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Empyrius Siege

Pitch

What's this game about ?

Empyrius Siege is a 2D action-roguelite where you play as a mercenary mecha fighting for faction lords in a galactic war.

Crush your enemies, see their remains before you and upgrade yourself from their reclaimed parts. Become an unstoppable machine, and shape the fate of the universe.

Development history

Chronological updates from latest to earliest

Ally update & new beam turret

December 2025

Now we have a new ally base that spawns friends to help you fight ! Also added a new beam turret with an upgraded version that can be unlocked through the talent trees. Also did a POC to implement platforms on the map, but result wasn't satisfying. Instead, added a lot of sprites to work on later !

Features: Ally spawner, beam turret, talents update, platforms POC, new sprites for Core army.
Build - December 2025

Missions selection, rewards, and purchases !

November 2025

After handling the Unity version upgrade for the security issue CVE-2025-59489, I switched to NavMesh for most of the AI movements. Then, I added mission selection with factions, rewards, and added more talents for the Core talent tree. We now have meta-progression with stat boosts and unlockable turrets after playing few missions!

Features: Missions selection with factions, rewards, meta-progression loop implemented, pathfinding for AI.
Build - November 2025

UI / UX time

October 2025

Time to work on the design of the User Interface, and how will be the User Experience. I also needed to prepare the core of the Economic system, and since I want to get mission rewards soon, prepare factions systems too. We now have a Galaxy map where we'll select missions.

Features: Designing user interface and preparing the economic system, more flexible talent tree, menu updates.
Build - October 2025

Finalizing stage gameplay loops

September 2025

Now enemies spawn a wreckage on death, and we can reclaim those to gain XP and upgrade ourselves ! Turrets can now be upgraded with tiers, with multiple paths for some of them. Added 5 pew pew laser turrets, and also updated the xp progression to be an editable function instead of a fixed value, more stats to upgrade, trees and rocks to harvest and balance tweaks. Now with talents ! All free for now.

Features: Turret upgrades, lasers, wreckage & reclaim mechanic, talent tree, props, update on XP scaling & balance tweaks.
Build 4 - Finalizing stage gameplay loops

Gameplay planning & communication

August 2025

No code this time, holidays break. After vacations, I had to iterate on the target gameplay now that we have a nice base to work on. What are the next priorities and how could I communicate on this game ? Well, let's create a website. Hi there o/

Features: HOLIDAYS ! Website creation, finalisation of gameplay loops, roadmap and priorities updates
Holidays - Gameplay planning & communication

Refining core gameplay and adding variety

July 2025

Big update on graphisms and sounds. Added bosses and steps during the stage, changed spawning to waves and added a timer. Now we have the main game loop implemented. We can also select weapons when leveling up, and have bonus stats when no more weapon room is available. Added possibility for the player to use multiple Mechas for later, and switched to factions for allies and enemies. Also worked on AI movements and attack behaviors, performance improvements and a main menu.

Features: Turret selection UI on leveling up, global dynamic turret stats, range finder, graphisms & sounds for variety. First balance patch !
Build 3 - Refining core gameplay and adding variety

Creating project foundations

June 2025

Classes structure for the game and core mecanics for combat : turrets, targeting, enemies with a spawner and allies. The game has evolved from basic movement to a combat system with few weapon types and a game loop with leveling up that gives flat stats to the player. Also with UI elements like HealthBar, explosions, and musics.

Features: Core mechanics, player / ally / enemy and spawner system, turrets with stats and targeting systems, UI elements and music / sound integration
Build 2 - Creating project foundations

Initial Prototype

May 2025

The very beginning of Empyrius Siege. After a year of cooking ideas, planning stories, and testing prototypes, the "3C's", story and main gameplay loops are ready. We can start coding in the actual game ! To start, added basic movement systems, initial character setup for the player, the camera, and a first enemy to have the smallest game loop.

Features: Initial character movement, first enemy, core interaction foundation
Build 1 - Initial Prototype

Demo

Try the latest build of Empyrius Siege (v.0.19)
Supported on Android device only for now. Don't mind the lab button on main menu not implemented yet. :)

Roadmap

Current focus : In-game mechanics and factions content

Now that we have a first implementation of all gameplay loops, time continue adding core features within the level, while adding 2D assets and sounds.

Upcoming steps

  • Mission rewards & selection [DONE]
  • Ally base & spawns [DONE]
  • Additional turrets with new mechanics
  • Adding level steps with harder spawners
  • Updating wave system
  • Creating CORE level

Future leaps

  • Narration & galactic progression
  • Base / Lab system for AFK resources gain
  • 3rd faction (Sprites, sounds, missions, turrets with new mechanics & talent tree)
  • Content diversity & Balance tweaks
  • Polish (This part will take a while...)
  • Release !