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Empyrean - A realm of endless possibilities

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Take arms against hordes of the undead, sail into the ocean and catch exotic fish, chop crystallized trees, farm the souls of your foes! Empyrean gives you a unique RSPS experience. We offer unseen content in the form of custom-made monsters, bosses, skilling resources, maps, weapons, and armour. This is the official project thread of Empyrean, be sure to check back for updates and announcments!

Join our Discord! Click the image below to be invited.


ZsmeLY7.gifOwner ZsmeLY7.gif


kez5rHl.gifDevelopers kez5rHl.gif

StanDev (Game)
Mr. Robot (Game / Website)
Tyrant (Game)
Setup (Website)

rFVX1ME.pngArtists rFVX1ME.png

Lumplum (Models)
Its.teewhy (Maps)

OXdHSEl.gifManagers OXdHSEl.gif

Epok (Server Manager)
Peon (Server Manager)
Silver Haze (Community Manager)


The Undead Massacre



The idea

If you are an individual that’s been deeply longing for an experience with engaging FEAR, EXCITEMENT, and illustrious immersive STORIES accompanying you along ignoble paths as you journey through numerous sinister sectors, putting countless foul creatures to the SWORD , including...... THE UNDEAD Empyrean brings you the undead massacre!

This mini-game series, in essence, is about fighting waves of undead monsters. However, there is a storyline that you can progress in the form of new areas. Each area is an instance of the mini-game that is home to a different kind of undead monsters. You complete an area by defeating that area’s boss.
The mechanics

Fearlessly challenging hordes ALONE or standing side-by-side among your most virtuous friends the choice is yours! Countless creatures push to the forefront to defend their sovereign overlords! it is up to you to strategize, raid caches, stockpile supplies, and put an end to this terror!

Spawn mechanics

The essential barrier to overcome was in the monster spawn mechanics. We create an initial spawn configuration for each area (to avoid an unnecessary cost in terms of processing time.) This configuration consists of all non-blocked tiles in the area, as to avoid monsters spawning in walls, water etc... The final configuration must also take into account dynamically set collision masks, these can be as a result of player-made constructions (e.g. barriers) and game objects generated through wave mechanics. After filtering the initial configuration, to pass the aforementioned conditions, we scramble and iterate over the possible spawn locations. As a final validation, we use an A* pathfinding algorithm that tries to generate a path to one of the players, if a path can be generated then the monster will spawn at that location (if not, then it moves on to check the next iteration.)

Reward chests

When opened the chest releases magic projectiles that travel to random players in your team, on impact the projectile transforms into consumables in the form of ground items. These items will be immediately visible to your team members.


If you dare, traverse through each overlords domain swarmed and defended its own hellish legion.

Reanimated Dead Town

This area is the first installment of the undead massacre series. The area’s defining type is zombies and necromancers. The area’s exclusive mechanics is grave spawning. Every killed zombie has a chance of leaving behind a grave (a game object, the type of which depends on the type of zombie who left it.) These graves can be enchanted by necromancers (which appear in later waves) to re-animate the zombie who left it. Teams can choose to destroy these graves to stop a necromancer from potentially re-animating the zombie. The method for destroying a grave depends on the type of grave, as of now we have wooden and stone graves.   

There will be videos to show off our early works of this mini-game below.  The first video shows off some of the waves from the first installment of the mini-game. The second video shows off some boss mechanics for Dalvok, a boss encountered in the same installment. Of course, this is all very early work and a lot of the details are left out, we don’t want to spoil the fun ;). Dalvok has complex combat mechanics, he uses multiple attack styles to bring variety to the fight and several other mechanics that players need to figure out themselves.




Rewards: To be determined.

Hunger Games Minigame



Fend for yourself or team up until the end! It’s your funeral. Launch into this minigame bare with nothing but SKILL, WILL, and a little bit of LUCK! Stake it all against others as you race the clock to loot up suit up and triumph others to assume the GRAND PRIZE!

The Hunger Games minigame will be based upon the custom map created by its.teewhy, who has done a superb work of creating complex map structures and detail.

The map is large in size and contains a variety of different buildings, decorations, and other details to help give it an authentic map feel. Players will spawn on the island with nothing and must survive by gathering supplies such as food and weapons throughout the map. Players can also manually catch and cook fish at respective fishing zones located on the map. The objective is to slay the other players while becoming the only survivor. Once a specific amount of players are left in the game, they will be transported to a smaller version of the map which will be on of the three shown below;


More Map Media




Custom Raids

(purely conceptual at this point in time)

Have you been looking for raids filled with simple yet challenging mechanics, bosses with more combat facets, and exotic raid specific loot? If so welcome to Empyrean Raids! Each raid will be supplemented by terrain specific obstacles, unique combatants, built in support features only those with adequate skills can operate to aid their raid teams, and mysterious puzzles! Will you accept the challenge?


Raids will consist of 7 different bosses with 1 final boss. It will take place in the desert where you must team up with other players (or by yourself) to defeat each of the bosses in order, making your way to the final boss. Some of the mechanics include but are not limited to;

[*]Protect prayers vs bosses won't be 100% effective, they will only reduce damage by 60%.
[*]Mid fight, one player will be able to access resource area from which he will be able to fish for food and thieve for potions. Resource area won’t be available at all times but only at specific times. If someone is doing solo raids he won’t be able to enter resource area at all.
[*]Resources gathered from resource area will be able to be shared to other players by simply using them on players.
[*]Raids party size will be limited to 50 players. Raids difficulty will scale with each player who joins the party.


