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Watch trailer on Steam ↗Space Imperia 4X
Breich Games · Published by GMT Games, Breich Games · Official site ↗
Very Positive — 92% positive (79 reviews) · 31 achievements
Last updated 11 Oct 2026
A faithful digital adaptation of the acclaimed board game Space Empires 4X by GMT Games, beloved by wargamers for almost two decades. Command the rise of your civilization and the fall of others, all in one to two hours.
£16.75
Lowest price we've ever recorded
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Price history
Strategy · 2026 · More £15 - £30 games
Delve into Space Imperia, where you command your civilization's growth or downfall within thrilling two-hour sessions. A digital adaptation of GMT Games' beloved board game, now available for strategic minds to enjoy.
About this game

Enjoy the depth of a 4X game in a fraction of the time! A game of Space Imperia 4X typically lasts one to two hours. The game is played over a series of rounds, with each consisting of three turns of movement, combat, and exploration, plus one turn of researching techs and building ships.

The only goal of the game is to eliminate all rival home worlds! Victory calls for a blended strategy, including resource management, ship construction, technological research, and tactical-level decisions on a map where no two games are the same.


Build up to 17 different combat and civilian ships, each with different stats and purposes.
Dreadnaughts are the most powerful ship available in the game. They take dedicated research and infrastructure to unlock and yield effectively. Once available, however, its combat stats are the best in the game and a fleet of them can decisively end the game. The counter: any ship is vulnerable to Mines — and these massive capital ships are no exception.
Raiders are Cloaked - nimble, first-strike craft that can move through enemy formations and get special bonuses in combat. They require a special technology to be built. A well-timed fleet of Raiders often leads to decisive victory. The counter: Raiders don't work in Nebula, and Destroyers can equip Scanners to negate the cloaking.
Fighters are pure strength in numbers doctrine. Fighters are cheap to build, while Carriers are expensive and are required to move Fighters around the battlefield. Fighters attack earlier in combat, allowing them to first-strike other ships in large numbers. The counter: Scouts can equip Point Defense to shoot earlier than enemy Fighters, negating their advantages.


Research up to 14 different technologies, each with a distinct role. Master the full toolkit to outmaneuver and destroy your rivals.
Ship Size gates which hulls you can build. Bigger hulls take more hits to destroy and carry higher-level technology, but cost more to build and maintain.
Exploration allows Cruisers to equip advanced sensors which can discover adjacent systems without movement. Scout hazards like Black Holes safely, then craft an informed plan to defeat the enemy.
When ships of the same Weapon Class fire, the ships with higher Tactics shoot first, potentially securing kills before the other ship ever acts.


Uncover a galaxy filled with different terrain types, harvestable minerals, and derelict ship wrecks. Balance the risks and rewards of exploring Deep Space while carving a path toward your rivals' home worlds. Colonize newly-found habitable worlds. Not all worlds are the same - when colonizing, Barren Planets need special Terraforming technology, while Alien Planets require military action to clear alien ships.

Build and expand a network of Merchant Ships and Miners to increase credit income and economic production.
Manage your military fleet - decide what ships to build, what techs to equip them with, and how best to defeat the enemy's formations. Deploy your fleets on the battlefield to vie for control of deep space in order to ultimately destroy your enemy's home world. The combat system of Space Imperia 4X is a rewarding mixture of scouting, positioning, attacking, and bluffing - all combat ships are concealed from the enemy until first contact!

