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Allodium is an indie game development studio from Prague. We specialize in web based MMO strategy games. Infinitum: Battle for Europe, our flagship, is a combination of classic town building strategy with real time battles on a real world map of Europe. We're trying to bring as much realism into our game as makes sense in the game's design. We believe that real political issues provide a great basis for player immersion. We also believe than fighting for the city you live in is quite different than fighting for "Genericville." We have also adapted a fantasy sport game concept for the Czech web service provider seznam.cz and have been quite successful with it. We've recently released Infinitum: Battle for Europe as public beta on www.infinitumgame.com.

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Free to Play Browser Strategies Suck

Allodium Blog

We started Infinitum: Battle for Europe, because we were terrified about what happens in the free to play MMO strategy games segment. The games are not so much games - they are more like complex menu systems, where gameplay is either absent or is faked by animations. This problem is as old as browser games themselves. Think of Bitefight.

The worse aspect still is the way the developers are monetizing these games. Like the energy system and microtransactions that do not let you enjoy a game unless you pay. Think of Dungeon Keeper Mobile - a piece of software that put shame on a game that is loved by many. Don’t get me wrong, there are many games that are free to play, that use microtransactions and people love them like League of Legends or World of Tanks but these are desktop games and we’re talking browser based here. So we saw two problems there: first, lack of gameplay, and second insensitive monetization.
Browser based MMO strategy segment is a crowded place and it is not easy to stand out or even pay the development costs. Sadly, we all need to pay our bills and there and so need to get money for our game. Also, the game has to have nice graphics as we believe Infinitum has, which is again quite expensive. You competition is one click away and you can not afford to chase your prospect player by ugly graphics. The same goes for free to play model. No one is going to pay for a browser game in advance, especially when there are numerous FTP alternatives. All that means you have to go FTP . We just want to be as fair to the player as possible. That is why you do not get any combat upgrades in our game. Yes, you can buy managers who speed up buliding your city, yes we allow players to buy resources for real money and yes, we even provide with an experience bonus for your troops, but no amount of bought resources can replace the skill in combat you need to win. So we made our game “pay to build, fight to win,” hoping to use the FTP model as sensitively as possible.

Then there is gameplay. There is usually no gameplay in browser strategies in the sense that player needs to adapt to dynamic situation, like he has to move units around battlefield, which is pretty much the basic aspect of a real time strategy. Other games either fake it with animation of a battle, make the battle automated or reduce the gameplay to the point where you just click places your unit are supposed to go and that’s it. No, thank you. We created a game where you build your base that produces units and then you deploy those units on a map and control them directly. You need to be aware of different unit properties like speed and range, you can outmaneuver your opponent, etc. Make no mistake - it is not nearly as frenetic as RTSs usually are, but combat actually requires skill that you can’t buy, you need to acquire it through practice.

And that’s it. We are free to play, but do not make you pay to play or pay to win. We offer an actual gameplay, where player reacts to a dynamic situation and needs some skill. We hope to make a difference. We want to be a part of a trend that would complexify current stale segment of browser based MMO strategies. We hope you will try and test our approach on www.infinitumgame.com and see for yourself. Are we delivering what we feel we should, what we just described here?

Fourth Week of Closed Beta

Allodium Blog

Before we launched Closed Beta on August 26, we didn’t really know what to expect. Will the players like the game or not? Will we find out about some serious technical issues, will we be overwhelmed by bugs. Well, we made ready for the worse and it didn’t come.

We have distributed about 550 Beta keys and are currently working with about 400 players. We’re having some pretty amazing results. Of course, we’re having bugs reported, but that is why we run the Beta. So far, we have created about 260 tickets from our players’ feedback and are working hard to address them. The most important thing is, however, we’re getting a lot of positive feedback about the new gameplay elements and the feel of the game in general. Players really enjoy the AI element of the game, the visuals and are curious and insightful about the gameplay. We would like our players to send us more feedback though.

Funny thing is: from the 400 players who got the Beta Key a significant percent probably didn’t read the accompanying email. We have suggested that players should found their cities in or around Czech republic to concentrate the action to one particular spot. This should’ve simulated a part of the full map after the game is played by 5,000+ users. Although the Czech Republic and surrounding countries are sufficiently densely populated, some players decided to be on their own for some reason. Like live on Shetlands, Iceland, Spain or Scandinavia. Well, at least the Czech Republic has no free city left :-)

There are some pretty strong alliances and we’re hoping we’d be seeing first attack on a GSA base. We think that a few alliances could easily unite to destroy one.

Stay tuned as we’re currently evaluating the possibility of sending more Beta keys with hopes of getting some more active players to test Infinitum: Battle for Europe.

Closed Beta of Infinitum: Battle for Europe coming soon

Allodium Blog

We were not really posting much stuff on this blog. You might think we were slacking but the opposite is true. We are finishing the game like crazy and we are opening closed beta in a few days. Right now we are adding the last features and alpha testing day and night.

