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Approaching Infinity News

Approaching What?!

Solvency. Noun: the possession of assets in excess of liabilities; ability to pay one's debts.

OK, I can't pay off my house or my car, so I'm not technically "solvent", but I can support my immediate expenses for long enough to crunch through that Roadmap. And that "S" in solvency really hints at the infinity symbol (nice touch David!)

I started this process right after launch week. Approaching Infinity was doing really well, and I wanted to keep the momentum going. So I gave notice and now I'm free. I am dedicated to making this game everything it can be, and I have you to thank for that.

This is what my kids think my life is going to be like now: the whole family playing UNO FLIP together (while a giant crab watches?!), and me lounging on the couch eating pizza:




[h3]But it should be more like this:[/h3]

Possibly with the sun rising and setting in the background...

[h3]v1.5Jx:[/h3]
This has been the longest I've gone without releasing an update (a whole week!), so it's time. But this update still has an experimental feature in it, so I'm going to release it into a branch called "scanningexperiment" which anyone can join and requires no password. It won't break your saves, and is entirely optional.

It will provide you with a prototype of the new "planet scanning" features, which allows you to know broad details about what a planet has to offer *before* you go down. This is intended to help you bring the right equipment and find what you're looking for (and maybe skip the things that you're not interested in.)

Here's how scanning will eventually look:


Right now it's just a pop-up message with too many details. It will be "finessed" into something more vague and flavorful.


[previewyoutube][/previewyoutube]
Here's a 23-minute video I did, testing out the new features:

I have taken a *lot* of feedback over the time on steam, and many changes, fixes, and additions have been based on that. Here is everything you'll find in v1.5Jx (The 'x' is for experimental)

[h3]CHANGELOG:[/h3]
  • I removed something that was making monsters weaker before sector 20. this will change difficulty. Beware.
  • I also changed the game's ideal landing party size, which may affect difficulty (upwards).
  • Shuttle ace reduces shuttle cooldown by 2
  • Completely removed time-based XP gathering in all environments.
  • Officers on away teams now get XP for # of tiles revealed, as you go. Harsher environments give more XP.
  • All officers gain xp while in space, by exploring the sector map.
  • Asteroid mining now always produces at least one thing.
  • You now receive a message about bonus XP on a long away mission.
  • Short range ship weapons are much more damaging
  • Gave a log message about the pirate's "Profiteering Beam"
  • Subspace wave sectors now only consume half supplies for engine and reactor (ride the waves!)
  • Sargasso sectors have less shipwrecks (still about 90) and a massive aggregate of black holes
  • Added some handling for people who can't see any text!
  • Added a new feature that stops your movement whenever a new enemy is sighted.
  • Limited the spawning of crafting-related items before crafting has been unlocked.
  • Added a prototype "movement safety" function, where keyboard input is paused when a new threat is noticed.
  • Monster Threat is now measured as a decimal, 1.0 being approximately equal to you.
  • Tried to make the planetary oxygen warning not happen too soon.
  • Damage Reduction on space suits progression happens faster.
  • Middle mouse button now also does scanning, in addition to [V] key.
  • Most locations inside a sector are pre-generated with the sector.
  • You will now see hints during this time.
  • I took out equipment modifiers like "grade 3" and "Mark 7".
  • Whenever you encounter a terrain you can't walk on, a message is generated in the log about how to cross it.
  • There's a 10% chance that the planet name file for a sector will be the first curated user-generated planet names! (I Took out inappropriate ones.)
  • You can now switch back out of the custom cursor.
  • I added the Excavator device to clear rubble, which has never existed before!
  • You will now get more personalized information when you visit alien embassies.
  • I did the prep work to enable Steam Cloud saves. It is not active yet.
  • I removed something that was limiting the level of items crafted.
  • Also gave a bonus crafting level for schematic pickups.
  • Fixed the installation of the "crafting lab" device.
  • You can now hold [SHIFT] to selectively tooltip anything :D

I suppose on a list like this, I should really use the standard "Fixed / Changed / Added" thing...
Something that did not get fixed: When you install a new ship component, sometimes the icons get duplicated incorrectly. It just didn't make the time cut, it will be handled soon.

Here's something else that didn't make the cut, but definitely made the grade:

Individual device icons!

Remember, this is not in the main public branch. You have to actively switch over to the "craftingexperiment" branch from in your steam library:


This will not break your save, and saves shouldn't be broken coming back out of it. Just go play with it, and let me know how it's going, either in the Steam Discussions, or the Approaching Infinity channel in the Roguelikes Discord.

