- Patch 2/2/2025 - 2 February 2025
-Added hotkeys to speed up / slow down game speed (by default these are + and - and can be changed to other keys in the options menu) -added new animated "build" cursor which appears when placing weapon modules on ships in-game -reduced default music volume multiplier
- Game Update XNA -> FNA - 24 January 2025
This update migrates the game's codebase from using Microsoft XNA to the FNA Framework. The only noticeable changes should be a smoother launch and likely improved performance and stability. In the event of any unforeseen bugs that could cause issues for some players, I've also included a new branch: legacy_xna which contains the last published build of the game before this change. Additionally, this update fixes a couple of uncommon crashes.
- Patch 3/12/2024 - 13 March 2024
-Fixed potential crash when loading gladiator arena nodes -Fixed bugs relating to attempts to construct imperial station modules outside the map boundary
- Update 11/28/21 - 29 November 2021
This update adds a number of unit control improvements, optimizations, visual effects, UI refreshes, bug fixes, and campaign balance changes. It's a series of small changes I've worked on when I had the time over the past year, and there are some important improvements here. -added optional animated typing effect to most text -improved formation drawing algorithm's performance and accuracy (especially when drawing circular formations and split formations) -when giving a ctrl "move in formation" order, the game now uses the last destination instead of current position if the unit has player move orders (this allows queueing "move in formation" orders without units drifting away from the initial formation) -edge scrolling can be delayed and slowed when box select is active (prevents unwanted screen panning when box selecting units near the edge of the screen) -weapons with multi-part turr…
- Patch 9/12/20 - 12 September 2020
-fixed bug that caused an overflow error in player resources when repairing lunar modules or capturable scrap turrets -Command Center modules properly maintain their rotations when loading saved games -lunar modules now load with the correct health and shields when loading skirmish games -neutral capturable buildings can no longer be sold
- Patch 5/15/20 - 15 May 2020
Patch Notes: This patch decreases the difficulty of the campaign and makes several boss encounters more forgiving if the player doesn't know the boss mechanics. increased starting supply and starting resources and decreased enemy supply for abandoned base missions enemies in gladiator missions start with less health on easy and normal difficulty enemy cruisers in gladiator missions now have weapons only on their left side, allowing players to micro around them with faster ships in order to avoid all damage the intro message for the abandoned base missions now cannot be closed until the base is found in easy and normal mode, in the campaign enemy units start with 0% shields in easy mode in the campaign players start with 100% shields, and on normal they start with 75% in the tech boss fight the player has an additional 10 seconds to move their ships to hide behind the nearest moon the te…
- Update 1.1 - 13 May 2020
Engine and Graphical Improvements: Added new effects engine and improved various destruction effects (For example, the new wave cannon effect and Command Center destruction effect above) Improved engine optimization for better performance and faster framerates especially during large battles Added new particle effects to the cruiser and frigate shipyards Added ship ghost effects when units are being warped in from cruiser or frigate shipyards (see image below) glass textures are dimmed for station modules when in low power Optimized AI so allied players can more efficiently share visiblity data (The AI has no resource or sight cheats so each team has to calculate the currently visible units and map tiles, this update just makes this process more efficient) Gameplay and Balance Changes: Ships (except for fighters) now have an acceleration factor when beginning to move Increased basic fig…
- Update 1.05 7/3/19 - 3 July 2019
Update 1.05 Added 2 new options in the graphics settings menu for hiding the map's grid lines and for hiding unit group icons. (when map grid lines are hidden, the map grid will be visible only for showing territory during solar system skirmish games) (when unit icons are hidden, unit group members will be drawn at any zoom distance regardless of other settings)
- Update 1.04 6/25/19 - 25 June 2019
Summer Update: 1.04 -Balance changes: a hardening of the counter system to give units more well defined roles: Most anti-fighter projectiles and green laser weapons have their damage reduced against frigates, cruisers, and structures Red Plasma projectiles (anti-frigate/cruiser weapons) have their damage reduced against fighters -Added Icons and text to the bottom of the campaign battle menu, showing the current makeup of the units selected for the battle. These give the player a basic idea about the makeup of their units and of the enemy fleet, allowing them to choose units and plan according to the strengths and weaknesses of the enemy fleet. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27858855%2F3cb5a1b835b30ee632eb45d211cc69986c9359eb.jpg https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27858855%2F9bb41a3082477939c71fd9a50cbe1b11273fd2c8.jpg Addi…
- Patch 1/20/19 - 21 January 2019
A small patch to fix an issue where players could get stuck in the battle menu for campaign missions involving limited unit counts if the player currently had no units apart from their flagship and flagship modules.
