What is Battlescape?

Infinity: Battlescape is a multiplayer space sim spanning a single true to scale star system filled with dozens of planets and moons. Hundreds of players spanning up to 3 powerful corporations of the Starfold Confederacy will fight to win control of the system. The primary goal will be to capture or destroy your enemies infrastructure through a combination of the orbital bombardment capabilities of capital ships and small spacecraft including bombers, interceptors, and corvettes.

“We're working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlestar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat, we're going to create a well polished experience that really distinguises itself from other space games. Our technology by itself provides an unforgettable experience and the media that have received the prototype have spent entire days just flying around and exploring”

-Keith Newton, CEO & Cofounder (80.lv Interview)

A match begins with each team being allocated some combination of space stations, planetary bases, factories, and AI controlled defense turrets. Each player will start with a moderate amount of credits with which they can upgrade or customize their ship and equipment, or acquire new ships.

Every couple of minutes a factory spawns a cargo ship which will transfer raw materials to the nearest space station or planetary base for processing into credits. These credits are split evenly among the members of the team however if the cargo ship is destroyed its owners lose the credits. Players are able to donate credits to other members of their team so that they can pool resources.

Light to Medium Spacecraft

Small ships with first-person, twitch based Newtonian controls will provide players with high speed dogfights inspired by those seen in sci-fi film and television. We've implemented a flight model that makes each planet a unique experience based on drag, thrust to weight ratio, atmospheric density, and turbulence.

  • Interceptors - Your standard fast, sleek, highly maneuverable killing machine. They are primarily designed for destroying enemy light spacecraft.
  • Fighters - Similar to interceptors, fighters are relatively fast and maneuverable however they also provide a limited ability to attack infrastructure. This ship will only be available if we reach our $500k stretch goal.
  • Bombers - Larger and less maneuverable than fighters with limited defensive capability. A handful of bombers can cause serious damage to enemy capital ships and infrastructure.
  • Corvettes - The tanks of space combat. Corvettes come armed with independently targeting turrets allowing a 360 degree arc of fire. While they don't pack the long-range punch of a bomber, a group of them can easily take out weaker capital ships.

Capital Starships

Capital ships are the backbone of a fleet and will be controlled in the 3rd person, providing a unique perspective of the unfolding battle. Individual weapons can independently target or be focused on a single enemy depending on field of view. There are three types of capital ship within Battlescape, each filling a specialized role:

  • Destroyers - The smallest and most maneuverable of the capital ships - destroyers are densely fitted with light weaponry to protect their larger brethren from swarms of fighters and bombers.
  • Cruisers - Heavy weapons platforms capable of reducing enemy infrastructure and capital ships to rubble within minutes. Despite their awesome power they are particularly vulnerable against bombers fitted with long range weaponry.
  • Carriers - Mobile spawn points capable of launching, refueling, and refitting small to medium spacecraft. A carrier has a finite number of spawnable ships however its squadrons can be replenished at a space station or base. With a limited number of light defensive weapons a carrier is particularly vulnerable once its squadrons have been destroyed.

Ship Customization

A hardpoint system allows for weapon customization. Choose from an array of weapon types including kinetic projectiles, energy based lasers, and missiles. You may also configure ship sub-systems such as radar, propulsion, and shields.

The I-Novae Engine

When we originally set out to build a space game we came to the conclusion that there wasn't any technology available that would allow us to realize our vision of a seamless transition from the surface of one planet to another without loading screens. We hate loading screens and, as life long space game enthusiasts, we resolved to build the technology to accomplish this ourselves. The fruit of that labor is the I-Novae Engine - a revolutionary new game engine capable of bringing you gameplay unlike anything you've ever experienced before.

To support our project, and gain access to the alpha or beta releases, you can pledge directly by creating an account on our website. InovaeStudios.com

Or follow us on social media ;) Twitter Facebook

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Update106 IndieDBSummary Thumb

The last few weekly updates have been relatively small, and content sparse. So rather than spamming a series of small articles, here's a summary format of our last month of weekly updates.


Update 103: Originally Posted March 22
Hey everyone, it’s time for your weekly update! After an exciting week last week this week has been a lot more relaxed. It’s back to the regular grind working on capital ship weapons, implementing feedback from the Alpha backer weekend, and incremental patching. The release of the Alpha is just around the corner and there’s a lot of work to be done to get the core gameplay loop properly mocked up. Among other things this includes the resource system, cargo ship AI, sensors/radar, repair/re-arm, and carrier spawning... Read the Rest of Weekly Update 103 here on our forums



Update 104: Originally Posted March 29
Hey everyone, it’s time for your weekly update. During our Alpha backer weekend two weeks ago we discovered that the resolution of our planets wasn’t properly scaling up on 4k monitors. Upon further investigation we learned that not only were our planets not properly increasing quality based on graphics settings – but that all of our planets were actually being duplicated twice in memory. What that means is that even though each planet was only being drawn on screen once, like it should be, we were generating and caching the data for every single terrain patch twice. Fixing this problem had the obvious impact of doubling the performance of our planetary terrain generation and reducing our GPU VRAM consumption by hundreds of megabytes... Read the Rest of Weekly Update 104 here on our forums



