infinite but in practise are around a hundred km across on average. All detailed, all living and breathing with their own POIs, stations, asteroids, anomalies and ships. And what makes with all the more impressive is that besides the planets, moons and asteroids, everyone else is made up of the same blocks the player uses to build with. The POIs are blocks, the stations are blocks, the ships are blocks (besides the Drones). Everything you interact with in game is buildable in someway by the player. And even if it's a restricted block, then that's what creative mode was invented for. :) Truly this game is a quite large in scope. I can not to my knowledge name a single game that come anywhere near to the complete experience of a open sandbox space constructing voxel survival game that also includes such a details survival mechanism along side a decent multiple vehicle combat system. Yes some have come closer than others but all feature polished one or two aspects of what this game has in total.
While the game does have it's issues, and trust me as someone with 3000+ hours in game I know what I am talking about. It does indeed offers something for every type of player. The game is about to release it's first paid DLC after coming up to a decade of free development, and I for one will happily help support the developers by purchasing it (my personal choice).
As for people thinking of giving the game a go. Do it, it's low price, yet high re-playability means it's a literal no-brainer. I amongst many other content creators have made hundreds of hours of videos playing this game and keep returning to do so again. And one extra added bonus, this game is both single and multiplayer and can be changed between the two modes with a little tweaking. So what's not to love!
What mods you recommend? If there is much of a modding scene. ESPECIALLY something to address how butt-ugly is it😅
RE mod, Reforged Eden mod is the best one and NO, you have to live with the blocky, ugly nature of the game, there are ZERO mods to fix graphics.
Be warned, I love the game but there is a f*ckton wrong with it.
I have too, around 10,000 hours. Back when there was no cockpit HUD, big wall keeping you from circumnavigating a planet, no cpu tiers, rcs was a requirement or you just went straight
Excellent message. Just wanted to add that this game also has zero gravity jetpack fps action. Like you could have a fire fight in an enemy's capital ship after their gravity has been knocked out, group of people floating around shooting each other in a player built environment!! This game is so underrated, I think it's the best space crafting game of all time. It deserves a lot more support. If this had AAA budget and polish it would probably be one of the most popular games in the world.
Since I didn't see it mentioned enough, I've heard the gargantuan Eden Reforged overhaul in the workshop is THE way to play through the game.
You are correct, Reforged Eden adds so many new items, blocks, a whole campaign, new enemies, POI's, and more
It adds so many QOL features that after playing the base game it makes it more annoying than its worth
So as a new comer to the game 27 minutes in I should download this mod to make the game playable cause it's such a steep learning curve just to function in the game
@@angelusmortis3256 it adds a lot more to the game making it more challenging, however it is much more fun
@angelusmortis3256 RE adds a story to the game as well as about a 1000 new items ( I am being hyperbolic here), it also adds a much harder challenge with regards to combat.
I play strictly SP and love this game despite the fact that it has a lot of problems.
Before you ask, NO, you can't walk around a moving spaceship and it will never be implemented.
@@steffithemad8327 RE adds the first TWO chapters of a story to the game. Vanilla already has the first TEN chapters of a story, plus a tutorial. The RE story is also based off the vanilla story and uses a lot of elements and directions from the vanilla story.
one thing about the water, there is a purpose for it
using one of the water extractor and oxygen extractor it is needed to be place over the water
another thing is that under the water there are the usable crystals for warping to another sector
plus showing this game in creative does shows this game in a disservices way and not showing what a full survival what it should really look like
The creative mod isnt all that great, the great thing about the game is looking for resources and evolve your character so he can build more and more stuff, to do so you will need to explore, by explore you will find new stuff and dangers, that will force you to find more resources to face this dangers...
The only real problem of EGS is that after a certain time playing, you already saw everything and yet, you don't even get of from the first system...
@@efxnews4776 have you not read the last part of my comment, “plus showing this game in creative mode does show this game in a disservice way and not show what a full survival playthrough it should really looks like”
Which I would agree with you that creative mode is not really this game’s strong suit and it should be played in survival mode with will show a lot of points of interest and even have a story to follow
Another light interaction point with water is that hover vehicles can glide over it. A "todo" item on my project list is to make a small hover gunboat (shaped to look like a boat) that's meant to traverse bodies of water.
I agree with you Arron that Empyrion:GS is a unique game in itself, similar to Space Engineers yet still vastly different.
In my many years of replaying through Empyrion, I've come to notice several key differences between them, take for example the endgame goal playing SE (it doesn't really have one but) it's essentially a strategy/simulator, find the best vehicle/base design that works for you to stay one step ahead of your enemies, so you can use there resources to your own gain.
