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.
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.
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:
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.
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
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.
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.
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!
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.
Looking towards our next patch, weapons, and a mesh update for the Destroyer.
Hey everyone, it’s time for your first weekly update of 2018!
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