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Introducing AI's First Consumable: The GRENADE

[h3]The Past:[/h3]

Approaching Infinity: The Space Adventure Roguelike has a long and complex history. 7 years ago today it launched on Kickstarter. It didn't even have a save function back then! It was successful, and went on to be completed and released, in a box with a manual, by a war-game publisher. And it stayed exclusively with that company for years, not getting updates since 2015.

Then 3 months ago, after I regained control of the game, I brought it to Steam Early Access, where it's been well received and started growing at a furious pace! If you're asking "Why is a 7 year-old game in early access?", the answer is simple: I'm adding so much that it's basically going to be a whole new experience when I'm done!

But really, a rogue-like without consumables?! No potions, no scrolls? Nope. AI's design was always meant to be streamlined and uncomplicated: maximum effect for minimum player effort. And while that ethos is still a guiding principal, big changes are coming!

What's a "consumable"?
A powerful resource that you can use up. Healing potions, scrolls of identify, those are the basics. But how about a single-use emergency teleporter? Or a probe you launch from your ship that fully maps a planet, then crashes? Or something you throw at monsters to make them die: Grenades!

[h3]The present:[/h3]

(Please note that everything discussed here is in the Beta Branch "betafromnowon", which you are free to join or leave at any time.)

If you've been following the development here, you've heard about version 1.6, and what that means. The first part was a remodeling of terrain and adding over 300 new images. That was released into the beta branch 2 weeks ago. Burn down forests and explode walls and generally wreak havoc on the environment.

After that, the player needed a method for actually bringing those effects into the world, so away team weapons had to be remodeled. There are now 23 possible weapon modifications, many of which are capable of modifying the environment in some way. Also, planet monsters can be resistant to these damage types (or vulnerable!).

For example, robots are usually immune to poison and resistant to fire. But they also take *more* damage from corrosive and electrical attacks. Pretty soon, you'll need to carry around 2 or 3 weapons, just so you can handle all the different challenges you'll face... Luckily 2 "swap slots" are planned ;)


(Wait, carnivorous plants can't move!)

Some weapons also have knock-back now, which is really pretty exciting. Tired of getting swarmed by gnashers or rad-rats? The repulsor shotgun was made for you! The shotgun hits multiple targets and causes knockback on its own, but adding the "repulsor" effect amplifies both of these abilities.

But guns only cause these effects sometimes. I know you want more. So. Enter the grenade!

Space stations now sell grenades and the away team has a slot for them. The standard Frag grenade will hit a 3x3 area, damaging all monsters and possibly knocking down trees or cave walls. But there are lots of other types too. An incendiary grenade will always start fires, cryo will freeze lakes, and if you can find it in the later sectors, the Tac-Nuke grenade will incinerate everything in a blast zone so large you can't throw the grenade far enough to keep yourself out of harm's way. Buyer beware!



[h3]Speed Optimization[/h3]

Some players have mentioned that the game slows down sometimes, and I hear you! So I've spent a lot of time, thought, and coding on *fixing* that. Please try the beta, I think you'll be pleasantly surprised with how much I've been able to increase the speed.

[h3]Let's Play Series[/h3]
Before releasing the latest beta, I wanted to test it to see the balance of grenades, as far as how much damage they do, how much they cost, and how many you get before you run out. I learned a lot from this, and they were way too powerful to begin with. They might still be. You tell me.

But I also had a lot of fun. So much so in fact that I decided to turn it into a video series. I'm up to 4 installments now, in sector 7, with one artifact, an incendiary shotgun and an assortment of grenades. I hope to survive long enough to make a good run out of it. Here's the first video in the series:

[previewyoutube][/previewyoutube]

[h3]The Future[/h3]

1.6 isn't done yet, not by a long shot. After a week of having this in the beta, I intend to move it (with any fixes and re-balances that need to be done) into the main branch so that this version becomes the default experience.

Either adding more consumables or else a complete remodel of officer skills will be the next big project. We'll see what the coming week brings. But when I re-do skills, it's going to be a big deal. I'll introduce activated skills with cool-downs: things like jumps and double shots and defensive slides and who-knows-what. Maybe a tactical warp or emergency hull repairs. I'll kick out any skills that are boring and possibly even consider a new point-based stat-improvement system. It will be *way* more interesting.

But that's later.

For now, go throw some grenades!