While Empyrion takes a more Tower defense/Survival approach, as you have on going body requirements that needs sustenance you'll need to find a way to fulfill those needs, while your main end goal is to setup a superior defense to fend of the hostile forces that raid your bases, while your factions reputation is on hostile terms of engagement with the other alien factions out there.
Of course this is merely my opinion so take it as you will, but these two games may seem similar in many aspects yet they are still two different games based on there core game-play style.
I saw emperyon before I saw se and that was YEARS ago. It’s grown so much since then, I think it was in beta when I first saw it and they were only just adding enemy aliens. Definitely need to see how it’s grown over the years
Please, please, start survival/exploration series!!!
Here's my take on the basic difference between the two:
In terms of game philosophy, in Space Engineers, you build things for the sake of building things. In Empyrion, you build things for the sake of doing things with them. In SE, you build a fighter because it looks cool. In E, you build a fighter because you know you are going to have to defend yourself from attackers and battle your way into enemy bases with _serious_ defences. In SE, you can take your time building your base in peace. In E, the minute you start building your base you know that you have to include defences ASAP because you know that you will be attacked within days.
In terms of item creation, in SE you need to connect all storages together with decrete connectors. In E, the connections are implied and transferring items 'just works'. (You even have 'WiFi', so you can transfer items to/from your ship while in a POI!) In SE, if you want to build something, you have to explicitly tell the assembler to build the components before you can build the item. In E, you just tell the constructor what you want to build, and it automagically takes care of building the prerequisites for you. (You can also set input and output storage *_AND AUTOMATICALLY SORT INVENTORIES,_* which makes inventory management *_SO_* much better than SE.)
When it comes to repairing badly damaged ships, in SE... oof. I'm not going to get into it. #sotriggeredrightnow In E, you just add a repair station to your base, save a template of your ship _before_ it gets damaged, and you can automagically restore the entire thing at any time--if you have the necessary resources. (One caution, however: if you add unique items like exotic turrets salvaged from enemy craft to your build, make sure to (temporarily) remove them _before_ creating the template. Ask Spanj about why that is *SO* important to remember. :grin: )
Cheers!
I fully agree with your first paragraph and your implied opinions, but also also disagree with the second. Though, I'm with you on the tediousness of sorting in SE.
I hate magic in games that has absolutely no place for magic. Even with heavy suspension of disbelief, there is no feasible explanation how items in a small container could be somehow connected and available for further processing on the opposite side of the base. Thus, it's just magic in E. I really love the semi-realistic approach to that with conv-tubes in SE. Mandatory tubing poses some limitations on how you have to build your bases and crafts and as you know; "limitation breeds creativity". It also make the destruction a bit more realistic as the tubes makes realistic weakpoints to your guns, as you cannot shoot them if their input to ammo is cut off. But sure, I understand not everyone wants to deal with that limitation.
Also, I'm asking you because I don't know that other dude; Why should I delete scavenged weapons before making the template? Based on how you said it, I assume the weapons turns hostile and start shooting the place up even when attached to your own craft?
I don't think you've used the assembler very much, you can select large items and the assembler does the rest without having to be explicitly told anything
it builds all the prerequisites you need for whatever item you selected
Also there is quite literally enemy's that will attack you day 1 in SE, drones, spiders, wolfs, rouge ships
and then hostile bases and ships to take over in single player and MP
@@anteshell It's not magic. The base is composed of giant meter-thick blocks. The IMPLICATION is that there's wires, tubes, and all manner of tedious connectivity running throughout the base behind the walls. It also leans into the science FICTION element in that you can digitize items and re-assemble them, hence the wifi item transfer. There's a line between fun limitations and tedious chores. SE focuses more on the overall gameplay experience rather than the tedious and detail-oriented engineering. That's the big difference between SE and Empyrion. SE's gameplay is the building. Empyrion's gameplay is what you're building towards.
@@War450 Yeah, that wifi transfer is magic. It is magic until they give a plausible explanation on how physical matter can somehow be converted to a digital medium without any loss of functionality and that makes sense in the game world. Just handwaving a blanket term "digitizing" over it is equivalent to calling it magic.
If we boil down how inventories work in SE, that's magic too, but that game gives plausible explanation for it with the conv-pipes that works perfectly in the game world it is set to. Empyrion does not do any of that. Just calls it magi.. sorry.. digitizing or something and be done with it.
