Infinity Battlescape

Beta Game Patch - ( Saturday, 25 May 2019 )

Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link

This patch mostly focuses on two things: some new flight model experimental refinements and the first iteration of the textured bomber. As usual it also includes a number of bug fixes and quality-of-life improvements.

  • Turbo boost minimum energy requirements increased from 5% to 25%: a slight nerf to players abusing micro boosts with their energy depleted. It is still possible to chain micro boosts, but only with enough energy
  • Shield damage model is now probabilistic instead of splitting damage between shield and armor points. In the previous versions, upon getting hit by a physical projectile, a part of the damage was absorbed by the shield and the remainer was passing through and damaging the armor points.
    In the new model, the shield acts as a probability to determine whether all the damage gets absorbed by the shields, or if the projectile passes through the shield and hits the hull. This will be improtant in terms of visual effects later on when shields will no longer match the hull’s shape
  • Added the ability to spawn at neutral stations. Neutral stations are invulnerable. Added one neutral station around Rethe Prime (the gas giant). Players in different teams that want to train / dogfight can do it here. The AI will not generate a battle around this area
  • The bomber’s missile launchers are now slightly sloped upwards
Flight Model
  • Fix for rotation assist mode off which wasn’t providing 100% of thrust capabilities
  • Target speed / throttle can no longer exceed speed cap
  • Increased forward/backward linear thrust on most ships. Interceptor went from 3.6g to 4.0g. The main difference is on capital ships, that can now fly a lot faster. For example the carrier went from 1.2g to 2.0g.
  • Added a launcher dialog option (default: on) to enforce the soft speed cap with flight assist mode. It is no longer possible to exceed the speed cap via manual thrusting, unless turbo boosting (in which case the speed cap can be exceeded as long as energy remains)
  • Added a side boost anti-drifting system. It increases side propulsion temporarily in order to let the ship change its course faster. The boost is stronger as speed increases and approaches the speed cap. This change should make the dofights more dynamic and make capital ships
    far more maneuverable. It also helps with dodging or manually orbiting targets.
Fixes and Improvements
  • Asteroid ring fixes / tweaks: rings can now be tilted compared to the sun angle, so it won’t shadow-flicker with itself
  • Fixed an issue which caused dust particles to not appear in certain ring locations (the asteroids were correctly appearing but the dusty particles were missing)
  • Fixed a client crash when switching control schemes in spawn mode
  • Trade routes no longer show up when the source or destination have been destroyed
  • Main propulsion sound is no longer played on other ships when they’re powered off
  • Weapons will no longer lock when safety lock is toggle off but the target stays within lock range
HUD / Input
  • Improved highlighting of shield / armor / energy bars when their values are depleting. The bars should be flashing and become brighter to warn the user that their values are decreasing
  • Added an internal “no-cockpit” camera mode to small ships. You can toggle it by pressing F1 (will switch from cockpit to internal view and vice-versa)
  • Trade routes are no longer showing when HUD is disabled
  • Fix for saving an incorrect input profile version when editing the input profile. This bug was introduced in the last patch and could have caused some key conflicts and/or some keys being set back to their default values. The input profile config files should now upgrade correctly
  • Added griefing message when destroying minor infrastructure
  • Added a locking icon (circles with a dot in the middle) to represent the launch direction of missile / torpedoes. It’ll switch to red when the weapon is locked
Graphics / Optimizations
  • Added the textured bomber
  • Recording screenshots (F11) is now written to disk asynchronously and will no longer freeze the game for a few seconds
  • It is now possible to record screenshots at a higher resolution than the screen’s (see the Screenshot section in ClientConfig.xml). Note: HUD might not render correctly if using a different resolution than the screen’s
  • Made space background darker and increased stars brightness. The amount of visible stars in sunlight should’ve increased tenfolds. The idea here is to get away from mostly-black backgrounds, while keeping a realistic look
  • Reduced intensity of small ship’s floodlights
  • Tweaked min/max distance to sun of Battlescape generator. The sun in particular should no longer be too close to the Battlescape
  • Battlescapes are now titled compared to sun angle
  • Added minimum client requirement check to game server: there was a check on the network version, but not on the client itself. This means some players could’ve logged on a server with an upgraded version and get no warning. The game could go on but feel desynced, or using different gameplay parameters…
  • Enabled minidumps (crash reports) on the client. If you get a crash, the game should now generate a .dmp file along the log files. Make sure you send both the .dmp and the usual log file if you get a crash, thank you.


