Descend into the dark ages of space and take control of one of five Royal Houses vying for dominance in a universe on the brink of collapse. With 28 years of passionate community-driven evolution, Emperor of the Fading Suns returns with new features, modernized gameplay, and immersive visuals designed to expand on the already treasured strategy game as a part of the Enhanced Edition. This classic 4X franchise now looks and plays better than ever on both Steam and Linux!

Master Your Domain
Reach for the stars and fight for intergalactic dominance on land, air, sea, and space. Battle for control of humanity’s known worlds as one of five Royal Houses and discover new planets while on your quest for the crown. Will you emerge as the supreme ruler of the Known Worlds?

Utilize combined arms tactics to overcome enemy positions and use the robust diplomacy engine to trade technologies, political offices, threats, favors, and even votes for the imperial crown. Can you lead your noble house, be it selfless Hawkwood, debauched Decados, scheming al-Malik, pious Li Halan, or militant Hazat, and become Emperor of the Fading Suns? The path to victory is up to you!

Enjoy a powerful economic engine that allows you to trade any of the dozens of resources you develop. Engage in diplomacy with the Church, Merchant League, and alien races to expand your reach across the known worlds.


Recruit and command powerful forces, including theurgists, psychics, warbeasts, and mutant soldiers. Unleash these mighty legions in devastating combat and reshape the battlefield with your strategic prowess.