There is a line between fun and tediousness alright, but where that line is is entirely subjective. What I tell above is not subjective. I'm not here arguing about right or wrong opinions. I told where my opinion lies on this one very specific thing and reasoned it with objective facts. There is nothing to argue in there.
@@anteshell Man, listen, I don't wanna be mean but you're clearly a very particular individual who gets hung up on very particular things. Nothing you've said, not a single thing, is 'objective facts'. It's entirely subjective opinion. You're just using 'magic' as an insult for simplified gameplay mechanics, and I'm calling you out on that. Stop being some weirdo who's being elitist over his nerdism and just accept that Empyrion simply focuses more on gameplay, not engineering.
I suggest you do the story mode in singleplayer, even if it's just the beginning. It's a quick way to understand everything and the story is somewhat fun and immersive. Also some things you didn't mention:
- the game has a a very diverse wildlife (fauna and flora), comprising both hostile and passive mobs. They loot different kinds of stuff for different purposes
- the game has a whole galaxy, just open up the map and go to the galaxy map and you'll see what I mean (LOTS of star systems, with different ressources)
- there are many points of interest generated randomly that belong to different factions, that comes with their own enigmas/dungeons/ennemies
I want the solarsystem and Universe system in Space Engineers- that would be great. A vast universe to play and jump to, with the SE engine and Possabilitys.
I've played a lot in EGS few years ago. Nice story, scary missions, sweet rewards, freedom. Very good survival game on Unity.
I got over 2,6k hrs starting Empyrion back in 2016 and I loved it. A fine survival game, with lots of tower defense, dungeon raiding and of course sandbox building.
Most of the time I tried to construct minimalistic blueprints to elevate the early game progression and challenged me with harder and harder scenarios or starting planets to optimize my survivability. But survivability also means to not only take care of food supply and oxygen, not to overheat or freeze, but also to defend yourself against hostile fauna, patroling drones, defend your base against raids manually and with turrets, supply enough power and ammo and cure infections before they worsen and kill yourself. Build a fancy home if you wish, build hoverbikes, small spacecraft, go find more exotic resources in space to mine to build larger ships, explore other planets and set outposts.
My most favorite experiences were:
> Raiding the first abandoned mine and getting horrified
> Building a public swimming pool
> Building a disco flashing of lights while vibing to saturday-night-fever
> Building structures to elevate the progress, saving them as blueprints, overhauling them from time to time and uploading them into the workshop
> Taking on the challenge of a volcanic planet without water as starting location and trying to survive against excessive overheating at daytime, large drones you can not fight against and the very difficult progress to collecting oxygen and farming food... In essence just getting started and have a temperated area.
> Trying to develop the most optimized base defense architecture and perimeter without weak spots for PvP, simulating combat scenarios and proving effectiveness against different types of attack.
> Multiplayer allying myself with the Zirax, killing the pesky Talon, raiding & looting the Polaris and turned on raiding other players too, exploiting their defenses.
> Trying to out-dribble the AI-systems in the game (Like people in StarField do with Donut-Ships)
In all, the game was and still is my most favorite. When Faction Reputation became a thing, I instantly took side of the Zirax. I loved building in the middle of oceans of Lava on volcanic planets and inside of mountain ranges of icy ones. Joined a Public EGW-Server, some day became mod, gave feedback, submitted my SwimmingPool to become a POI on the server and became friend with people from EleonGameStudios. It was a wild time.
I stopped playing Empyrion back around 2021. Till then, it was probably the most fun game experience I had apart of Minecraft and StarMade. In retrospective, I view EGS as a predecessor for StarCitizen.
Aaron you, Devil Dog Gamer, and all the way back when you were chillin' with Tazoo and Sage put this game on my radar. I have almost 300 hours in the game itself. it has a small but dedicated playerbase and i honestly think you and the boys starting up a server Vanilla and then modded/workshop scenario like Reforged Eden is a good thing. Get with the channel and youtuber known as "Spanj" he has has been playing this game for years and he is also from your side of the Pond as well.
Spanj has over 5k hours in the game. Aside from helping get me into both 7 Days to Die (alongside Neebs Gaming) as well as making me try Avorion again after a long time not playing, he helped me understand the appeal of EGS, specifically Reforged Eden and its offshoot single player oriented scenarios (Ad Astra is the one that's kept up to date but since he's primarily a multiplayer guy he plays the main scenario). He's a veteran player of EGS and there's no question about it. If I had the disposable income and better internet I would definitely donate to his patreon and join his server, I'd probably learn a thing or two, or ten, or one thousand about the game and its building system by hanging out with the kind of people who frequent his server.
