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Approaching Infinity News

Welcome Traveler!

This space exploration rogue-like has been through some big changes since the last major update:

Space Station Backgrounds

In the constant effort to not only add new game systems and content, but also improve existing features, we've added unique background art to the space stations of all the different alien races.





Fame, Infamy, and Reputation

Fame, infamy, and reputation have always been opaque background systems that affect how others see you, but it's never been clear exactly how they work... No more!

From now on, any action that changes your fame or infamy (which are measured separately) will illicit some sort of notification (either a floating text or in the message log). Furthermore, upon reaching certain thresholds of fame or infamy, you'll get pop-ups telling you how the alien races you've met feel about the things you've done.

And it changes your reputation with them.

Reputation itself has been remodeled to make it much harder to be friends with everyone at the same time. Most of the aliens out there don't like each other, some are openly hostile to others (or all). And since the enemy of my enemy is my friend, well, the friend of my enemy might just be my enemy too... look out!



Warp Screen Improvements

David (AI's artist) was watching one of my youtube playthroughs and he noticed how much trouble I had when searching sectors for the nearest embassy of a particular alien race (usually so I could go turn in a quest).

So he came up with a simple solution and sent me little images for each race's starbase, so we could put them directly on the warp screen... What a great, easy solution! To go along with making it easier to find things, I decided to add sectors you can reach on your next jump as well, and they're shown in gray. A discord member suggested we add captain's log notes, and here we have it, tons more visual information, at a glance:





There's still plenty of text below, outlining in more detail what is known about each sector. But this makes navigation so much quicker. Thanks David!



Sprawling Planets!

For 8 years, every sector, planet, shipwreck, and cave was represented by a single map. The edges of the screen were the limit. Of course caves can go 20 levels deep sometimes, and "Lower Decks" added more vertical space to shipwrecks...

But now you can find planets with more surface area: on scans, they're revealed as "large" or "sprawling" (depending on how many extra screens there are), and when you approach the edges of the map on those planets, you might see an arrow allowing you to travel to new areas to the north, south, east, or west.

I've only scratched the surface of what can be done with this feature, but for now you can still enjoy planets that are up to 8x larger than before. While that is extremely rare, one should be guaranteed to spawn in sector 6... go find it!



DLC

Many months ago now, David presented me with 5 complete interface re-skins, and asked that I release them as a DLC. That is finally happening, in Approaching Infinity's first downloadable content package, the Interface Expansion.





This DLC contains no new gameplay features or content (because you already get that all the time, for free!) Instead, it's purely cosmetic. All proceeds go to the artist himself, so show some love for this legendary rogue-like pixel pusher, and wishlist it today!



Alien Distress Calls

While exploring shipwrecks, if you touch a control console (desk), there is a chance it might spawn a note about an event the crew of this ship witnessed before their demise...

It will tell of an alien ship in another sector that was sending a distress call. They will have been asking for repairs or evacuation, and if you go there, you can find them and help them yourself, for a nice reputation boost and some tangible rewards as well.

These mini-quests are automatically added to your captain's log (L), and auto-deleted when completed. As with most things, these missions are entirely optional, and really just serve to introduce new players to some of the many gameplay possibilities out there.



Other Changes:
  • Alien ships can now hail you
  • I added a "melee safety" for non-hostile targets.
  • I removed the names of most earthly diseases. The names will be sillier now. The effects are still bad.
  • There is now a visual "supply warning" for your ship, similar to the oxygen and HP warnings on planets.
  • There is a new rare pirate mini-quest that can be found in caves.
  • If you're on a ship "repair" mission for aliens , walking over a system will tell you whether it's "vital" to be repaired.
  • I added 2 new enemy types in Galactic Mega-Structures, and changed their spawning distribution (no more warping into the middle of 3 of them at once)
  • I Made changes to the "Monks" quest line, including a new unique ending.
  • Added a setting: "Tutorial Messages (NEVER)", which turns off all explainer pop-ups. (Intended for experienced players.)
  • Alien ships that have been in the sector for a while will sometimes leave.
  • Pirate raiders have a new unique behavior...
  • A LOT of theoretical and design work on many new major systems... because...



