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
This upcoming month ( June ) we are going to focus on a few things: first of all, the sensor overlay / tactical screen implementation is only at its initial stage; we’re going to spend a few extra days to fix bugs and improve it. The idea here is to make the icons clickable to show a little popup / vignette screen in a corner which will highlight the icon on which you’ve clicked ( or hovering the mouse ). It’ll show the usual information: name, status, health / shields, etc…
The other idea is to add more tactical information to this screen. It’d be interesting to show the ship’s velocities and maybe arrows that represent what your allies / squad members have selected or are currently targetting.
In a future update ( not any time soon ), probably when we implement the squads management system, this screen will show more information about your squad members. It’ll also be the screen where you can assign objectives to your squad members ( if you’re the squad captain ), set a beacon / ping, or highlight a special target for others to see.
In June, the other big thing is the star map revamp. We’ve been working on its new design internally for a while. We want the new star map to better show objectives / bases, highlight which ones are under attack, where the missions are ( without having to go through the mission tab ), where haulers are flying ( so that you know you can attack or escort them ), and show clusters of ships / players / where the action are. There will be some overlap with what we’ve been doing on the tactical screen recently; for example, we’re thinking of using the same “heat map” system to highlight clusters of ships.
June’s goal is also to improve the credits redistribution system ( going back to a more passive system ), address some issues with the AI battles flow ( getting ride of non-critical battles which make it feel like you have no impact on the match ), add in-battle sub-objectives ( ex.: corvette getting a message to resupply / repair other ships ), and a first implementation step for battle reports ( statistics showing how well you’ve been doing in the battle ).
In terms of interface for new players, we want to revamp the help tips system ( adding more to them - you know, the little messages popup up with a help message for new players ) and add a bunch of context-sensitive popup help screens for first-timers.
Finally, we want to experiment with atmospheric flight model changes to better differenciate atmospheric and space flight, so that planetary battles have a different “feel” than space ones.
Needless to say, this is gonna be a busy month and we’re not sure how much of this we can accomplish in a month, so it’s very possible that some of these will leak into July.
-Flavien Brebion, I-Novae Studios
Originally posted to the I-NovaeStudios Forums, Here.
For information on how you can get access to Battlescape in it's current state, or to become a part of our growing community, see the links below. We have an active Community on Discord, and our forums see regular discussion on features, gameplay, and the logisitics/challenges of building a thriving mulitiplayer experience.
Infinity:Battlescape Game page
I-Novae Studios Forums
Infinity:Battlescape Discord Server - Invite Link
Also, feel free to wishlist us on steam if you'd rather wait for the game to devop further, any degree of support is appreciated! :D
Summary of the Project history, where we've been, how we got here, and where we're headed.
We are happy to announce that Infinity: Battlescape will be released to Steam Early Access on Friday, September 27th, at 04:00 am UTC. Now is the time...
One of the most exciting and visually awesome updates we've had yet ;)
We're nearing our first Asteroid backer weekend! That means everyone who backed the game at the Asteroid reward Tier will be granted access from July...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Are you guys planning to add different ship models for factions?
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...
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 ;)
Following, great work so far and huge potential!
Wow
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?
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 :)
Will there be any singleplayer features? Multiplyer sounds like great fun, but sometimes I don't have the opportunity to go online efficiently.
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 :)
I'd settle for small skirmishes with AI. In-universe you can explain it as a combat simulator for training purposes.