Btw, it's not the solar system that gets randomized- it's the galaxy. Not sure how much galaxy there is yet, just finally reached the point of exploring the galaxy after 700 hours of gameplay. I think you can randomize the system, but that's far from the limit.
I'd love if you did ship reviews from the workshop for this game- that would be incredible.
The galaxy is 10k+ stars, each with randomized sectors - planets, asteroid fields, trade stations, gas giants with moons. Every dot of light you see in the sky in space is a star you can visit. 8k hours in-game split about 50/50 building in creative and playing, mostly in Reforged Eden scenario, but there's so much potential it's amazing. Survival, open-world sandbox, building, FPS, planet/space combat (with ships you built yourself!), story, exploration, visuals. Nothing out there matches the features.
Oh, please, please, do a survival game-play of Empyrion. Multi-player or single-player, whichever you prefer. And single-player would be fine. Don't sell yourself short or think you need to be "perfect" in the game. Your learning experience would simply be part of the show. I think, it's really nice to see how players with Space Engineers background do in Empyrion or Empyrion players do in Space Engineers, and I mean that in a good way. It has that fresh experience where the player encounters things for the first time and tries to make his own solutions for them. It's really fine to do a game play of that style. Nothing wrong with the multi-player version, either, though. Just don't let your experienced buddy to dominate the game. 🙂
Empyrion can be called 'Space Designers'. We're the space engineers who didn't take the hard classes. The blocks make the ships actually pretty and the colors are nice. I like colors. And beer. But one thing they both have is super irritating sound design. With SE it's that constant warning thing when you're hurt or radioactive or whatever...it's been a while. With Empirion it's the animals and lightning and well, lots of things. But something about Empyrion's mining is soooo relaxing. SE you're always picking up stuff. That's the big difference.
Dude, very nice Presentation. Have a Look at the Games Workshop for my ARC creations, and also for the Scenario 'Reforged Eden' If you wanna experience the Game to its full Potential. ARC is also one of the dynamic NPC factions you can meet and trade/quest with in Survival thats included already. Enjoy, and i really Look forward for a re-review maybe ^^
Hecken - Games Workshop are the IP holders, manufacturers, and publishers for the Warhammer series of games - I think you meant Steam Workshop. 😉
The thing I like the most about Empyrion is that the base game gives you something for your ships to do. Maybe you want something to cart cargo around, or a fighter to deal with hostiles, or a ground vehicle to attack hostile POIs and take down enemies. It kind of gives you a base "this is the challenge this world gives you" to build against, which grounds the experience. There universe feels a bit populated, and how you want to do that interaction can influence how you build.
Also the survival tech progression incentivizes interesting thinking, like how to upgrade your ship as you unlock technology and gain access to rarer resources. I have liked the direction the game has gone in the past few years, and I spent way too much time checking out the stock NPC ships that the different factions in the game have so I can compare them and mentally consider where my ships rest in the greater ecosystem of this world.
One thing I like better about Space Engineers is the tubing and conveyor system. It makes me think about how the internal layout of my ship works, and I love that. How do I get materials to this cargo bay? How do I get ammo into the guns? In Empyrion it's just magic. The ammo teleports itself to your gun. It's one of the areas where I think Empyrion could do better by allowing us to tube things together... there are even small lines of piping, tubing, and conduits as fluff decorative pieces... I'd love for them to be functional!
I read somewhere that Space Engineers and Empyrion were almost the same game but there were design incompatibilities so they became very separate projects. That's why the early voxel designs were the same. As they went forward one focused on the destructibility which makes quests etc hard and the other focuses on story. Optimization etc has diverged the design and code significantly since. Both started in the same year and Eleon never says where their head office is. It could be Prague. There could even be overlapping contract programmers.
There are a few other games that are forks of well known projects: Vintage story and Apico are both forks of Minecraft mods that escaped into the wild.
I suspect we will see more games fork into daughter games in the future. Ones someone learns how that knowhow gets out there.
I have over 12K hours in Empyrion. I made it about 30 minutes in SE before I got too frustrated to continue. I think it is similar to iPhone vs. Android. It's more about what you are used to. That being said. Empyrion indeed has come a long way since I starting playing (Alpha 7). I have built over 300 published ships for the game's workshop. If the guys at Beth had made their ship builder remotely like the builder in Empyrion, SF would have been a hit. The building goes way beyond any other game I have played (I currently have over 380 Steam, Epic and EA games installed.) The problem with Empy now is that the graphics are so far behind the norm that the game feels campy and cheap. If they could simple have the ships accelerate and decelerate more gradually and add some motion blur effects, it would be amazing. Ships feel like they are just fancy mouse pointers and are not really a moving body with momentum. Unfortunately, this has led to me moving on to other games, as I am sure many other players are doing as well. But, I will miss Empy and the many good years I enjoyed the game.