An example for a boss:

Har'Lakk the Riftsplitter
Harlak the riftspitter will be doing mostly magic damage to players and will have a special attack that will syphon hitpoints from a random player. Before syphoning starts, bandages will be spawned on the ground. He will deal 100 damage per tick to the selected player for 20 ticks dealing a total of 2000 damage. The player will be able to eat while he’s being syphoned and other players will be able to help him by picking up bandages off the ground and using them on the player.


In Empyrean we offer hybrid skilling opportunities. This means we will offer resources with two or more skill stat requirements a player must meet before he or she is able to exploit the resource. The rewards may manifest in the form of experience (for more than one skill) or item resources. We think this concept is a nice way to incentivize training in non-combat skills and create a more balanced, dynamic economy.

Gem Trees



Gem trees are formed from the same crystallized materials that make up the various gems in the game. Players are able to “cut”  these trees. As a reward, they will gain both woodcutting and crafting experience as well as a chance to receive a gem of the same material as the tree is made up of. The table below shows the required levels to cut down these trees.


Gem trees will be located across Empyrean, some will be deep within wilderness areas which will introduce a high risk - high reward skilling experience.

Deep Sea Fishing



Deep sea fishing is a new form of fishing we introduce, these fish will be (as the name suggests) available in new deep-sea areas. These areas will have a draining feature, much like the desert areas in RS. Players with a higher level of agility will last longer in the area and thus have more time to catch fish. Also, some of the fish have certain requirements a player must meet in order for them to catch them.

The aforementioned requirements are listed in the table.


(The requirements colored in duff purple are for catching, the ones in bright purple are for cooking.)


Potential fishing spots that contain both seahorses and squid are marked in the map above with two light purple x’s in between the purple and red bordered rectangles. The purple rectangle encloses an area in which resources could scavenge as to start a fire and cook the fish.

New Thieving Stalls



Empyrean will introduce a new line of thieving stalls for you to enjoy. These stalls will bring in new items for you to sell and make some extra cash!

Wood stall: Wooden sword, Wooden shield, Wooden battleaxe
Silver stall: Silver necklace, Silver crown, Silver rings
Rare gem stall: Lava stone, Gem bag, Malachite

More media:





Empyrean has a sophisticated combat system that has been written from scratch in Kotlin. This allows the development team to swiftly create new strategies with a degree of creative freedom necessary to exhibit complex behaviors.

Game Core




The development team has completely rewritten the networking in Kotlin using the latest version of the Netty framework. Due to the asynchronous nature of the implemented networking, we are able to implement ‘instant’ switching to use crude terms. Of course, the actual speed depends on the connection speed between the client and the server. However, item container actions have been taken out of the queue and are immediately flushed to the subject client session. We assumed Jagex did not implement this to equal out people with a bad internet connection but we’re uncertain so more research into potentially negative side-effects will be done.

Bosses and Npcs


Empyrean rsps will have a large selection of new npcs for you to fight and grind. These npcs range from common low level monsters to high level bosses. These npcs will offer a variety of unique drops and souls. Some bosses will have a new combat script which will allow for a more enjoyable boss slaying experience while equally providing players with new challenges and strategies to defeat these foes. Early stages of the npcs found below:



Armored Scorpions: Will range from bronze to rune (one above is steel) and will drop unique low leveled rewards for melee range and magic classes.


King Black Scorpion: Will be a low - mid level boss for newcomers to fight and gain decent gear.


Shadow Drake: Will be a new species of dragon to slay for better bones and hide. They will be much tougher than regular dragons but will equally drop rewarding items.


Abyssal Horror: A special variant of the mutant tarn where the abyssal demons have taken over its body, causing it to mutate further giving it abyssal tentacles and mask. Will be one of many bosses offered at Empyrean.


Draven the Dark: One of the higher end bosses which will require very strong gear to defeat. Draven will have the ability to summon minions mid battle so players must strategize accordingly in order to successfully defeat this boss and obtain his gear.


Dalvok the Ancient: A boss encountered within the zombie mini game, his move sets and style can be seen in the videos provided.

Soul System



The monotony ends NOW! Your eternal slaving to levels, loot, and tasks are no more. We change up the formula with lands swarmed of NEVER before seen FOES! One and all foes combat players with unique individual attacks, withhold unfamiliar unique enemy specific rewards at a scarce drop rate, and each enemy will release SOULS upon death! SOULS are a unique reward and sub currency to Empyrean alleviating players of pay to win economies and introducing play to win back into the community!

Empyrean will be introducing souls into the game as a new type of currency. Souls can be obtained by killing bosses and npcs. The amount of souls you receive is dependent on the level and difficulty of the boss. The souls can be withdrawn from its own special pouch and can be traded. The applications for these souls range from entrance fees to bosses, upgrading / recharging weapons, and using it to buy special gear from stores. More applications for souls will be listed at a later date.


GIF showing the soul pouch and how souls are being obtained.



An example of swords being charged from a broken --> fixed --> charged state by infusing it with souls.


A very early concept of item fading to indicate that its running out of souls (keep it mind this concept is not yet finalized)


Empyrean will be balanced with a healthy amount of unique customs. For far too long countless of servers have failed to prove what a true custom server is, but Empyrean will showcase some of the best 3d assets that you've never seen before. Empyrean, unlike many other custom servers, has a dedicated model designer who will ensure the game receives nothing but the best models. With the ability to create NPCs, objects, armours, weapons and more, the possibilities are endless.



Dinh's armour + battle axe set


Royal guard armour


Boss slayer helms


Vile Rapier


Scorpian Blowpipe


Vile Greatsword

+ much more. Not all models will be revealed, most will be for you to find out!

Want to support the project? Copy the image link below and place it in your signature!


Edited by lumplum

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Amazing journey we've been through the past year! 


Great content, models, areas, teamwork 



cant wait for this project to be reality.




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Been loving all the hard work that our team has been putting into Empyrean for the last year. <3

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Best of luck boys.

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