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Last edited:
Weekly Update #139: Bomber, UI, Next patch

Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link

Steam store page

Hey everybody. It’s been a while since the last weekly update, as we’ve been pretty busy on a certain number of topics. First thing first, we are slowly preparing for our Steam launch in Early access. We’ve set up a store page, which you can see here:

You’ll notice a bunch of new screenshots on it, however the trailer video is still the Kickstarter’s. We’re not ready to produce a gameplay trailer just yet as we need to finish texturing all the ships and replace some of the placeholders before we can do that. We’ve planned to work on the first visual polish phase next month and work on the trailer will start around July. In parallel, we’ll keep iterating on the gameplay and content.

Needless to say, now that we have a store page, even if it’s rough around the edges… it’s time to gather WISHLISTS;) As you may know ( or not ) Steam’s visibility algorithms on release are mostly based on the amount of wishlists, therefore it is of utter importance to our success to get as many wishlists as possible.

We have ~4 months until the Early access is launched, so from now on, we’d like to ask everybody who references us on websites, content creators, youtube / twitch streamers etc… to add a link to the Steam store page along with a small typical “Wishlist Infinity: Battlescape on Steam” message if you can. If you already have a direct link to our website, you can keep both of course. On a side note, since we now have a Steam store page we decided to stop our IndieGoGo on-going campaign so it shouldn’t be referenced anymore either. Thank you for your support !

Hey everybody, time for another update. Before I jump in to development news, I’m happy to announce that we’ll be collaborating with Markus Zierhofer to produce Infinity: Battlescape’s soundtrack. Markus is incredibly talented and the quality of his work so far gives us full confidence that he’ll be able to nail down the musical style for Battlescape. You can listen to some of his work on his website:

Markus has already completed the main menu theme, and I can safely say that the entire team is in love with it. In the coming month or two he’ll be producing a couple of ambient soundtracks, anticipation / thrill and finally battle tracks. We’re in the middle of figuring out how to seamlessly blend all these tracks together based on the game’s context dynamically.

We haven’t determined yet if we’ll patch the tracks into the game one by one as they’re produced or if we’ll wait a major patch in July / August to make them all available at once. More news on that in the coming weeks.

In other development news, Kristian has finished texturing the bomber. The bomber textures that were available in the backer’s beta patch were still a work in progress, so now Kristian has been able to finalize them - especially everything related to rusty edges, roughness and small scale details. Here’s a screenshot of the updated bomber:

On the UI side, most widgets have been completed and are now functional. The UI code is getting integrated into the game and we’re now ready to build the new star map or ship selection / upgrade screens. The goal is to have a first version available in the next patch, next week. It’ll look pretty ugly at first, as we’re spending no time on “making it look good” - functional is the keyword here. The first version will be very simple and will definitely be lacking, but in the next few months we’ll continue to iterate on it until it’s ready for Early access.

Speaking of the next patch, we’ll probably be reverting the flight model experimental anti-drifting system introduced in the last patch. We didn’t feel comfortable releasing the game without at least testing it once. It’s possible that we’ll keep it in a reduced form as an equipment, for capital ships only. Another change that we’re thinking of introducing is aligning warp-out velocity to a target ( within bounds ) when a player disengages the warp drive. This should make it easier to catch up with a fleeing ship, which at the moment can be a frustrating experience.

That’s it for now, more news next week for the new patch, and (hopefully) the first pics of the star map !