As someone who has a significant time investment in both games. I think the comparison of SE to EMP is a common one but an unfair one. SE Physics is so much more fun. But Empryion's story mode and sheer amount of creative options make it really shine. try getting a highly rated workshop ship to see a good example of the decorative power of EMP. then once you think you have the vanilla game figured out try the Reforged scenario. Its a whole new and very deep rabbit hole.
FYI: creative mode turns off AI and collision control. although its meager compared to SE it does exist in game. flying into trees breaks them but its still rough.
SE shines in real world physics and moving parts. if those two elements could be works into EMP i think it would be a massive step up.
If you want an experienced EMP player to help get you started let me know. I would enjoy the opportunity.
I actually bought this game and for the little i played, it felt nice. It looked nice and i was pretty excited. I did however get quickly overwhelmed with the building aspect of ships. It feels like a massive learning curve as opposed to SE when it comes to building. The tutorial doesn’t really teach you enough to have a solid grasp of it. Granted its not the core of the game like SE to build and experiment but at least enough to build my own crafts would be nice.
It is easier if you subscribe any ship you like in the steam workshop, restart the game enter to the factory (F2) and build it. First you need to mine or obtain (scraping wrecks) resources needed. Or you can build any other simple starter ship that is in the factory blueprints included with the game.
Empyrion has better game play than SE but feels very rigid by comparison. I love the contraptions you can make with SE as where in Empyrion it's more about slapping the same things together in different ways for aesthetic purposes rather than functionality. I can't wait for a game to come out that bridges the engineering/game play gap.
I own both games and Steam is showing that I have 57.8 hours of Empyrion and 12,011.6 hours played of Space Engineers. I think the proof is in the pudding for me.
I’ve been playing empyrion a while and don’t quite alot of builds a few well known workshop items but a lot more stuff that I havnt ever uploaded. I can say for certain that building block shapes are very very overwhelming and confusing for new players and even me when they keep adding new ones. But you get used to it which. Biggest issue in my opinion with the game is speed cap. In pvp ships become death bricks in slow motion. You should try reforged Eden Empyrion.
You said empyrion has a whole solar system to explore. Actually, empyrion has a whole galaxy to explore. It's biggest weakness is repetitive content. Luckily there are mods like Reforged Eden that go a long way to fix that. But it is the nature of games so it can never fully cure that.
Not a single game in my steam library has close to the amount of hours I got on empyrion, it's an excellent sandbox for creating your own sci-fi adventure,
Whole GALAXY to explore. Not just one solar system. There are hundreds of random generated systems. Including alien empires, friendly, hostile, and neutral. Building tip: If you wan to figure out how to wire things a certain way, find a design on the workshop that has those features, and then auto build them. Examine them and note the settings on various things.
Space Engineers physics (evolved with higher fidelity and post Klang... as if that will ever happen)... Starship EVO block scaling... Empyrion survival, environmental immersion and sense of a "living" world (even if faked)... a Distant Worlds style living galaxy... with KSP orbital motion... and (maybe) some Flight of Nova simulator aspects and SpaceBourne II style AI voiced NPC interaction... THAT would be a game actually WORTH Star Citizen level funding
Bungie as the developer perhaps...
@@Gibparanoid oh fuck no. I prefer to not have copious amounts of microtransactions and 9999999 hours needed to get anything
I would love to see you play this. I bought this years ago (don't remember how long, but it's been a minute) And haven't even launched it. I keep getting sidetracked with stuff. It would be awesome to see your learning experience in this game, it would be one hell of a fun playlist to watch.
Empyrion is an amazing game!
The things that make it awesome:
-Survival experience, and multiple resource sinks
-Flexibility for building extremely creative and functional buildings and ships
-Relatively alive environment with plenty of different factions( Basic faction interactions but it is in development)
-Crazy amount of mulit-player customizations. For example I have built up a custom scenario with a completely customized solar system and starting points
-Super fun to play with a bunch of friends
Things that are no so good:
-OK story, Disjointed missions, bad FPS experience( Note: Been over a year since I played last, and have seen lots of updates to the FPS and story mechanics since then)
-Enemy interactions are very basic, you are either getting absolutely beat on, or you are doing the absolute beating. CVs reign supreme, and there is really no intelligent counter to it.