Play in over 10 different scenario setups of 2-4 players, with optional rules and various ways to play. Full multiplayer support, including live matches, long-term asynchronous games, as well as online co-op vs AI matches.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7
- Processor: Core 2 Duo
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 510 or equivalent
- Storage: 350 MB available space
- Sound Card: Onboard Sound Device
- Additional Notes: Internet connection required to play online multiplayer.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: i5
- Memory: 4 GB RAM
- Graphics: GeForce 1000-series
- Storage: 350 MB available space
- Sound Card: Onboard Sound Device
- Additional Notes: Internet connection required to play online multiplayer.
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Iterum Campaign Update Live!
Commanders,I'm happy to announce the Iterum Campaign! Here are some of the big changes coming out with this patch.Join the DiscordThreat ReworkHopefully the Threat system has been enjoyable for you all! After digging through much of the play data, a couple things were clear. First, the initial six levels weren't much of a challenge; the win rates through the first six levels remained mostly the same. It wasn't until level seven that players started seeing harder matches. Second: the AI wasn't using Threat to the fullest extent, and in some cases wasn't aware of some of the Threat adjustments (this was an overlook on my part). So, I consolidated the levels down to 8, and layered the buffs together. Level 1: AI gets 3 extra tech upgradesLevel 2: AI colonies grow faster, your colonies grow slowerLevel 3: AI ships get +1 attack and half maintenanceLevel 4: AI ships get +1 hullLevel 5: AI colonies produce 6, your colonies produce 4Level 6: AI starts with Propulsion 4Level 7: your ships get -1 attack and double maintenanceLevel 8: AI ships cost half, yours cost 1.5xFor existing games, your progress will migrate to the new pattern. The naming of the existing Steam Achievements will change shortly to match the new patterns. Finally, I've added Warp Points to Threat matches. I plan to continue to evolve Threat over time, especially as expansions come out. If you have any feedback on the Threat system, hop on over to the discord and let's talk about it! RankedThanks for some fun ranked matches in the initial Campaign! For the Iterum Campaign, the following will occur:ELO will pull back a bit towards 1500Your rank will maintain in your adjusted ELO bandGlicko uncertainty will fully resetExisting, unfinished matches will still contribute to ELO at the expected amount of ELO you would have earned, and will not affect the new Campaign uncertaintyPlacements are once-per-account, not once-per-campaignAlso, I've added a new game feature: No Starting Black Holes, which replaces the s...Read full article on Community Announcements (Breich Games)Patch NotesOfficial
Hotfix
FIXES Fix mouse drift issue: panning and mouse cursor reset was based on canvas size, not actual pixels, so on different monitor sizes (for example, a Macbook) the panning thresholds were quite higherRead full article on Community Announcements (Breich Games)Patch NotesOfficial
v1.0.1553 Patch Notes
Commanders,Lots of small fixes going out this evening. A bigger one is related to re-balancing free-for-all matches with multiple AI. You should find that the AI more effectively balances attacks instead of previously dogpiling the human player. This was a miss on my part, so hopefully you find this a bit more engaging.I'm working on ideas for the next Campaign, and specifically around a re-balance of the Threat system. If you have any ideas or feedback here, drop them in discord or the Steam discussions!FIXESEnd game stats now correctly display for multiplayer (after loading from the server)START BATTLE at a mined Alien home world no longer bounces you back to CHOOSE BATTLE forever in Alien Player gamesthe Alien Player no longer screens after its home world minefield fires, which made you pick the same battle twiceDoomsday Machine and Alien Player dice at the start of a battle now land and show the roll, instead of spinning through the whole revealthe Alien Player no longer loses the CP left in its Fleet column after defending its home worldSimultaneous Start battles now go to the player whose ships are actually in them, instead of whoever ended movement lastthe turn order bid popup no longer lingers over the battle board after you leave and come back to a gameback to back battles no longer freeze the game when the next one resolves right awayan AI moving fighters aboard a faster carrier no longer runs the game out of memoryin multiplayer, a ship swallowed by a Black Hole now rides the spiral instead of vanishing while the dice rolla multiplayer seat no longer snaps back to an older phase and sits idle after its own actionthe multiplayer Match Report shows LOADING until it is ready, instead of all zeros with an empty Timeline and empty Graphsthe multiplayer Match Report names seats as You, your opponent and AI 1 instead of bare colorsa team win now credits the whole team: the headline, the stars, the last Timeline line and the Game End flagsranked games now show yo...Read full article on Community Announcements (Breich Games)AnnouncementsOfficial
Close Encounters DLC Announced!
Commanders,We're happy to announce Space Imperia 4X: Close Encounters! The launch date will be sometime in Q1 of 2027. Check out the DLC page and wishlist it now!To celebrate the announcement, the base game and the soundtrack will be 20% off through the weekend! Words cannot express how excited I am to be building these modules. I originally started this project because I was never able to get regular games in of more than just the base game. Close Encounters, in my opinion, is core content and makes this beautiful system truly shine.Close Encounters will have everything in the first expansion of the board game, including:Ground Troops & Ground Combat: skip bombarding and just take over the planetTitans: 5 hull size, 2 damage inducing floating orbitalsBoarding Ships: I'll just eliminate your crew, take your ship over, then scrap it to steal your technologyShip Experience: rewards stacking ships in one Combat Group and gives buffs (and enemy debuffs) as experience is gainedEmpire Advantages: powerful asymmetric starting powers (easily my favorite module from Close Encounters)Alien Technology: full-game buffs gained by colonizing Alien planetsUnique Ships: design your own ship to counter the enemyFlagships: special, 3 hull size ships that everyone starts withNew Technology Levels: Terraforming 2 (miners can mine nebula); Exploration 2 (ships can react to combat); Fast Battlecruisers (BCs get +1 movement in the first turn of every round)Facilities: an alternate version of the economic systemAll of these modules are plug and play, giving players the optionality to play how they want for a given game.BrettRead full article on Community Announcements (Breich Games)Patch NotesOfficial
v1.0.1537 Patch Notes
Commanders,Sorry for the delay on getting this patch out. I've traveled for work three weeks straight, but finally have some downtime. I'll work towards getting these smaller fixes out in a more iterative fashion.Raider FixesSo, for years, I've played Raiders wrong in board game form (lol). Sometimes I just read a rule wrong, and then I never re-read the rules, and even when I do, I don't catch the rule. Here's what is now working properly:Cloaked Raiders now have the option to avoid combat: they can choose to stay in the hex and not start or participate in combat. There is now a shortcut in the lower left screen to toggle 'always ight' or notTo facilitate the above, the attacking player now chooses which combat to resolve (in the case of multiple combats) as per the board game's rules (there is also an option in settings to auto select the next battle)Mines can never target cloaked RaidersGENERAL FIXESmerging a group with itself no longer deletes the whole groupsplitting a group mid-combat no longer duplicates its fired shots, and the split-off ships can still fire, retreat and screena group that had fired could merge into a fresh counter and fire again the same roundmerging a screened group into an unscreened one no longer changes screening mid-round, and a revealed group that merges stays face upretreating a group into a black hole that destroys it no longer freezes the combat screenleaving a game in the middle of a black hole roll no longer leaves a dead dice window where END TURN belongs in the next gamea Doomsday Machine that attacks your fleet is now shown as the attacker instead of everyone sitting on the defender sideDoomsday Machines no longer move a second time on the first turn after loading a saveafter moving a group, clicking another ship now selects it instead of ordering a movea ship can no longer be selected twice with Ctrl+click or double tap (mobile)the warn on unspent bullion setting now stays on once you turn it on, and the warning actually show...Read full article on Community Announcements (Breich Games)






