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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Weekly Update #98

News

Update98_Header

Hey everyone, it’s time for your weekly update! I’m happy to announce that I can finally give a timeline for the next patch – our plan is to release it by the end of next week (this includes the weekend). If everything goes smoothly we’ll likely announce our next Alpha backer test weekend within a week or two after the patch is released. The patch will contain the initial version 1 implementation of our new weapon code, though capital ship weapons and missile countermeasures will still be a work in progress, and a bunch of art updates. Weapons will require constant tweaking over the coming months and we’ll likely introduce additional variation as we begin preparing to transition from Alpha to Beta.

Shields
Playing around with different shield effects

Looking toward the future the most obvious next step will be improving capital ship weapons, adding support for countermeasures, and making warp easier to use. Once that’s complete our focus will shift to the resource system, radar/sensors, and re-arming/repairing – which represent the 3 major gameplay systems remaining to be implemented and are pre-requisites for the release of the Alpha. After that, when core gameplay is representative of the final product, we will start the Beta, which will be our polish phase.

SpaceWhaleBobble_FinalSculptPass_003
Sculpt mesh for the space whale bobblehead

As we mentioned at the beginning of the year our goal is to release the Alpha in the first half of this year followed by the Beta by the end of the year. The initial implementation of weapons ended up taking 2-3 weeks longer than we had expected but we’re still optimistic we can maintain that schedule. Regardless of the exact dates we release the Alpha or the Beta, the single most important thing for this to be a successful year is that by the end of it we have a fun game. If we need to have an extended Beta period in 2019 to polish everything up for final release so be it but we simply cannot be successful if we don’t have a fun game. That’s all for this week, until next time!

Weekly Update #96

Weekly Update #96

News 2 comments

Another quick weekly update, a look at our Cruiser, and some thoughts on weapon systems.

Weekly Update #95

Weekly Update #95

News

The art team continues to work on our capital ships, and Flavien continues to implement new gameplay features as we prepare to release another patch.

Weekly Update #94

Weekly Update #94

News

Looking towards our next patch, weapons, and a mesh update for the Destroyer.

Weekly Update #93 Onward to 2018!

Weekly Update #93 Onward to 2018!

News

Hey everyone, it’s time for your first weekly update of 2018!

Comments  (0 - 10 of 23)
RequiemLux
RequiemLux

Following, great work so far and huge potential!

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frappastudio
frappastudio

Wow

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CH0J!
CH0J!

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
InfinityDevs

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 :)

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SamVision
SamVision

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
InfinityDevs

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 :)

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SamVision
SamVision

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

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RedRocketRandy
RedRocketRandy

Are you in need of volunteer alpha/beta testers?

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InfinityDevs Creator
InfinityDevs

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.
Indiegogo.com

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themion
themion

Hi,

Infinity: Battlescape looks really cool and I also very much appreciate the amount of information found on your Kickstarter site as well as how honest you are there.

Basically the only problem I have is your statement about VR support. By now at least for me VR support is simply basic requirement in a space game. It's somewhat frustrating for me as well, but since I've started using the Rift DK2 in November 2011 I can't even enthusiastically yawn at non-VR space games (including Elite Dangerous on a conventional monitor) ... and I still wanted to play a few games in my favorite genre, which I now apparently cannot ever again do. (And that's something I say even after an entire year and extensive gaming breaks caused by important exams ... so it's no initial hype anymore.)

So looking at your official statement regarding VR support:

"(...)which is why we aren't making any promise at this stage.
As VR enthusiasts ourselves this is definitely something we will try to add on our own, especially if we are able to hit our higher stretch goals."

Well, if I was in a 'very' comfortable situation financially and could just go ahead and bet 20 or 50 US$ on a Kickstarter campaign that potentially (worst case though) could end up as nothing at all even if it financially succeeds and reaches all stretch goals I might even back it, but I'm not. I don't have to worry about my food right now, but ... well ... without at least a VERY clear dedication for VR support I just can't. :/ (And even if it ended up becoming the best space game in every single regard ... it would still be a "nothing" to me without VR support ... that's how essential it has become. :/ )

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SamVision
SamVision

"VR support is simply basic requirement in a space game"

This is 100% your opinion, and your opinion ONLY.

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Juris3D
Juris3D

But, you do realize, how little percentage of gamers in the world have those expensive VR headsets? So, you see, when I find a new game, first what I check that it is NOT VR-only. I am not flaming or anything bad. I am just saying, most of the world is non-VR.

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Infinity: Battlescape
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