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EatChildren

Wonder from Down Under
Member
Oct 27, 2017
7,029
Combat_SmallShips_003_PS_loop2.gif


store.steampowered.com

Infinity: Battlescape on Steam

Infinity: Battlescape is a multiplayer space combat sim supporting hundreds of players on a single server. Join one of the corporate factions and fight for domination of a seamless, true-to-scale procedural star system. Participate in massive space and planetary battles involving hundreds of ships.

Nine years go we were given this tech demo for a then in-development project titled "Infinity". Many of you might remember it. The most impressive bullet point of the engine at the time was its ability to render true-to-scale star systems and celestial bodies, with seamless space-to-surface transitions. It failed to gain traction and nothing ever came of it.



Until now. In seven days the studio behind the technology, I-Novae Studios, will be dropping the early access build for Infinity: Battlescape on Steam. The project has been in development for a long, long time on the same engine, with a very small team and scaled down vision. In short, it is now a massive multiplayer space battle sim taking place in a star system, with hundreds (and aiming for up to 1000+) players engaging on a server. All the Infinity technology is in place; planets and other celestial bodies are rendered 100% to scale, and transitions from space to surface and throughout the star system itself are completely seamless.

It's obviously still a long way to go, but here's the trailer they dropped today:



The pitch:

Infinity: Battlescape is a multiplayer space-combat game taking place across a massive, true-to-scale procedurally generated star system that is 100% seamless (no loading screens). Multiple corporate factions are fighting for control of a solar system in a war involving hundreds of players, potentially more than a thousand per-server ( without instancing ), that can last from hours to days. Coordinate with other players to destroy enemy infrastructure around strategic locations, referred to as Battlescape's, across a wide range of gorgeous environments including barren moons, gas giants, volcanic planets, asteroid rings, and more.

Participate in space and planetary battles of massive proportions like those seen in movies such as Star Wars, Battlestar Galactica, and Serenity. It's not unusual in Battlescape to hop from battle to battle, some of them involving hundreds of ships. Climb the competitive ladder, gain ranks, and complete side missions to support the war effort in your own way.

Composed of talented, passionate people from all over the world, I-Novae Studios is dedicated to pushing the boundaries of modern technology to create new and truly unique interactive experiences. Please join us as we embark on a journey to take independent game development to the next level with our first game – Infinity: Battlescape/

More on the Steam page, and a ton of very early community play sessions and tech videos on their YouTube channel.
 

garion333

Member
Oct 27, 2017
2,722
I kickstarted this badboy and have been receiving weekly emails from them for years. I'm glad it's finally seeing the light of day.
 

Spark

Member
Dec 6, 2017
2,539
That tech video amazed me years back, great to see it evolved into a game.
 

Buggy Loop

Member
Oct 27, 2017
1,232
I kickstarted this badboy and have been receiving weekly emails from them for years. I'm glad it's finally seeing the light of day.

Lol same. Weekly updates for god knows how long. I was kind of sad to see the game become a multiplayer pvp i guess, i kind of expected a sim ala x space games..
 

Cenauru

Dragon Girl Supremacy
Member
Oct 25, 2017
5,967
I'm just starting to get back into the Space game genre, and I just saw this for the first time a few days ago, looks like alot of fun and damn, it looks gorgeous.
 
OP
OP
EatChildren

EatChildren

Wonder from Down Under
Member
Oct 27, 2017
7,029
Lol same. Weekly updates for god knows how long. I was kind of sad to see the game become a multiplayer pvp i guess, i kind of expected a sim ala x space games..

I haven't followed the development closely, only caught up a few months ago, but I'm guessing they just couldn't see through the scope of their original vision. Which admittedly was incredibly lofty for such a small team, funding or not. They probably couldn't source the funding.

Fingers crossed this does well enough to chart their course for the future.
 

FreezePeach

Banned
Oct 25, 2017
12,811
The lighting of the clouds during battle with explosions etc is a very clever cinematic trick i can guarantee will be their gif generator. Reminds me a little of Homeworld for some reason. Maybe the zoomed out scenes of ships swarming and fighting.
 

flyinj

Member
Oct 25, 2017
10,953
How does this actually work gameplay wise?