-Ship weapons systems are very very very basic, in most instances, the ship with the most weapons wins.
Things that would make it top tier!
-A more balanced weapons system that had more strengths, weaknesses, and upgrade and enhancement paths. Currently a weapons has a set range, set damage, and set fire rate, with all weapons having a set AI aiming function. The weapons has a weight, CPU cost, and power consumption. It would be way better if each weapon had a more specific role, and higher weight or CPU cost, so that you as a player would have to be more strategic with how you design and build your ships. For instance the missile launchers have a pathetic range(good thing with the current AI system) to improve their range you could have a advanced sensor block that would increase its range, and a targeting computer block that would increase its accuracy. Then on top of that you could have a Weapons station that would allow the player sitting at it to control weapon groups and target specific things on enemy ships, etc.
-A way to conquer territories. If you look on the galactic map, there are sections that are controlled by certain factions. It would be so damn cool if your faction could slowly claim territories, planets, and entire systems for itself to build your own empire. In doing so this might trigger hostile factions to try and invade you territories and such. Would go a long way to enhancing the sandbox elements of the game.
Just some passionate thoughts from a big fan of the game.
The Reforged Eden overhaul turns Empyrion into a much better experience.
Luv this game and Im looking forward to their expansion : Dark Faction 6 FEV for those interested :)
I've set myself a survival playthrough with a supremacy class star destroyer and I've not had that much fun in a while. Whether its Massive space battles with Zirax warships, taking a shuttle down to explore an abandoned bunker full of zombies and monsters or using an orbital bombardment to weaken a zirax base before landing and singing it with hover tanks with a friend. This game is sick I'm having so much fun with it. It has its downsides and limitations but for me the pros far far outweigh the cons. Reforged eden is a must have mod tho
I've been watching SE on this channel for years and years. It'd be nice to mix it up with similar game.
Properly sized planets (with a tiled map) and an AI for the crew. That's all I NEED. I'd love to see proper Ray Tracing support for light sources too.
both games are amazing, I have played through both several times. EGS needs more control of turrets but the story, PVE interactions and combat is fun. The best feature is being able to go into the player creations and build them by putting them into the builder and drop in in your survival games. so you have to mine for the supplies to build it but BOOM base or ship. SE is better for me for building my own ships, EGS ship building can be complicated to balance.
A Mix I would like to see is Empyrion's Survival and exploration, SE's Physics and Starship Evo's Dynamic block building.
It takes 1 min to go from a planet to its moon or u can open all the map of a planet on foot! So realistic! Ships go like kites...
If they could smash Empyrion's galaxy and exploration into Space Engineer's designing and building, there would be a hell of a game. SE is lacking thins to do, Empyrion has a clunky resource gathering and building system on top of terrible vehicle controls and physics. It's also lacking any real mod support.
12,000 hours on Empyrion now and with the new DLC dropping in a couple weeks will change things even more.
Every time I start it's different and so immersive. It's not a well known game but for £15 will satisfy even the critical of players.
@@honeybadger9425 depends on the server. Some don't wipe until major updates. Some popular servers that are very busy usually wipe the starter planets to refresh poi's and Misson areas. I only wipe mine on the major update reason.
But yes typically a full wipe will make you lose everything. Some servers run 'virtual backpacks' and garages that allow you to save mats and rare items through the wipe!
You know what the deal breaker was for me? You couldnt walk around your ship while its moving (i havent played in 7 years). It meant one had to hold down the W key to keep flying forward 🥱
I was about to comment: "It would be really cool if these games were combined". Then I reflected on how complicated EGS is and then realized just how complicated said hybrid of a game would be in reality.
Space Engineers is a simulation. Empyrion is a game. Space Engineers lets you build ships and fly them. Empyrion gives you a *reason* to build ships and fly them. Empyrion Galactic Survival is tremendous good fun with a very friendly and supportive community. The Steam Workshop also has amazing content to use in the game.
I was on the PVP side of Empyrion during my active time of being addicted to it ... and that is a very different world. I do not know how much it changed in the meanwhile, obviously, but before you had so many things to think of with layouts, and dodged AI Crew and shiny stuff as much as possible, to need less energy production, air gaps and slates... it was a science of its own kind XD
My thoughts on Empyrion are, I played it 4 years ago, and it looks identical now, give or take a few very minor changes. All the other survival games I play have under gone MASSIVE changes over the same period of time, and look hugely different now. This games devs are not putting in the effort.
