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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

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.0.14)
Supported on Android device only for now. Don't mind some main menu buttons not implemented yet. :)

Roadmap

Current focus : Meta-progression mechanics

First implementation of all gameplay loops and core mechanics, from main menu to level. Content, balancing and fine tuning will be later.

Upcoming steps

  • Wreckage & harvesting mechanic to gain XP [DONE]
  • Lasers and turret upgrades [DONE]
  • MVP of meta-progression bonuses and unlocks from main Menu [DONE]
  • Saving meta-progression [DONE]
  • Mission rewards & selection

Future leaps

  • Meta-progression
  • Mission choice
  • Faction system with 3rd Faction
  • Faction upgrade trees
  • Story & galactic progression
  • Polish (This part will take a while...)
  • Release !