300 players is not that many when you are talking the scale of a 1:1 solar system, let alone being able to go down on planets. Is it a battlefield like game with bespoke "maps" that are fought over? Or are you literally flying around a vast area looking for someone to fight?
 

Zed

Member
Oct 28, 2017
2,544
Very cool. However, I fear this will be one of those games that never really get a big playerbase which would be devestating to the game.
 
OP
OP
EatChildren

EatChildren

Wonder from Down Under
Member
Oct 27, 2017
7,029
How does this actually work gameplay wise?

300 players is not that many when you are talking the scale of a 1:1 solar system, let alone being able to go down on planets. Is it a battlefield like game with bespoke "maps" that are fought over? Or are you literally flying around a vast area looking for someone to fight?

Someone else might know more, because I don't. But I remember watching a community play video and one facet was defending and destroying major installations on planet surfaces, like fuelling and mining stations. It might be objective based in that sense; factions assigned various objectives at locations that draw players together.
 

Tygre

Member
Oct 25, 2017
11,113
Chesire, UK
How does this actually work gameplay wise?

300 players is not that many when you are talking the scale of a 1:1 solar system, let alone being able to go down on planets. Is it a battlefield like game with bespoke "maps" that are fought over? Or are you literally flying around a vast area looking for someone to fight?

Think something like Planetside where you have a massive map, dotted with key strategic points to fight over.

The "battlescapes" focus the action, so it's not just hours of not seeing anybody.
 

plusaflag

User requested ban
Banned
Jan 7, 2019
625
The video you posted OP was the first thing I thought of when I saw the title.
So a game baed on this tech is coming. That's fantastic!
 

fanboi

Banned
Oct 25, 2017
6,702
Sweden
Wut.

Is this the same game where the game engine was developed by one person (and the whole game initialy at least)? I remember following this game like 13-14 years ago, where it aimed to be a Star Citizenish game.
 

Nekyrrev

Member
Oct 28, 2017
1,123
I've never heard of this game and it looks promising, thanks for the heads up.

With this, no man's sky, star citizen, rebel galaxy, etc... It's a great time to be a space fanboy like me.
 

tuxfool

Member
Oct 25, 2017
5,858
It may be a trivial question, but if the system is REALLY true to scale, and about 1000 people share it, won't it be incredibly barren?
I think true to scale in the theoretical sense. There is almost certainly going to be space compression (what would be the point of having just a lot of empty space).

Also seeing as this is going to be some sort of arena PvP kind of thing, it will likely have some sort of clustering around points of interest, or some resource that needs to be acquired in some location.
 
OP
OP
EatChildren

EatChildren

Wonder from Down Under
Member
Oct 27, 2017
7,029
It may be a trivial question, but if the system is REALLY true to scale, and about 1000 people share it, won't it be incredibly barren?

In theory, sure, but the trick with games like this is structure and assignment of objectives. As long as there's an incentive to draw players together for whatever reason, and the spawning accommodates accordingly, even the largest play space can work.

But I'm also not sure how exactly it plays. I only stumbled on it few months ago after reminiscing and digging up the old Infinity Engine trailer, and realising the devs had recent vids documenting an actual build of a project.
 
Oct 27, 2017
1,724
USA
I kickstarted this badboy and have been receiving weekly emails from them for years. I'm glad it's finally seeing the light of day.
Same here.

It's really improved a lot over the past years.



Their original goal was pie in the sky, even for super funded AAA game studios it seems but I'm glad they are getting something out there and it is fun to play. I've enjoyed it so far. With the fact there is AI battles going on, you can always jump in and find a massive fight going on. It's a great "I want to play for half an hour before bed" kinda game but could also just as easily be a "got my group of friends together, lets turn the tide of this war for the next 5 hours" kinda game as well.
 
Jun 1, 2018
4,523
Wow this is something star citizen has been attempting for years and STILL cant get right with a 500 person team and 5 studios around the world
 

Deleted member 12009

User requested account closure
Banned
Oct 27, 2017
1,141
Oh my god, this looks awesome. Good place to practice dogfighting while I wait (indefinitely) for star citizen.
 