Infinity: Battlescape website:

Infinity: Battlescape forums:
I-Novae Community Event

Saturday, June 15th 2019

Event Time…

19:00 Coordinated Universal Time (UTC)

World time Buddy for this Event :

You’ll need access to the Beta to participate in this Community Event. See all the FAQ for the Beta Here

Original post on the IB forums
Beta Game Patch - ( Saturday, 15 June 2019 )

Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link

This patch focuses on two things: first of all, reverting the flight model anti-drifting change introduced experimentally last patch. Secondly, the new menu interface system. The menu system might have introduced a lot of new issues and bugs, please report them as usual on the forums or on Discord, thank you. Please note that the menu system isn’t working with gamepads / joysticks just yet, so if you’re using of of those you might encounted a lot of issues and might have to revert back to keyboard & mouse until proper joystick support is added in a future patch.

Menu system
  • A main menu was added to exit the game to windows or open the help screen. Later on it’ll allow to change graphical/audio/gameplay options or rebind controls. This menu can be opened via escape.
  • Added placeholder for star map. It is currently empty
  • Added ship selection menu. It replaces most of the functionality that was previously available in the escape menu. It allows you to cycle through ships, see their credits cost, and has buttons to select the ship type for the next respawn. Once the menu system is more advanced, this menu will be split in two. The ship selection/upgrades will be available when you’re spawning only. In-game, this menu will get replaced by a similar screen, showing the status of the ships systems, weapons, and allow on-the-fly weapons management/reconfiguration
  • Added team stats menu. At the moment it only shows the list of player names on both teams. Global team stats as well as more player data (ranks, death/kills etc… ) will be added later on
  • Finally, the mission menu is currently empty
  • All these menus can be selected through a tab system, which can be opened with the tab key (default, previously assigned to leaderboard)
  • The new menu system uses a brand new, vectorial rendering system which should allow for a higher quality, especially for text and icons (which are now vectorial too). It supports multisampled anti-aliasing (x1, x2, x4 and x8 based on the graphics quality setting)
Flight Model
  • Rotational speed limitation based on speed has been removed for all ships (except in warp)
  • The anti-drifting system was removed for small ships (interceptor, bomber and corvette). It remains active on capital ships as an equipment
  • Small ships were given back their original side propulsion. Capital ships still retain some of their improved cap speed thanks to the anti-drifting system, allowing them to change course more easily
Bug fixes and improvements
  • Fixed a deadlock (freeze) related to the mouse cursor
  • splash screen rendering (when the game is loading) has been decoupled from the main/loading thread

Download the patch from the Infinity: Battlescape website:


Infinity: Battlescape website:

Infinity: Battlescape forums:

Pledge Upgrade:
Weekly Update #140: Visual Polish and Asteroid backer week-end

Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link

It’s been a while since the last update, clearly we cannot call these updates “weekly” anymore
It isn’t entirely a surprise though, as we’re getting closer and closer to the Early access launch ( September 2019 ) so I’m getting busier and busier.

A few weeks ago we released patch which contained the first version of the UI. Unfortunately I wasn’t able to finish the star map in time, so it’ll be delayed until the next patch, end of July.

Asteroid Backer Week-end: 26th - 29th of July
We’ll organize our first Asteroid backer week-end from Friday the 26th of July ( around 19:00 GMT ) to Monday the 29th. This means that pretty much everybody that participated to our crowd-funding campaigns on Kickstarter and IndieGoGo ( or our own website at the $30 tier ), will have access to the game.

Visual Polish
Our goal is to start production of the game trailer for Steam around the end of July. We’ll use the asteroid backer week-end as an opportunity to record the new footage.

In the past 2-3 weeks and until mid July, we are focusing our efforts on visual polish for this footage, to make the game look as attractive as possible, within our limited time and budget of course.

We’re doing a pass over all the placeholder effects and replacing the worst offenders to improved versions. There are a number of effects that we think are good enough for now ( like the warp jam or the ship explosions ) but there are many others that we are upgrading. Here’s a non-exhaustive list:

  • We are adding a glow / haze effect around the sun. It is a volumetric effect, which means that as you get closer to the sun, the “size” of the effect starts to surround your entire ship - to the point where the entire screen goes white. In terms of gameplay, getting too close to the sun causes radiations damage over time.