Help evolve the known worlds of Emperor of the Fading Suns as a part of the modding community. With over 28 years of continued support, this community of strategy enthusiasts are well on their path to victory.
Steam Workshop support is now part of EFSe! Join us for a look at what that entails, as well as some of the mods you can enjoy. Let\'s also talk about creating new mods.
Steam Workshop support is now part of EFSe! Join us for a look at what that entails, as well as some of the mods you can enjoy. Let\'s also talk about creating new mods.
Steam Workshop support is coming soon for EFSe! Join us for a look at what that entails, as well as a first peak at the Xeno mod.
Steam Workshop support is coming soon for EFSe! Join us for a look at what that entails, as well as a first peak at the Xeno mod.
Yep, we have more enhancements coming your way. Join us to see some and talk about others, as well as enjoy the game
Yep, we have more enhancements coming your way. Join us to see some and talk about others, as well as enjoy the game
Check out the DreamHack Atlanta sale at https://store.steampowered.com/curator/40157993/sale/DreamHackAtlanta2025
As we wrap up the Hazat Dark Ages campaign, we are seeing more players creating their own mods for Emperor of the Fading Suns. We will continue Prince Lazarus\' drive for Emperor and talk a little about modding.
Check out the DreamHack Atlanta sale at https://store.steampowered.com/curator/40157993/sale/DreamHackAtlanta2025
Thanks to the Fading Suns community for their thoughts and insights on how to keep enhancing Emperor of the Fading Suns Enhanced. We have more than 40 changes for the game in this update, and will demo some of them during this livestream. We will also enjoy some of the end game of a continuing playthrough as the Hazat try to conquer the smaller Dark Ages game map with their universal warehouse turned off.
Thanks to the Fading Suns community for their thoughts and insights on how to keep enhancing Emperor of the Fading Suns Enhanced. We are currently testing almost 40(!) more changes for the game, and hope to demo some of them during this livestream. We will also enjoy some of the end game of a continuing playthrough as the Hazat try to conquer the smaller Dark Ages game map.
Thanks to everyone for your continuing feedback on the Emperor of the Fading Suns Enhanced!
This update prioritizes three areas:
[olist]Quality-of-life fixes you have told us will make a big difference for you;
[/*]Bug fixes (thankful to say that while there are a number of these, none were especially big); and
[/*]Improvements for the map editor and modding.
[/*][/olist]Quality-of-Life Improvements
Okay, you were right. These REALLY speed up gameplay just watchour most recent streams!
New Message Window
This was easily one of the most-requested QoL changes. At the start of your turn you will see a new Messages dialog, with all the messages on one screen, You can exit out of these and never have to respond to most of them.
This means that you no longer receive a lot of building prompts at the start of a turn. Instead, you get a list and can resolve each city at your convenience, either through this new message screen or by visiting the city itself. Cities default to No Production if you do not give them anything new to produce.
Note that while you still need to respond to diplomatic entreaties (especially threats of war), we added a setting to the EFS.ini file so you can turn this feature off for most diplomatic requests.
We are aware of a graphic glitch that puts lines under the message (and other text) when you play at 1366 x 768 resolution. We hope you do not find this a problem, but we are looking into it.
No More Build Confirmation
This in itself shaves a lot of time off turns, especially later in the game. EFSe no longer asks for confirmation when starting unit production, or when building nothing. The prompt still appears if you change production from one unit to another to ensure you do not inadvertently waste resources.
More QoL
Added support for razing roads the Build Road command now razes instead if a road is already there. Neither costs movement
[/*]Added health penalty tooltips
[/*]Transports can now also be loaded by dragging the unit to another unit already in the transport and not requiring you take the unit off the transport first
[/*]Fixed some inconsistencies with unloading transports
[/*]Fixed Select All functionality when the current selection is sentried,
[/*]Added clergy counts to cathedral descriptions
[/*]The AI now correctly follows the 20 unit stack limitation
[/*]Bug Fixes
What bugs? We are just changing unintended functionality to intendedOkay, we admit they were bugs
Ministry Unit Confusion
This update addresses a few cases of the players own units intermingling with ministry units under player control (a so-called mixed stack), which caused a number of issues both technical and design-wise:
Fixed a bug where units captured using ministry units would be assigned to the players House.
[/*]Fixed a bug where claiming the reward from a cleared ruin using ministry units would create a mixed stack. The reward is assigned to the players own House. The ministry unit used to claim it remains outside. An exception to this is when defending spaceships capitulate in the ruin tile. To avoid a mixed stack situation, moving a ministry unit in to claim the reward will also place it under ministry control. Move ministry units out first to keep it for yourself!
[/*]Fixed buying from an Agora could place House resources among ministry units. Purchased resources will be given to the players House if there is room to do so without creating a mixed stack. Purchased resources will be placed under the control of the players ministry if only ministry cities and units have room. These resources can be used to produce either house or ministry units,but will be lost if the ministry changes owners!
[/*]Fixed Naval Transports not understanding House and ministry boundaries when loading and unloading units.
[/*]Fixed ministry cities overflowing their production into a tile occupied by units from the players house.
[/*]Fixed some problems with assigning ministries
[/*]Fixed all ministries having to share the same 20 units limit in space. Now each ministry can now bring a full 20 units without hindering the others.
[/*]\nLab/Research Fixes
Fixed research progression loss when assigning an additional lab.
[/*]Fixed lost lab research overflow after selecting Nothing.
[/*]Fixed out of control inactive labs count in the research window.
[/*]Fixed some problems with research point calculations
[/*]General Bug Fixes
Fixed crashes when disbanding units from the Group Finder
[/*]Fixed a rare crash when embarking unit into adjacent transports could crash the game
[/*]Fixed a hung game if a ministers House is eliminated in the same turn the Ministry is assigned.
[/*]Fixed a bug where interrupting a units movement with the spacebar would teleport the next unit moved.
[/*]Fixed when Space, Jump or Lander move types couldnt exit a transport on a river tile.
[/*]Fixed Zero-movement units being able to board transports
[/*]New units are no longer built on top of ruins if theres no free space in the actual city
[/*]Fixed problems with splitting some cargo types
[/*]Fixed a rare issue that was causing some units to be invisible and unselectable
[/*]AI bombardment now always respects movement point count
[/*]Plague no longer infects ruins
[/*]Fixed a regression causing empty cities to not build units correctly
[/*]Fixed some issues with ship movement in coastal cities
[/*]Removed some ruins that were hidden under cities on the standard map
[/*]Fixed a problem with transports being disbandable while loaded
[/*]Fixed other very rare crashes
[/*]Modding/Map Editor