Jan 10, 2018
7,207
Tokyo
I think true to scale in the theoretical sense. There is almost certainly going to be space compression (what would be the point of having just a lot of empty space).

Also seeing as this is going to be some sort of arena PvP kind of thing, it will likely have some sort of clustering around points of interest, or some resource that needs to be acquired in some location.


In theory, sure, but the trick with games like this is structure and assignment of objectives. As long as there's an incentive to draw players together for whatever reason, and the spawning accommodates accordingly, even the largest play space can work.

But I'm also not sure how exactly it plays. I only stumbled on it few months ago after reminiscing and digging up the old Infinity Engine trailer, and realising the devs had recent vids documenting an actual build of a project.

I see: but in this context, where everyone father's around specific points, doesn't that kill the purpose of a gigantic world, since we're not going to traverse it?
I don't want to trash this game at all, actually I'm all for a great space simulation and I'm quite amazed by what procedural generation can do, but I really wonder if making a true to scale universe really has an interest. Either way I'll monitor this project.
 

tuxfool

Member
Oct 25, 2017
5,858
doesn't that kill the purpose of a gigantic world, since we're not going to traverse it?
Yeah, kind of.

The only real use of the technology to to provide an interesting arena of a sufficient size that it makes sense for space ships to engage in battles without it feeling like the play space is artificially limited.
 
Dec 23, 2018
201
It may be a trivial question, but if the system is REALLY true to scale, and about 1000 people share it, won't it be incredibly barren?
It would unless the game encourages certain hotspots where action is bound to happen. I dont think it would be that difficult to implement gameplay loops around these things.

In contrast, look at star citizen, which caps out about 60 people per instance before the servers start taking a massive shit and the game stutters to constant crashes if you are lucky or are locked into a Sisyphean nightmare where your ships doors and elevators will constantly kill you if you arent.
 

Emerald Hawk

Member
Dec 12, 2017
280
New Jersey
I watched 40 minutes of the Meet & Fleet event here: https://www.youtube.com/watch?v=JgB96Gb82pQ , and I have to say, I'm impressed.

I like the nice rock paper scissors action they are going for, and not just with the standard Interceptor > Bomber > Capital ship. It also looks like mines are dangerous to capital ships but small ships can take out mines. Is there anywhere I can read about the actual mechanics more? I'm interested in how the credits system is going to work for spawning ships and such.
 

Steelrain

Member
Oct 25, 2017
584
I'm glad these guys were about to put out a product. I donated to them a long time ago and it's good to see their tech go to use. Hopefully success from Battlespace allows them to expand on it. Combat already looks better than Star Citizen. Which really highlights the grift going on over there.
 

KKRT

Member
Oct 27, 2017
1,544
I really wish this game would be more like PVE coop game made with exploration in mind, but i still hope they'll succeed.
 

Emerald Hawk

Member
Dec 12, 2017
280
New Jersey
I've only played about 2-3 hours so far. My overall impression is that It has some potential but I have a lot of minor gripes.

First, the good things: It's early access launch day, and the game is playable with over 100 players in a server, which is honestly an accomplishment by itself. You can hop right in and shoot at things, and there is a decent mix of small and capital ships to play with. This genre has had so few examples in the past 15 years that just the fact that it exists at all makes me happy.

There are some things that could be improved though.

Controlling your ship is complex (especially the capitals), and there is basically no new player experience in game. You need to read the faq and ask questions in the Discord to figure out how things work. It took me almost half an hour to figure out how to drop mines from a destroyer, for example (Bring up the "V" ring menu, select the top right option for Mine launcher). You have to use ring menus for a lot of things like switching from missiles to torpedoes as well. They pushed a patch that updated the default key for missiles from right ctrl to middle mouse, but didn't update the in-game help screen. I can't tell visually when my missiles have locked on so I have to rely on the beeping sound.