Update 105: Originally Posted April 5
This week our primary focus has been on getting another patch ready for the weekend. The big ticket items will be planet fixes and improved peripheral/HOTAS support. We’ve discovered a bug in one of our build scripts that causes one of the game’s 3rd party dependencies, specifically Microsoft’s 2017 C-Runtime (CRT), to be skipped during installation/upgrade. This bug will cause the game to crash when the Play button is pressed in the launcher unless you happen to already have the 2017 CRT installed (most people already have it). It will be fixed in the next patch... Read the Rest of Weekly Update 105 here on our forums



Update 106: Originally Posted April 12
To kick things off let’s talk about patches. Previously we’ve stated that our goal is to have at least one patch a week and I’m happy to report that, for the last few weeks, we’ve successfully hit that goal. Not only did we release a patch last Saturday, but we’ll be releasing another one within the next few days. There are still a couple of large game systems on the to-do list so it’s possible there may be some gaps down the road however we have demonstrated we’re able to hit our desired release cadence... Read the Rest of Weekly Update 106 here on our forums


Content from the Community

We're seeing some pretty spectacular screenshots come out of the community these days...





Weekly Update #102: We've got a game here

Weekly Update #102: We've got a game here


We talk about the last Alpha access weekend, and look back on the project's development up to this point.

Weekly Update #101: March Alpha-Weekend!

Weekly Update #101: March Alpha-Weekend!


This weekend we're giving pre-Alpha access to all of our Alpha level backers. I'ts still a pre-alpha build, so gameplay is limited, but we've come a long...

Weekly Update #100: AlphaWeekend Info

Weekly Update #100: AlphaWeekend Info


New pre-Alpha patches, an upcoming Alpha Weekend (for alpha backersand above) programming updates, gameplay features updated, and more.

Weekly Update #99

Weekly Update #99

News 2 comments

Update on the cruiser mesh, and a general progress report from the rest of the team ;)

Comments  (0 - 10 of 25)

i noticed capital guns firing super fast and it is like spam of laser guns

I hope it is going to be similar to Homeworld 2 like Dual Kinetic Turrets with 5-6 second reload rate Beam Lasers with long reload time etc...

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InfinityDevs Creator

We're still implimenting our weapons systems, and some of the firing rates for our large guns are already 4 seconds between shots, which doesn't seem like much given the number of guns capital ships currently have.

More weapon types to look forward to, and plenty of balancing work ahead of us ;)

Reply Good karma+2 votes

Following, great work so far and huge potential!

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this game looks very good and i have two question
will players be able to create there own faction or it will be just the three given by the game?
and you are going to be allowed to construct your own ships (own designs) or there will be a list of ships with customizeable features like EVE?

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InfinityDevs Creator

We've implemented 3 playable factions, players cannot create their own factions, but we'll likely provide tools for players to organize fleets and squadrons in game for better co-ordination and team play.

The game will provide 6 playable ship types at release, 3 smaller ships; interceptor, bomber, corvette. And 3 capital ships; Destroyer, Cruiser, Carrier. Ships will have customizable weapon loadouts that can be selected each time you spawn a new ship (assuming resources are available)

Glad you like it :)

Reply Good karma+3 votes

Will there be any singleplayer features? Multiplyer sounds like great fun, but sometimes I don't have the opportunity to go online efficiently.

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InfinityDevs Creator

We`re planning a single player sandbox mode. Single player exploration proves to be quite interesting, but the game is definitely designed with multiplayer at it`s core :)

Reply Good karma+4 votes

I'd settle for small skirmishes with AI. In-universe you can explain it as a combat simulator for training purposes.

Reply Good karma Bad karma+2 votes

Are you in need of volunteer alpha/beta testers?

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InfinityDevs Creator

In order to finance our dreams, we've limited alpha/beta testoing to our backers on Kickstarter and IndieGoGo.

Our DevTier backers already have access to the prototype, with alpha access in the future.

Reply Good karma+3 votes
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Infinity: Battlescape
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I-Novae Studios
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RT @inovae_keith: #infinitybattlescape weekly update 107 has been released: Indiegogo.com T.co

Apr 20 2018

RT @inovae_keith: We've released a preview video of our work-in-progress spectator mode that will be available in the next patch for… T.co

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RT @HutchingsINovae: 🌖 Moons of the Rethe Prime Planetary system in Inifinity Battlescape. Loving the improved surface details, even f… T.co

Apr 17 2018

RT @HutchingsINovae: Chilling moment while attempting to fly the new Carrier in a planet's atmosphere... I don't recommend it... out of… T.co

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RT @inovae_keith: Was talking about #infinitybattlescape modding this weekend with @inovae_flavien. We're probably going to restrict… T.co

Apr 15 2018

RT @HutchingsINovae: There's always a bigger ship... 😍 Updated Carrier placeholder in the latest build from this weekend @INovaeStudiosT.co

Apr 14 2018

RT @inovae_flavien: #InfinityBattlescape Patch was released today Forums.inovaestudios.com .. oh and, carrier update! T.co

Apr 14 2018

RT @inovae_keith: #infinitybattlescape weekly update 106 has been released: Indiegogo.com T.co

Apr 13 2018

RT @FGmods: @HutchingsINovae @INovaeStudios Easily the prettiest space based game I’ve seen

Apr 11 2018

RT @HutchingsINovae: Here, have a moment of reflection while you take in these views... 😍 Community screenshots taken in game this week… T.co

Apr 10 2018

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