Improved map editor import added an Update All Planets option
[/*]Added functionality to the map editor randomize and clear planets
[/*]Improved randomization in the map editor
[/*]Fixed naval transports that do not have Naval move type (only happens in mods)
[/*]Added ability to mod some Byzantium Secundus behavior, especially in how AI builds and uses units
[/*]Map editor CSV import improvements Fixed special characters in mass save
[/*]Fixed some map editor crashes
[/*]Added an efs.ini setting to auto-reject unresolved treaties prompt_treaties_end_turn. Even on auto-reject, treaties threatening war must be replied to
[/*]\nYou can also see this list at https://holistic-design.com/aug-10-2025-update-for-emperor-of-the-fading-suns-enhanced-on-steam-and-and-gog/
Thanks to all of you who have asked for Quality of Life Improvements as a 4X Fest gift. We sat at our think machines and crafted a number of quality of life improvements and changes for Emperor of the Fading Suns Enhanced. Join us as we discuss these and continue our Hazat Dark Ages campaign.
We have a number of quality of life improvements and changes coming soon to Emperor of the Fading Suns Enhanced. Join us as we discuss these and start a whole new campaign!
Let's talk about how to play Emperor of the Fading Suns Enhanced both single and multiplayer
Avestites in Space Part 11
Emperor of the Fading Suns Enhanced is a classic 4X grand strategy game. Join us for a look at how to play the game, as well as how to make the most of its many fun elements.
Emperor of the Fading Suns first launched in 1997, and we are still having fun making updates to it! Join us for a conversation around recent changes and what changes you might still like to see.
It's time for one more trip with Avestites in Space! We have attacked the Hazat on their homeworld of Aragon, and have discovered a new symbiot threat on the Hawkwood capitol planet of Delphi. How will we deal with these threats to humanity? Why, with rapier and blaster, of course!
Love turn-based games? Want to see why other gamers love them? Join us as we livestream this turn-based classic, and discuss the universe, modding tools and more!
Emperor of the Fading Suns Enhanced is happy to be part of the Turn-Based Thursday fest. Yes, we are celebrating Thursday on Wednesday this year :) Tune in for our Avestites in Space! playthrough, as well as a quick look at modding tools for the game.
Emperor of the Fading Suns Enhanced is happy to be part of the Turn-Based Thursday fest. Yes, we know TBT starts on Monday this year, but we would all prefer that Monday was Thursday anyway :) Tune in for our Avestites in Space! playthrough, as well as a discussion of all that we love about turn-based gaming.
Bigger changes:
- Focus no longer automatically switches to a different unit after moving
- The planet view now shows the currently built unit in each city (if any), including the remaining turns (Ctrl+P toggles)
- Added a Finances dialog with itemized income/expense overviews, accessible from the House screen
- Added tooltips to the unit and build dialogs, explaining the effects of unit stats
Smaller changes:
- Added a fuel gauge to units that require one
- The Esc key now works in the unit view, build and message dialogs
- The City screen now automatically opens when building a new city
- Adjusted the unexplored terrain colors
- Galaxy-wide relics now work in space
- 'Select All' now correctly accounts for towed units
- Rebels no longer activate ruins before turn 50
- CTRL+G (grid) and CTRL+T (city names) toggles now work correctly
- The AI is better at handling ruins
Fixes:
- Fixed a problem causing the production timer to go negative
- Fixed shortcuts with modifiers
- Fixed behaviour when trying to enter a city containing a naval transport
- Fixed a crash when closing a build or tech dialog with no unit selected
- Fixed transports being invulnerable in certain situations
- Fixed button clicks sometimes not registering
- Fixed retreating ministry-owned units
- Fixed a mapeditor crash when hitting Esc in the New dialog
Modding:
- Added basic modding instructions to the MOD dir
- Unit animations can now be static images (PNG, etc)
- Ruin activation is moddable
- Blank artwork files are moddable
- Mapper CSV import no longer crashes
This time we follow House Li Halan as it makes its way into space and Prince Chi Kao converts to the more extreme Avestite sect. Join us as we make war on the rebels of Gwynneth and try to deal with their air superiority - by blasting them from space! We will also expand our research into the darker arts of war. Just don't tell the Inquisition.
* The planet view now shows the currently built unit in each city (if any), including the remaining turns
- Ctrl+P toggles this feature
* Added various tooltips to the unit dialog - movement types, weapons and more
* The Esc key now works in the unit view, build and message dialogs
* Fixed a problem causing the production timer to go negative
* CTRL+G (grid) and CTRL+T (city names) toggles now work correctly
* Adjusted the unexplored terrain colors
* Fixed a crash in the mapper CSV import
Join the dev on their own journey through Emperor of the Fading Suns Enhanced!
And if you want to start your own story, go check out the game for yourself!
* Added tooltips to the Build dialog
* Fixed planet type selection in the map editor
* Modding fixes
* Fixed some memory leaks
* Fixed a potential source of some obscure crashes
Join us for a full playthrough of Emperor of the Fading Suns!
* Fix a hangup on loading games
* Fix a crash if losing too many techs at once
* Fix a possible crash when selling to agora
We are going to celebrate launch weekend with one last stream, and this time we are streaming until we win. Play along in your own game of Emperor of the Fading Suns as we work to make Alexius emperor. During the last stream we broke our record for most people playing the game at the same time. Let's see what we can accomplish tonight
EDIT: Our record for concurrent players on Steam stands at 48. Let's try to double that during this stream, so play along!
We are hosting a developer stream of Emperor of the Fading Suns Enhanced at noon EDT. Bring your questions and comments as we try to bring the Prince Alexius Redemption story to a successful close, and prepare for another epic series.

Join us for a live playthrough of the enhanced edition of Emperor of the Fading Suns!
Tune in 7 pm EST June 17 as we livestream on https://www.youtube.com/GeorgiaGameDevs
This classic 4X strategy game has survived for more than 25 years thanks to the devotion of dedicated fans and modders. Now you too can enjoy Emperor of the Fading Suns, renowned for its deep game play and unparalleled setting. First released in 1997, this is the Enhanced version of the game released on its 25th anniversary with significant upgrades and improvements.
Battle on land, air, sea and space as you fight for control of humanitys known worlds as one of five Royal Houses.
Utilize combined arms tactics to overcome enemy positions.
Use a robust diplomacy engine to trade technologies, political offices, threats, favors and even votes for the imperial crown.
Enjoy a powerful economic engine that allows you to trade any of the dozens of resources you develop.
Avoid the machinations of the Church and the anger of powerful alien races.
Recruit legions of theurigists, psychics, mutants, warbeasts and more.
Modders have been enjoying this game for years, and this build ships with everything you need to create your own star-spanning maps and campaigns.
Minimum Setup
- OS: Ubuntu 23.04 or newer
- Processor: 1 GHzMemory: 2 GB RAMStorage: 300 MB available space
- Memory: 2 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
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