What's Next?


Some really big stuff! Thanks to an overwhelming Discord vote, the next major feature to be added to the game will be "Asteroid Bases": neutral space-ports offering services found nowhere else.

It will introduce an entirely new alien faction to the AI universe. To make this happen, I'll need to finalize my recent behind-the-scenes work on NPCs, and it will give way to the botany and alchemy systems, as well as archaeology quests, legendary weapons, and even fargates!



EXCITING TIMES!

Beta Update

There have been a lot of unannounced changes in the beta branch lately, but today's is too big of a deal to ignore...

Sprawling Planets


One of Approaching Infinity's core design choices is "small maps". Caves add to the depth of planets, but each level is still self-contained. Lower decks on shipwrecks further expanded those areas in a similar way.

But now, every so often, you'll come across a planet surface where the map's edge is not the end. A flashing arrow will show up over the away team, and then you can click yourself or press space to travel ... BEYOND! Most maps only have one or two of these areas, but there can be up to 9 (center + 1 map in every direction). They are detectable by planet-scanning, and show up as "large" or "sprawling".

As soon as everything checks out, it will move into the main branch, for all to enjoy.

Other Changes:


  • You can find ship's logs referencing other ships in other sectors that need your help.
  • These notes go into your captain's log, and you can go find those ships and help them. (Or steal all their stuff and leave them to die...)
  • You can also find messages about what races inhabit which unexplored sectors, in case you're looking for someone (or trying to avoid someone).
  • Galactic Mega-structure generation has been improved, and 2 new enemy drone types have been added.
  • The Monks' quest line has a new ending (and a new middle too!)
  • Lots more aditions and fixes for the fame/infamy/reputation systems.



Further Update, the next day:

There was a problem where ship weapons would fire one at a time when using the mouse. This is now fixed. I also added a very rare new mini-quest in caves... good luck finding it!

A Hidden Victory

Have you ever won Approaching Infinity? Did you know that 8 of the alien quest lines lead to a unique victory? (And therefore, 4 races don't induce a win...) But there is another hidden way to win the game:

The Amulet of Yendor!


Yep, that classic RL staple, as seen in Rogue, Nethack, and even another one of my games... it's in the AI universe too. But it's basically a secret. No one talks about it, there are no quests for it, or clues to its location. The only thing you get is a slightly different result if you scan a certain planet... I said it was hidden.

But now that's changed. Starting in sector 2, you can search book cases for clues to the amulet's whereabouts. There are 3 books to be found, and they should give you enough information to find it.

If you've never won before, I challenge you to find it! And if you have, I bet you've still not seen some of the insidious new traps I've laid for you :D


Surrender


The ability to 'surrender' to a hostile ship has been around since 2020, but until now, it's been too easy. The aliens might say they want something from you, but they never actually *took it*. That's over.



From now on, they will exact a heavy price for your continued existence. The amounts they ask for scale with the sector, so the numbers in these picture (from my god-mode account) are a bit beyond what you'd normally see... but still, pay or die!


Cloudgun


The "cloud-gun" was originally modeled after a flame-thrower type weapon, meant to basically hit everything in its path. But all it ever really did was hit a large number of 'adjacent targets'. Which is fine, but I always wanted it to be better. It is now:

https://youtu.be/onw1cc2TAjk

Now it hits every tile on the way to its target, and damages every monster it comes into contact with, as well as hitting adjacent monsters when it gets where its going. It's so awesome I had to give it a one-turn cool-down. Oh well, it's worth it!


The ZAPPER!


Approaching Infinity has had 4 different types of melee weapons forever: knife, sword, hammer, and eviscerator. They each do their own kind of damage, and they get progressively stronger and slower.

But there are no fire swords or lightning hammers. And that's been fine until now. It took David to send me a new piece of art out of the blue to create...



The Zapper! This little stun-gun-inspired weapon can do all kinds of "elemental" damage. But it also has more new behavior:

Every time you use a zapper, its damage goes down (it drains the battery). Every turn you don't use it, it recharges a little. It's not as good when you're surrounded, but it really packs a punch against a single target.