You can destroy subsystems on caps and stations (like weapons), but you can't target them, which makes shooting them tricky. The aim assist cursor on your guns will just point to the center of the capship or station, which is a bigger problem than you might think. With Newtonian flight control and shots that keep your momentum, the aim assist cursor is a necessity. If you want to use missiles to target subsystems, you have to manually disable the missile lock safety (ring menu again), untarget everything (backspace), and then dumbfire your missiles.

The game really benefits from good team coordination, and the devs have provided a discord server that you can use to have voice comms with your teammates. But it's totally manual. You have to pick a team in game, remember which team you picked, and then join the right channel in discord. Right now, there are over 100 players in game but only 10 of them are in the public discord with voice chat on (although others might be on private servers). If I was still in college and had a group of friends that I could game with it would be cooler, even a squad of 3-4 players seems viable to tackle the AI. The game gets boring pretty quick if you are just playing by yourself.

Performance wise, I'm using a Radeon RX 460 with only 2GB of VRAM, which is below the minimum requirements for this game. However, it's playable with all graphics turned to low setting and a 1080P resolution. I think it generally runs at 30fps for me but I don't totally understand the in game frame counter.

I'm a little worried that with no long term progression system a game like this will die out due to lack of players, but there are decent numbers in game for now.

Overall, my other gripe is that it feels like I need to use a capital ship to really make an impact on any of the mission objectives, but piloting a capitol is a bit slow and less exciting. A few bombers escorted by a corvette might be a viable way to make an impact with small ships, but I'm too shy and don't know enough friends interested in the game to put together a squadron like that.

Edit: typos
 
Last edited:

fanboi

Banned
Oct 25, 2017
6,702
Sweden
I've only played about 2-3 hours so far. My overall impression is that It has some potential but I have a lot of minor gripes.

First, the good things: It's early access launch day, and the game is playable with over 100 players in a server, which is honestly an accomplishment by itself. You can hop right in and shoot at things, there are a decent mix of small and capital ships to play with. This genre has had so few examples in the past 15 years that just the fact that it exists at all makes me happy.

There are some things that could be improved though.

Controlling your ship is complex (especially the capitals), and there is basically no new player experience in game. You need to read the faq and ask questions in the Discord to figure out how things work. It took me almost half an hour to figure out how to drop mines from a destroyer, for example (Bring up the "V" ring menu, select the top right option for Mine launcher). You have to use ring menus for a lot of things like switching from missiles to torpedoes as well. They pushed a patch that updated the default key for missiles from right ctrl to middle mouse, but didn't update the in-game help screen. I can't tell visually when my missiles have locked on so I have to rely on the beeping sound.

You can destroy subsystems on caps and stations (like weapons), but you can't target them, which makes shooting them tricky. The aim assist cursor on your guns will just point to the center of the capship or station, which is a bigger problem than you might think. With Newtonian flight control and shots that keep your momentum, the aim assist cursor is a necessity. If you want to use missiles to target subsystems, you have to manually disable the missile lock safety (ring menu again), untarget everything (backspace), and then dumbfire your missiles.

The game really benefits from good team coordination, and the devs have provided a discord server that you can use to have voice comms with your teammates. But it's totally manual, you have to pick a team in game, remember which team you picked, and then join the right channel in discord. Right now, there are over 100 players in game but only 10 of them are in the public discord with voice chat on (although others might be on private servers). If I was still in college and had a group of friends that I could game with it would be cooler, even a squad of 3-4 players seems viable to tackle the AI. The game gets boring pretty quick if you are just playing by yourself.

Performance wise, I'm using a Radeon RX 460 with only 2GB of VRAM, which is below the minimum requirements for this game. However, it's playable with all graphics turned to low setting and a 1080P resolution. I think it generally runs at 30fps for me but I don't totally understand the in game frame counter.

I'm a little worried that with no long term progression system a game like this will die out due to lack of players, but there are decent numbers in game for now.

Overall, my other gripe is that it feels like I need to use a capital ship to really make an impact on any of the mission objectives, but piloting a capitol is a bit slow and less exciting. A few bombers escorted by a corvette might be a viable way to make an impact with small ships, but I'm too shy and don't know enough friends interested in the game to put together a squadron like that.

Edit: typos

Thanks!

Are there a party system in the game currently?