Check out the Reforged Eden scenario. It hugely expands on the vanilla EGS!
Have played Empyion for over 5 years - still fun. It's the game I come back too when finally bored with the latest thing.
If you do run a survival series you want to use the "Reforged Eden" mod it changes a lot of things and makes the game better.
Minor quibble: you say "makes the game better"? Well, until recently I'd have agreed. Now it just makes the game different. But R.E. has turned a sandbox game where trading, fighting, mining/building, and other means of gaining wealth and resources are all possible to strictly a fighting game, where combat (and in some cases "directly into the guns" type combat without the ability to stray outside the narrow parameters set by Vermillion) is the only way. I find myself missing Project Eden (without Reforged).
That said, if someone enjoys combat and only combat as a means of advancing then R.E. is probably "better", so there's that.
I still think the RPG of empyrion and the mechanics/physics from SE would make the genre advance massively
The thing i want to take from Space Engineers is mostly the concept of UP being manipulatable. I love messing with gravity generators, and while i do make my ships traversible in planet gravity, i make them truly shine when using generators.
In empyreon, i actually like the coding "space" they saved by not being such a physics powerhouse, giving the player something to actually DO. challenges to build around. Survival elements, reasons to visit other planets, ect.
Neither game really delivers on the genre they are trying to be fully. Funnily enough, what they lack, Starfield has. A gameplay loop.
When i played Starfield, i had this gameplay loop of;
1:selecting a job(delivery, pirate bounties, ect) from the pub.
2: travel to the new planet to complete the job.
3: talk to the locals and to a single on-planet side-quest.
4: return to the pub and repeat.
Say what you like about Starfield, and i DO agree with you. But in some ways, i had a more satisfying experience with it than with either SE or Emperion. And i feel that it's something both games can improve upon. Building is more fun when you have objectives to complete.
'Solar System'
Wait until LSG discovers the galaxy map.
I have been bouncing back and forth between space engineers and empyrion for years. Every time I play one, I keep missing things from the other.
What was the other game? I remember you playing another game like Space Engineers, but it was very early in development and it had a thing where a large block was really just made out of a bunch of small blocks which were grouped together, so instead of having small grids/large grids you could combine them seamlessly to make all the little details.
Yeah one thing I wished SE had was that paint/texture system.
Well building and physics go together so if you don't have one it gets pretty boring pretty quick, I find EG to be artificially restricted and I don't like that much.
just goes to show the need for more of these types of space survival games!
Reforged Eden is an amazing set of mods that adds a huge amount of story to the game.
I just play for a week at Space Engineers, and I was trying to find mods to bring more life for my solo play. Don't get me wrong, this game is complex, and it is fun.But for me as a solo player, empyrion is what am looking for. It is a lot easier for role-playing in empyrion with the npc,poi,mission and market system. If you build a base, it will bring you storage farming and base defense. Pretty sure that space engineers is more fun in multilayer.
in SE if you lost survival kit, you almost doomed. In EGS you have nothing at the start, but you can deal with it. In SE if you want a big armored ship, you have to find tons of resourses. If you want huge armored ship in EGS... Well.. You see that Zirax drone armored station with lots of turrets? Thats your ticket for a ship, just prepare for a war.
Took me a week to get thru the tutorial playthru lol. Just trying to grasp everything, restarting cuz i messed up or missed something, and trying to balance the rest of my life like going to work lol. But i like the game. Building system isn't as easy for me to use as SE is but i can see myself getting into that part of the game as well. Trying to build a SV in creative mode right now and figure out how to make an aesthetically pleasing ship
Empyrion had PvE content and planets WAY before SE, even a campaign. Great game
Honestly, it's not only the physics thing with SE - but rather all the moving parts you can mess around with for building. Physics wise, I honestly prefer Dual Universe, as it comes with things like air resistance, wing lift, and space travel feels way more immersive than both games when it comes to scale of planet and gameplay world.
If I had to wishlist systems for a game, I'd go for:
- Building system SE - primarily for all the moving parts / conveyor mechanics (maybe some elements from DU / Empyrion since Empyrion has more blocks and DU lets you create your own voxel blocks though it's a pain in the arse)
- Physics / distance / size / speed scale from DU.
- Survival elements from Empyrion
- Repairing / block damage DEFINITELY Empyrion. Or DU. Or I think any other similar building game. SE is terrible with this and I think it seriously hurts the game - really not fun having a 2 minute battle and then spending 2+ hours repairing your ship. Definitely would be cool to have to repair DURING battle, but after the fact, there needs to be some sort of "repair to blueprint" block or something.