We are still some way to go toward the finished and polished product and this is where you come in. We have tested the game ourselves but now we need feedback from people who see the game for the first time. That is why we are giving away some closed beta keys for Infinitum: Battle for Europe. As the game is far from finished, we do not want to invite everyone. We suppose there will be a lot of initial feedback to process so we will release only a few keys at first. After major issues are resolved, we will gradually invite more and more closed beta players.

If you are interested to see our game, to try it out and to give us as much feedback as possible, just let us know. Request your beta key on our website. It is a great plus if you have already tested some game and if you are used to processing bugs. Please note you will have to be patient while we polish the game, as there will be some bugs and issues.

We will send you your key as soon as we are able to let you have a look under the hood of Infinitum. Hopefully this will be very soon.

Stay tuned!

The Map of Infinitum: Battle for Europe

Allodium Blog

The map of Europe in Infinitum is huge. It consists of 4000 x 4000 fields and contains 15k cities. We want to create an enormous combat zone and also include all of the European countries. The map spans from Island in the North to Sicily in the South, from the Atlantic coast in the West to the Ural mountain range and beyond. Of course your units are able to operate all over this map in real time. You can just say: “What the heck, France sucks, I’m going to Azerbaijan”. (Editor’s note: France is cool, actually; and yes, we have Caucasian nations!)

If you want to go from one end of the map to the other, it would take about 11 hours using the fastest available unit in the game. You might object, that this is far too quick, but hey, this is not a sim! Besides, things can get much quicker later: you can build an airport in a city to transport your units via air. Water bodies are also taken into account in transportation as they present obstacles for normal units. Only hovercraft can go over water bodies, so island fortress is a real possibility in our game.

One of the most difficult things was to choose cities for the map. We used geographical data to generate city names and positions, and statistical data on population to define significance or more precisely size of each particular city. Our goal was to create somehow even distribution of the cities in the map, but we found out that it is not going to be that easy! Most of western and eastern Europe is fine. But some parts of Europe, like in the north of Europe, in Baltic countries or in Russia. There are cities there, but in clusters with large areas of nothing between those clusters. Also some countries just do not have data about population for most cities. That makes difficult to automatically decide which city is large and which small.

As a result, there might be some funny city choices in the map. We sincerely hope you will be patient with us, until we figure this out. We certainly do want to make everything correct and plan to update the map so that it resembles reality in a way that a strategy game needs. Speaking of which, we won’t be able to do it by ourselves. We hope the players and our community will help us to point out some mistakes in this regard. We plan to publish a web based map browser for you soon. It will show all the cities. We hope you'll like it and point us to some omissions and glithes. Stay tuned, we’re looking forwad to your feedback.

You will be able to hold up to three cities, so make sure the ones you need are there! :-)

Gamedesign of Infinitum: Battle for Europe

Allodium Blog

The whole map of Europe

The map is generated using real geographic data with countries, seas, and islands that can be used as strategic elements. Each country has one central GSA fortress that can be conquered and used for victory. You can choose your location - a city - after completing the tutorial. Choose wisely, you want to be close to your friends!

Real Time Battles

This is not a typical browser game, your units move in real time directly on the map, and you can change their orders at will. You can outflank your enemies, get behind them, or protect a large area from invasion. Units' positions, range, and mobility play a key role here. It is not uncommon for a statistically weaker army to crush a much stronger enemy. It all depends on your combat skills.

Global Analysis Map

The game features another map layer that displays all strategic data in one screen - cities, fortresses, and resources. It looks like a Defcon radar-map where you get the global picture: territories of various alliances, battles taking place, cities controlled, and much more. Here you can plan and monitor your strategic goals.

Complex cities

On the city building screen there is a large map for you to build your city on. You have almost 40 different buildings with which you can create a variety of city economies that are different from one another. There is a lot of room for specializations that are necessary if you want to be a key player in your alliance. And of course you have lots of freedom to play as you like.

Cooperation in an Alliance

There is no need to create a single alliance army. Instead, all of the players can share units with whom they like. This way you can have a command structure where several commanders manage alliance battles all over the map. It's possible to send resources in the alliance elsewhere, creating sophisticated supply chains in order to be more efficient and deadly than the others.

NPC faction

The Orwellian GSA is present in Infinitum: Battle for Europe, it has lots of bases and units ranging from weak to extremely deadly. You don't have to fight other players straight away - learn how to fight first by beating the NPCs up. Besides, the main goal of the game is to defeat the main villain - Global Security Agency - and to free Europe together!

Infinitum: Battle for Europe is not pay to win. There are in game purchases, yes, but only economy based. Combat can not be modified by any purchasable bonuses. You can call this game "pay to build, fight to win" if you will. The bonuses are not what wins the game, it's strong alliances and good tactics.The game is being developed in Flash and is browser based, so you can play it on Win and Mac computers. We do not plan a mobile version as of yet, the gameplay is too complex for small screens. We're an Indie team, we're making games by gamers for gamers. This is a sequel to Infinitum, a project that taught us a lot. So this is not a revolution, it's evolution. An Evolution of our own concept.