1. Approaching Infinity
  2. News
  3. Roadmap To Infinity

Roadmap To Infinity

Today Approaching Infinity 1.5i was released, and it fixed considerably more things than it broke! This is in fact the 5th update the game has received in it's first week on steam. I've already included no less that 20 user-suggested features. Turn that text red, give me button for this, I want, no i need more oxygen...

I hear you! All those little fixes and improvements are part of the reason this game is on Steam Early Access. It's also giving me time to pump out Steam Guides so you actually know what you're doing ;)

But the other big reason is adding brand new interactions, features, areas, and stories. This is all well and good, but what exactly are we actually talking about here?

Well you've probably met more than half of the 12 alien races in the game, but I haven't seen a single report of a victory here. So you folks have your work cut out for you too...

But now

Presenting

The Roadmap To Infinity:



1.5

We're in 1.5 right now: Bug fixes and tiny tweaks. This is where you point out the problems and I find them and fix them. Note that not everything you think is a bug is necessarily broken. It might be that you just don't have all the information yet ;)

I expect 1.5 to continue for 2-3 more weeks. I will *ALWAYS* fix what's broken, but it will be time to move forward relatively soon. Cloud saves and certain other steam features might be implemented in this phase, or 1.6

1.6

This phase will be all about rebalancing the existing game. How fast things happen. Keep in mind, Approaching Infinity was originally designed to keep presenting you with new and interesting places and challenges well up to sector 100.

For anyone out there who says "there's not much to see", well, oh yes there is, you just haven't gotten that far yet.

However: From an indie developer point of view, I also understand that how you feel about my game (progression too slow, etc.) is realy really important! I don't want *anybody* to put it down before they've had a few good surprises. (And a few bad ones i suppose).

So 1.6 will be all about getting the flow of challenge and power correct. That, and any more quality of life improvements that get suggested and approved.

1.7

You've seen those planets, right? The ones that say things? What's the deal with those? Well this is where you'd potentially find out. Learn the story of the Engravers, why they did what they did, and where they went afterwards.

And what about those insectoid aliens, the Narcratu? Have you met them? What are they doing in this part of the galaxy? Why can't you understand them? Again, this development phase would explore their story as well.

Oh, and what about sector 50? What's in there? You could find that out in 1.7

1.8

DEEPER INTERACTIONS! Now this is where things get really interesting. Do you like those roguelikes where the world is deeply simulated and you can do all kinds of crazy things with all your stuff? Well, AI is never going to be DF or CoQ. It's very much its own thing. But there is plenty of room in the galaxy for expanding and deepening the way systems work together, and giving players more choices.

And speaking of choices, what about non-violent play? This game is pretty combat focused, right? Well, it's actually diplomacy focused where everyone just starts out not trusting you and being at odds with each other. But anyway, what about purely non-combative play? Well: science missions, animal preserves, research, item collection (including 3 race-specific art collection quests), etc.

1.9

Give the People what they want!
I've been listening to (and incorporating) player ideas from the first day. This game was originally a Kickstarter project, and literally hundreds of people have contributed to the universe you're exploring.

But now it's your turn. What do you want to put in? Well, what can you do? Let me know!
You want a name and a face and a history for every single crew-person you hire? Maybe that's a great idea! You want consumables like potions and scrolls in fantasy RLs? You want a whole list of items, powers, and upgrades? Well really, so do I, so let's talk!

2.0
When I feel like this game has really met its potential. When YOU feel the same. Then we hit 2.0 , and get out of Early Access.

But look:
[h3]2.1[/h3] [h2]3.2[/h2]
5.9?!
The numbers keep going! What do you think that means?

[h3]NOTE:[/h3]
When we hit version 1.6, I will switch from doing rapid updates every other day to approximately once or twice per week, and those builds will go to an optional beta branch first, so that you can feel confident that your game won't change so much day by day.

Version 1.5i was released today. Here's what that changed:

  • Component cooldowns are now in red.
  • Bloom caves no longer showing "unavailable".
  • Nerfed limoquee corvette.
  • Added popup to early embassies. Don't press your luck.
  • Further tried to keep "lurkers" (ships that don't move) off of important things.
  • Oxygen tanks refill completely, instantly. This was a desgin choice. I've unchosen it because it doesn't make sense.
  • Raised oxygen one more time, after watching streamers painfully tethered to the shuttle. I'm sorry folks!
  • UHO sign now spawns adjacent to shuttle.
  • Armor now shows max as well as current.
  • Greatly reduced cooldown on cloaking device (complete re-design) Is it OP?
  • Kept shirkhana from spawning on land!
  • Also put a max cap on # of breeders bred per map.
  • New officers now start with some XP, and more in higher sectors.
  • Added periodic "ready for promotion" messages.
  • Added "custom cursor" setting in options menu
  • Fullscreen / Windowed mode is now in options menu, and is saved between games.
  • Star temples now affect your mind. Badly.
  • Added new issues of the terran times.
  • Added 'x' to the crafting component list to try to communicate how many you have.


Enjoy!

(I guess now you'll understand why those acolytes are so insane...)