- Universe map from Elite Dangerous :P
This game is a generalist of the genre and has a bit of everything while Space Engineers really doubles down on the engineering aspect and lacks any notable story or PvE potential. This is an action and survival title with enough design freedom to keep you busy when you get burned out on fighting things. The story wont win any awards but it does help with the setting and provides a bit of immersion which SE doesn't have. Once you get off the initial planet other bodies you visit will often have sites to hit that are tougher than the basic ones you've dealt with thus far, creating benchmarks for progression as you hit tougher sites on new planets to get access to the resource nodes you need to make more advanced gear and ship parts. This game is just as good with workshop items as SE and if you find the gameplay could use a change or upgrade there are mods for most things you could want. Building cool and dynamic things is still all Space Engineers but for almost anything else it has to be Empyrion.
One thing I would to see in SE is wiring. having to wire each system separately.
Nice Video mate!
I bought it but never could get into it, but not for any real reason. Nice to see it is still doing good in 2024.
It's a galaxy, not just one system. You're normally better at your research, Aaron. Have a look at Spanj's videos on the game. He's a good one to get new players caught up and into the game.
When you don't watch videos in order, I had just mentioned the other day with your space engineers water physics video about this game
I've spent hundreds of hours in this game. It's really fun especially multiplayer.
if we could combine the 2 games we would have the best game ever
If I can build and do whatever I want I’ll play it.
I prefer not to compare to much as most games that look similar are generally very different when you get more in depth.
Love some Empyrion. Been playing it for several years now. True its not SE but is an amazing game nonetheless. There is so much to do in the game to do compared to SE.
More like 10's of thousands of systems to explore.
4:45 classic shape
Lmao
Maybe there could two versions of Empyrion, where if you have VR Head set, the VR version becomes more sophisticated.while the non VR Version is the base system you see here.
I started playing again with the reforged Eden mod. Definitely recommend trying the mod.
The things I liked least about it were the very slow speed cap and the lack of being able to crash a ship
Is like the comparison between Minecraft and Terraria, where SE is more like minecraft more sandbox oriented, where Terraria is an RPG with more content
Id like to see a reforged eden walkthrough with you guys
But the character here also can't jump properly... love it!
Did they improve multicrew mechanics? I remember when you logged out, you will spawn on the position relative to the space position of the ship instead of inside the ship.
You cant also walk while the ship is moving.
Enemy AI and animations are also clanky last time I played.
to call SE an engineering game, it is a little bit of a stretch, yes it has engineering elements, but very limited (for example, the propulsion calculation is applied to the center of weight regardless of where the thruster is positioned - that is the reason why you can build a ship with only one thruster in the corner of the ship, and it still flies, if the physics were applied correctly, as in KSP 1, the ship should enter an uncontrollable spin in the given situation) SE is a game first and engineering second. if you want an example of an engineering game, GearBlocks is a good one and KSP 1 (if you like space)
Similar to Starship Evo...you should definitely check it out. All made by a single dev
Starship Evo is very cool, but the amount of content is incomparable. Mostly with RE added
this is gunna sound weird, but this looks like original Halo with the remaster for its graphics
in se you can ram crafts to pieces, in emp you cant
I got this game when I was quite young, probably soon after it came out. I refunded it.
I don't know if it still does but then it felt clumsy to play, and the graphics were so plasticy. And brother the UI, there was so much brightly coloured, badly formatted text everywhere.
and when I tried to fly around there were invisible walls on the planets. The whole thing just felt so amatureish and unfinished then, and still looks the same today.
I really like the Textures of Emperion
i remember back when yogscast played this, always wanted to try it
This game is just frustrating. the building is off, the enemies boring. But its a great idea.
Fleshed. Fleshed out.
Mash No Man's Sky, Space Engineers, From the Depths, Avorion and Empyrion together until something works.
I like both games. Empyrion is a nice swiss made building and space survival game. Space Engineers has good physics and mod support (which Empyrion doesn't have), and is cool to experiment with.
My biggest gripe with this game (I've played about 10 hours of it) is the UI. It's very primitive, almost like a starter template from a game engine that you just haven't swapped out for actual art.
Some of the animations are jank, and the "tutorial" missions can be buggy (as can the missions themselves).
Spanj probably sums it up best - Space Engineers is the better simulator, Empyrion is the better game.
SE is for creating solutions to hypothetical problems, Empyrion is for having fun.
HYPE! Emp is so good! I've been playing again this month. SE is great, but I prefer EMP. More attention on this great game.