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Space Imperia 4XNewsSpace Imperia Joins June Next Fest
Esports

Space Imperia Joins June Next Fest

Space Imperia 4X · published 14 Jun 2026, 21:03 UTC

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Welcome Commanders (And Next Fest New Cadets!)

If you’re just finding us during Next Fest: welcome! We’re a small indie team at Breich Games: myself (Brett Reichert), my partner (Jake Weise), and our art director (Mike Lindner).  My brother (Ryan Reichert) is making the music and some sound effects for the game.

Space Imperia 4X is the official digital adaptation of Space Empires 4X, a board game by Jim Krohn and published by GMT Games in 2011. It has the depth of a solid 4X game with matches taking a fraction of the time. Because the game began on the tabletop, it is a streamlined, elegant system that aims to remove the bloat of other games, while keeping the overall feel deep and strategically rewarding. With random maps and lots of optionality for tech and build paths, no two games play the same. 

What’s New for Next Fest

Tutorial Updates

We’ve added four short tutorials to teach the game’s core systems, one at a time: basics, exploration, economy, and combat. Each one is quick and focused, and teaches some of the aspects of the game’s systems.

AI Overhaul

The AI logic has been significantly improved: the patch for this will be dropping later this evening (Sunday). Making the AI strategy better is an ever-moving target, but for new (and existing) demo players, we think you’ll find the new iteration much more engaging.

Launch Roadmap

We’re still iterating on a number of features to tidy up for launch next month, which is rapidly approaching! 

  • All games

    • UI overhaul

    • Team scenarios/remaining map setups 

    • More optional rules

      • Auto upgrade, unlimited combat groups

    • Single player progression system (increasingly difficult AI opponents)

    • Better event/game action logging

    • v2 pass on sound design

  • Multiplayer

    • AI opponents in multiplayer matches (including for co-op team games)

    • Simultaneous play during opening rounds

    • Turn timers

    • Lobby and in-game chat

    • Karma/ranked systems

And as a sneak peek - this is still very much WIP and being actively developed, but here's a concept we're iterating on for the UI overhaul.

Enjoy the battles!

Brett

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In-game event4 Sep 2026v1.0.1520 Patch NotesCommanders, Finally getting this patch out! I had targeted last week, but things got very busy with work and travel. I didn't want to push a bigger patch and then not have the time to monitor for any issues. Carrier Screening Carrier screening was incorrectly implemented and this is now correct per the rules: they are inherently screened by friendly fighters; they can themselves screen; if any…Game update22 Aug 2026Hotfix v1.0.1466FIXES · mines were carrying hidden tech, blocking them from being combined · some large-UI layouts were clipping · fighters' shots against doomsday machines were allowed by the UI but rejected by the engine (DMs are immune to fighters) · fixed issue with passing in combatGame update21 Aug 2026v1.0.1459 HotfixFIXES · alien scenario player color issue · retreated-into black holes were not triggering death rolls (at least in multiplayer) · combat HUD regression on large layout fixed · ranked timebank starts at 36h not 48h