Note: capital ships have more HP, so they can get closer to the sun before dying…

  • We are playing around with a warp tunnel effect. It looks pretty generic, but sometimes simple is good. It is fully animated; we’re still working on it. We’ve experimented with a white spot in front of the tunnel ( and black behind ), but although it does look nice, it quickly becomes annoying in terms of gameplay ( you can’t see where you are flying in warp ). In the picture below we’ve tried adding a hole at the tunnel center. It helps a bit, but it’s still not good enough. We’re going to play with a smoother fade and a larger “visibility” spot at the center, next.

Note: we’re also playing with the idea of twisting the tunnel around the ship dynamically, and maybe add a purple-ish light to make the ship feel more integrated to the tunnel.

  • Battle smog: we finished implementing lit / volumetric particles. We’re going to upgrade most of our smoke-like effects to use it ( ex.: atmospheric clouds, smoke damage, contrails… ). We’re also adding a new battlefield effect, kindly called “battle smog”. The idea here is that damaged ships and explosions leave smoky remnants that linger on the battlefield. Their lifetime at the moment is around a minute. It looks a bit like clouds-in-space at the moment, but it does look pretty nice, especially as the smog particles reflect nearby explosions.
In my opinion, the best thing is that the effect isn’t just an artistic / static backdrop, but fully dynamic. The smog particles tell the story of the battle due to their nature. They even inherit a bit of the velocity of the original explosion and spread in various directions randomly.

Smog particles WIP

  • The max shadowing range was increased, for roughly the same performance cost. The previous maximum range was 8 Km ( so any pixel further away than 8 Km was in direct light, even when occluded by a mountain ). The new range is 26 Km in high quality and 120 Km in extreme quality.
We’re also revamping / thinking of revamping the following effects:

  • Projectiles are currently a billboard; we’re experimenting with 3D particle meshes instead. They should look a lot better, especially at narrow angles.
  • Missiles, torpedoes and proximity mines effects have all been replaced. We’re trying to stick to a color theme in general: red-orange for kinetic weapons impacts / explosions, green for laser / beams ( not implemented yet ) and cyan / blue / purple for energy-based weapons / shields. Oh, and be happy: bomber AIs can now use torpedoes against capital ships !
  • We’re reworking the projectile impacts. They’ll use the actual mesh of the ship instead of the bounding box; at low angles they’ll be bouncing / causing a reflected sparkles cloud. We’d also like to have large projectiles pierce through small ships, instead of just having the projectile disappear.
  • We’re also looking at implementing particle ribbons for contrails and similar effects.

More battle smog. The smokey effect is a placeholder, we’re working on higher resolution ones with more variations.

Ships texturing
Kristian has finished texturing the corvette. In the pictures below you can see the Scoria default skin. He’s started texturing our last ship, the carrier. It is unlikely to be 100% finished by the end of the month, so we decided that we’d concentrate on the major areas of visual interest for the trailer, and apply some basic texturing on details, and revisit the details texturing properly at a later stage.

Final words
In terms of gameplay, we are ( admittedly at a lower priority, since we’re focusing on visual polish ) iterating on the UI / menus, AI, cleaning the HUD / making it more intuitive. I am also hoping to get the ( finally ! ) capital ships missiles / torpedoes / counter-measures / flak canons in, for the next patch.

Ideally, we’d also get the ship upgrading system in, but I’m not sure there’s enough time left in July to do that. We’ll see where we stand at the end of the month.

Note that I will be leaving in a vacation trip to France next week, for a couple days, before we enter the final stretch to the game’s launch. I’ll be very busy on producing the next patch when I’m back in mid-July, therefore there will be no more development update until the next asteroid backer week-end.

-Flavien Brebion
Are there any news on a release window (even if not precise, something like "late 2019", "mid 2020")?

And will there be any period of early access on steam?


Volunteer Moderator
Are there any news on a release window (even if not precise, something like "late 2019", "mid 2020")?

And will there be any period of early access on steam?
If I read it correctly this last newsletter (post right above yours) suggests there will be an Early Access starting in September this year. The letter also mentions work starting for the “Steam trailer” so unless I am mistaken, there you go.
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