- Update 1.01 9/16/18 - 16 September 2018
Additional Save/Load Games This patch adds the ability to save/load skirmish games and to manually save/load multiple campaign save files. This update also adds shift click functionality for building 5x of the given unit type. Right clicking on a unit production button now also removes the last 1 (or 5 if shift is pressed) in the build queue. I've also made some adjustments to campaign difficulty and added new lower resolution textures for some of the larger texture files which should hopefully help players with lower system specs. -added saving and loading functionality with a new menu -added shift click functionality for unit production -union fighter shipyards and flagship fighter shipyards can now be given build orders at the same time -enemy units in easy campaigns now have a 30% damage debuff (this is limited to units added at the start of the battle, not units built later on) -in…
- Empyrean Frontier Full Release - 31 August 2018
Empyrean Frontier has officially left early access! I want to first say thank you to everyone who played and supported the early access release. It's been a long hard road to this point, but we're finally here. I hope you will all be able to enjoy playing Empyrean Frontier. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27858855%2Fbb74da60be8533c40a652c04c79ced7f5f36c19c.jpg Version 1.0 features: 6 stage campaign which includes: 59 possible regular encounters 7 possible enemy faction boss battles 3 quest given miniboss fights 3 quest given enemy stronghold skirmishes 1 final boss battle 2 fully developed playable factions Build mobile bases, collect resources, research upgrades, fire superweapons, and build a wide variety of modules and combat units 6 unlockable flagships for the campaign Skirmish mode against AI on 7 varied maps Solar system skirmish (mini-campaign) s…
- Update 22: 8/26/18 - 26 August 2018
Voice Effects: This update adds a variety of voice effects for unit selection, move orders, and attack orders, as well as notifications for important events (base under attack, construction complete, mission accomplished, etc.) Additional notes: -added new sound effects and volume sliders for unit vocals and notifications -fixed player spawn position in the first miniboss node I wanted to push this small update out before release because I felt that having the extra vocal effects really improves the gameplay experience (I'm going to be sending out a bunch of press/youtube codes now so it's important to give the best impression.) Previous Update: https://steamcommunity.com/games/586920/announcements/detail/1698307655598532406
- Update 21: 8/22/18 - 22 August 2018
New Price and Launch Date Announced Empyrean Frontier is now scheduled to leave early access on August 31st. The price has also been reduced from $19.99 USD to $11.99 and will remain at that price after the full release. --------------------------------------------------------------- This update adds the last of the corporate bosses and contains the full campaign except for the final imperial boss. The campaign lasts for 6 Zones with pirate bosses for the first 3, corporate bosses for the next 2 and the final node of the final Zone will be the imperial boss. In each zone, standard nodes have a pool of 59 possible scenarios to randomly select from, with different node types (base vs no base; neutral, pirate, or corporate owned) having different (and sometimes overlapping) sets of possible missions. These nodes range from tactical fleet vs fleet battles to heavily scripted missions and ba…
- Update 20: 7/10/18 - 11 July 2018
-added 6 special unit upgrades which can be unlocked through collecting random crates or completing certain campaign missions -added new mouse-over panels to all persistent fleet lists in the campaign, showing the unit's portrait, a short description ex: "strong vs fighters" and a list of any special upgrades -units with special buffs will have a purple arrow icon visible above their healthbars, unit upgrades are displayed in the Buffs panel -added 4 new campaign missions -at the start of each new campaign Zone, the player receives 2 special upgrades to random units in their fleet -certain missions can now award special upgrades or unlock techs -rebalanced income rates in fleet conquest skirmishes -rebalanced veterancy level 3 damage bonuses for shotgun and Gatling laser frigates -fixed potential crash when tier 2 or 3 technologies were researched -fixed potential crash when Command Cen…
- Update 19: 6/18/18 - 18 June 2018