Captain Akko


Kenny Dalman is the artist responsible for AI's amazing new alien portraits, and I guess he's not done! He was having such a good game that it inspired him to draw his captain. Take a look here and give Kenny some love!


Crafting Changes

I've been working on updating the crafting system, and honestly, this is just the beginning of what I have planned. But it's also the easy stuff, so I got it done:

You now need to take apart each different kind of away team weapon (both ranged and melee) before you can craft them. Salvaging a pistol no longer entitles you to build a rocket launcher! But you can also make specialized space suits now, and tailor them for HP, oxygen, vision range, or environmental resistance.

This is in addition to the new system where you are required to actually craft things to get the highest level items (experience vs. knowledge).


Beta


There are other new features going into the Beta branch, and that's updated at least once a week. We have a lot of conversation on the Discord, and if you're interested, come join us!

Right now, I'm working on overhauling the fame/infamy and race reputation systems to be more transparent (so players no what the heck is going on with them)! But I'm also working on finally rolling out "uncountable infinities" to all players, which will expand the surface of many planets to up to 9 screens (though that large is very rare). I haven't told anyone yet, but I started working on "Legendary Weapons"...


There's a lot going on :D


NOW GO FIND THAT AMULET!

Beta Branch Update

It's been a great week for development with a lot of small new features and tweaks:

  • I fixed an error with stack #'s not disappearing under certain circumstances... it was a weird one!
  • New crafting limitations: each kind of away team gun needs to be salvaged to be craftable.
  • Fixed infinite Lichen spores
  • David sent me new images for the cave-in traps obstacles
  • I'm adjusting the way "environmental resistance" on suits works, to encourage exploration of other planet types earlier.
  • Also further differentiated the environmental damage of planets
  • Now displaying in scan "how many turns you can survive" on a planet with environmental damage
  • You can now decide to craft a suit for a specific purpose (As long as your crafting level is at least 20)
  • I've started leaving clues about the Amulet of Yendor...
  • In space, the little greetings that aliens give ("ahoy matey", etc.) will now show up as floating text, instead of going to the message log.
  • Stardate has been adjusted to advance more slowly while on away missions.
  • The amount of resources found on planets now scales more by the difficulty of the planet (earth-like planets have less resources just laying around, and molten and dying planets have more)
  • I Fixed a big that allowed some people to install multiple copies of the same device. (That was a big scare, thanks Valescere!)
  • Corpses in space now float towards the edges of the screen and eventually disappear.
  • Eaters also eat them
  • You can finally identify artifacts entirely using the keyboard, by starting with CTRL+I ("eye")

Beta 1.7c6

It's been a great week for development with a lot of small new features and tweaks:

  • I fixed an error with stack #'s not disappearing under certain circumstances... it was a weird one!
  • New crafting limitations: each kind of away team weapon needs to be salvaged to be craftable.
  • Fixed infinite Lichen spores
  • David sent me new images for the cave-in traps obstacles
  • I'm adjusting the way "environmental resistance" on suits works, to encourage exploration of other planet types earlier.
  • Also further differentiated the environmental damage of planets
  • Now displaying in scan "how many turns you can survive" on a planet with environmental damage
  • You can now craft a suit for a specific purpose (As long as your crafting level is at least 20)
  • I've started leaving clues about the Amulet of Yendor...
  • I added a new type of cavern: the waste dump!
  • It comes complete with a horrible new monster :D
  • Stardate has been adjusted to advance more slowly while on away missions.
  • In space, the little greetings that aliens give ("ahoy matey", etc.) will now show up as floating text, instead of going to the message log.
  • The amount of resources found on planets now scales more by the difficulty of the planet (earth-like planets have less resources just laying around, and molten and dying planets have more)
  • I Fixed a big that allowed some people to install multiple copies of the same device. (That was a big scare, thanks @Valescere !)
  • Corpses in space now float towards the edges of the screen and eventually disappear.
  • Eaters also eat them
  • You can finally identify artifacts entirely using the keyboard, by starting with CTRL+I ("eye")