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 #91

News

Update91_Header


Hey everyone, it’s time for your weekly update. This week we’re going to discuss some of the gameplay ideas we have for weapons by going through a couple of different scenarios. To quickly recap we’re planning on implementing 3 broad categories of weapon: energy, projectile, and missile. Ships will come with a predetermined set of hardpoints which can be configured with different variations of weapons from those 3 categories. For our first scenario we will start with an interceptor on a recon mission. Sensors/radar are one of the least defined aspects of the game right now but one guiding idea we have is that radar will be dependent on line of sight – specifically it will be blocked by celestial bodies. Ships on the same team will share radar data with each other so you’ll be able to see around an enemy planet or moon if you have a network of scouts to act as relays.


A blue sunset over a desert planet


On a scouting mission you want to maximize for speed and radar capabilities – direct contact with the enemy is to be avoided at all costs. Interceptors don’t have many hard points so you must choose your weapons wisely. In this case a suitable loadout could be a handful of missiles, enough to give the enemy pause long enough for you to get away, along with blasters for their unlimited ammunition. In this case, due to the potential for being deep behind enemy lines without the ability to easily reload, energy weapons are probably a better last-ditch choice than a projectile weapon.


A lone interceptor on patrol


For our second example lets look at the destroyer – which is meant to protect cruisers and carriers from smaller ships such as the interceptor and bomber. A destroyer is designed to be outfitted with some combination of small caliber projectile weapons, missiles, and anti-missile systems. Where things get interesting is how you decide to allocate your hard points and for which type of weapon. A destroyer is frequently part of a fleet so maybe you can get away with more projectile and missile weapons since you can easily be resupplied from a nearby carrier. Perhaps you’re expecting to be a part of a prolonged battle and you can’t afford to be out of commission long enough to reload and therefore choose more energy weapons. Last but certainly not least how many anti-missile systems do you want? Each one comes at the expense of an offensive weapon.


An orbiting space station


Overall weapons can be summarized as trying to make the right set of trade-offs for the set of conditions you expect to encounter. We also want to allow players to make changes to their loadout in the field for certain types of ship by docking with the carrier. We may also have special types of destroyer and/or corvette that provide support in limited capacities such as reloading and/or repair – time/resources will dictate. Our goal is to make weapons easy to quickly get the hang of but somewhat difficult to master.

Content from the Community

SpaceJay recorded our first unofficial I-Novae event this past weekend. We hope to continue these events into the future, and look forward to seeing server population increase as we move from Pre-Alpha to Alpha!

Weekly Update #90

Weekly Update #90

News 1 comment

Less of an update, and more of a community conversation surrounding weapon systems within Infinity:Battlescape. See our forums for the full community...

Weekly Update #89

Weekly Update #89

News

Weapons development has begun, including weapon types, fx, and balancing. We also review some of the bugs that were found and fixed during the Alpha Weekend...

Weekly Update #88: Alpha Weekend: Data!

Weekly Update #88: Alpha Weekend: Data!

News 3 comments

DATA! A weekend of access for our Alpha backers has proven incredibly valuable. Bugs fixed, user insights and input received, and we're already applying...

Weekly Update #87: Alpha Weekend!

Weekly Update #87: Alpha Weekend!

News

Tomorrow we'll be hosting a Pre-Alpha weekend for all our Alpha backers and above. A lot of new content has been added in the past few weeks, however...

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 :)

Reply Good karma+4 votes
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

Reply Good karma+3 votes
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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