-added new enemy faction and boss fight to the campaign -added 6 additional campaign missions with multiple map and faction combinations -added new skirmish map -both corporate faction boss fights are now in the boss rush mode -new map type: planetary map. These are cloud covered maps with gravity and platforms to catch falling debris -added new "faction info" button to campaign dialogue screens featuring an enemy faction's portrait -fixed bug where move orders that had both a regular destination and a rotation destination weren't being removed when both results were reached (this caused an issue with some scripted Command Center movements in the campaign) -the AI will now upgrade cruisers with weapon modules and the skirmish AI will build cruisers and other T3 units on normal and hard difficulty -adjusted Wreckers League boss battle to add a slow effect to the boss when ship shredders…
- Update 18: 5/9/18 - 9 May 2018
-added 24 tech upgrades and added new GUI elements for researching and displaying techs, abilities, buffs, and debuffs -added 2 new frigate unit abilities (EMP Missile and Smash) -added a new panel in the units selection bar which shows all current upgrades and buffs/debuffs for the selected units -persistent tech upgrades can now be unlocked in the rogue fleet campaign through the new "Techs" tab -added campaign meta-progression where completing zones increases the number of starting techs for the next playthrough -the player can now select enemy units to see their unit type/health/short description as well as any upgrades or buffs/debuffs they have -added a new variation of the miner hunt scenario -added faction effect and increased the time between waves on the miners hunt campaign scenario -added area markers to the asteroid belt in the miners hunt campaign scenario -the Robotic Min…
- Update 17: 3/21/18 - 21 March 2018
-added first of the corporate factions and bosses (the Robotic Mining Corp) which is encountered at the end of the 4th zone of the campaign -added 2 new campaign node types and modified or changed opening dialogue in several others -Re-balanced campaign difficulty: each difficulty level now has the same starting resources, some mechanics are only active in normal or hard, enemy fleets size still increases faster in normal and hard, but now on certain nodes the enemy fleet will scale up even more or bring in different unit types to match the strength of the player's forces for that battle -fixed stability of campaign save/load actions -decreased size of campaign save files -custom attacks, effects, and highlights can now be added to units in the campaign (primarily used in boss fights) -super wave cannon effects are now always drawn regardless of view distance -fixed bug where weapons wo…
- Update 17: 3/21/18 - 21 March 2018
-added first of the corporate factions and bosses (the Robotic Mining Corp) which is encountered at the end of the 4th zone of the campaign -added 2 new campaign node types and modified or changed opening dialogue in several others -Re-balanced campaign difficulty: each difficulty level now has the same starting resources, some mechanics are only active in normal or hard, enemy fleets size still increases faster in normal and hard, but now on certain nodes the enemy fleet will scale up even more or bring in different unit types to match the strength of the player's forces for that battle -fixed stability of campaign save/load actions -decreased size of campaign save files -custom attacks, effects, and highlights can now be added to units in the campaign (primarily used in boss fights) -super wave cannon effects are now always drawn regardless of view distance -fixed bug where weapons wo…
- Update 16: 2/3/18 - 4 February 2018
-added Steam Achievements with 14 unlockable achievements -added borderless window mode, which can be set in the Options menu -fixed potential crash involving fullscreen mode while multiple monitors are connected -added new research menu -added a new button in the bottom right corner of the screen for bringing up the research menu that is no longer dependent on having a Command Center or Command Ship -updated tutorial 2 to refer to the new research menu and prevent the player from skipping to higher tech levels -cruisers and command ships are now able to push smaller ships out of the way -the Fire Hawks boss has a much more powerful version of this push effect during its charge attacks -improved unit pathfinding and collision avoidance -fixed potential crash during the campaign related to saving/loading -fixed potential divide by 0 error with credit or ore spending -various optimization…