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Approaching Infinity News

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")

Main Branch Update

The shipwreck overhaul has been the focus for a long time, but it's coming to an end. Here are a list of changes that have been in beta over the past few weeks, and are now available for everyone:
  • Shipwreck internal damage stories are complete.
  • Sometimes cells (cages) on shipwrecks are occupied.
  • You can now open and close cells from any functioning console (desk).
  • Your crafting level now starts off lower and reads as a decimal. The act of crafting items will increase your level. You must rely on experience as well as knowledge.
  • There are now tool-tips in the options menu (if you have tool-tips turned on!)
  • The "auto explore" setting now effects the input-timeout when new enemies are spotted (set it more "afraid" to get a longer time-out).
  • Cargo vacuum can now function with a range of 2!
  • Increased the cost of supplies.
  • Hiring an officer at one space station will no longer stop you from hiring another officer at a different station in the same sector.
  • Officer XP pickup "stars" now grant a little more XP which scales with the sector and captain's level.
  • Fixed "cargo-screen installation of built-in devices".
  • Added "tangler" damage type to away team weapons.
  • Shipwreck scans now more accurately report life-forms of explored wrecks .
  • Fixed a bug with shuttle ace and zoom.
  • Laser-gates have returned to shipwrecks, and now they can be shut down by finding a code and entering it into a computer.
  • Fixed cloaking device exploit.
  • Got new art for cave and canyon walls (and better handling too... go digging and try it out!)
  • Introduced "megafreeze", an industrial chemical hazard.
  • Scans of pre-existing shipwrecks may report incorrect "monster" results (new sectors should be accurate).
Med Pods:

These have been on shipwrecks for a long time, but now they actually work! Move the landing party on top of them and press space or left-click.




Enjoy!

Going Rogue

Steam put together a celebration of roguelike games, so of course they invited Approaching Infinity (and Curse of Yendor too) !

While most "rogue likes" are set in fantasy worlds with goblins and magic and dungeons, Approaching Infinity goes where (almost) no one has gone before... OUTER SPACE! Now is the perfect time to join in the never-ending galactic exploration adventure because you can get


15% Off!



In celebration of this event, I started a new video series, this one going for the Tentaculon victory... you might even see some spoilers eventually. Here's one now: I die in episode 2!
But I get right back into it and get even more serious.

https://youtu.be/JVSJxQ3Rr9o


I also wrote a blog post summing up the last few months of updates (the "shipwreck overhaul"), and I'm working on releasing some new features that have been in beta-testing for a while:
  • Working Med-Pods (cure diseases, remove status effects, etc.)
  • Cells on shipwrecks can have monsters in them, and you can open and close cells from consoles!
  • Laser-Gates are back to shipwrecks, but you can now find a shut-down code for them.