[h3]What's Next?[/h3]
Activating Steam Cloud Saves, and then ... Re-Binding Keys!
I know you want it. I know you need it. I know you deserve it. So I guess I'll do it!
And meanwhile I'll watch how everyone does with v1.5Jx, make sure everything's working, and move it into the main branch.

Fixing the auto-explore and path-finding is also on the short-list.


[h3]And then...

Patreon![/h3]
Some people have been urging me to go this route for years, and I never have, but I think it's time. You have no obligation to join, and updates will still happen here, and I'll listen to Steam feedback.

But I think I can offer Patreon supporters more: a look behind the scenes, messages from aliens, a more detailed look at my plans, and opportunities to contribute special things within the game (like art, writing, pre-designing shipwrecks and planets, etc.)

And a little extra support every month, as well as engaging with the people giving that support, will be very motivating. But that's for the future, approximately October 2020. For now, I have plenty of work to do getting out of 1.5...

Have a good day!

Hotfix 1.5i+

There were 2 things that made me push this out today: Star Temple data deletion, and the tutorial/pay-it-forward bug. But there are some other things I've been working on that got thrown into the mix.


  • You can now sell 10 items in the Commodities exchange by holding shift (same as buying)
  • I continue to try to eliminate instant deaths / one hit kills.
  • Greatly improved price change over time for commodities trading. (this was like 4 hours of work!)
  • Fixed a bug where star temples deleted your data.
  • Made oxygen warnings stop when you've opened your helmets.
  • Changed some message log reporting regarding attacks.
  • Further made the Limoquee less annoying. But defintely still annoying.
  • "Renegade" enemies should no longer "come to help" (which wasn't helping!).
  • Put a few more words on the victory screen. (Which I haven't seen any screenshots of yet!)
  • Put a slight increase on levels of items sold in stations.
  • Added "Level" to item descriptions (this may not be permanent)
  • All officers gain XP when warping.
  • I fixed a bug where the tutorial ignored your pay it forward withdrawal.


[previewyoutube][/previewyoutube]

This morning I made a 20 minute video about how to be a trader. This aspect of the game is not required, but I think it's often overlooked and misunderstood, so this is how it's done. I never did encounter any shortages or surpluses in this run, which would have potentially made it much more lucrative.


With the rest of the day, I plan to create more Steam Guides. I know there are still some basics that aren't explained, and I will get to those. But what would you like to know about? Tell me below!

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...)

Up To Eleven!

Approaching Infinity has already blown past my expectations, and it's being well received by the Steam community. Big thanks to all the supporters out there, those who spread the word, wrote reviews, and joined in the conversations. And you too, just minding your business, chilling out to the awesome soundtrack.

[h3]Now what's this about turning it up to 11?[/h3]

Well, for one thing, more content! If you're involved on the Steam forums or the Discord, you've probably seen something that somebody suggested, and then, *bang*, it's in there. I like to give players what they want, as long as it doesn't break the game.

I've also started posting Steam Guides about some of the more arcane aspects, because there is so much information about Approaching Infinity that can really come in handy.

But also, the launch week discount is almost over. Right now, it's less than $10. But on August 12th, it goes all the way up... to 11 !

$10.99 actually, but still. If you're on the fence for some reason, but you feel like this is your kind of game, I encourage you to take a chance. There are a lot of big plans for this game, and you can be a part of shaping how that turns out.

[h3]What kind of content?[/h3]

Well, "A.I." was always designed with forever in mind, meaning that the player can just
k e e p g o i n g in the universe for a really long time, and still see new things, find new items, and fight new enemies.

But that has pointed out the fact that it can take a long time for the game to really get going, especially for new players.

Now I don't just change everything that everybody says, all the time. But this is a serious concern. If people aren't seeing enough cool stuff in their first few hours with the game, I'm going to change that. In fact, I've already started, and vocal players are happy about it!

Here's what happened in the latest build:
  • v1.5h
  • Properly identifying artifacts now gives them a bonus!
  • Fixed a tutorial bug that a previous fix introduced
  • Updated more monster images, as well as their files
  • Items on wormholes are now destroyed, as long as they're not too important.
  • If a planet is fully explored, the landing party no longer gets passive XP.
  • Tried to squash a bug where players would get stuck in a loop, endlessly getting hit by monsters.
  • Addressed insta-kills. sorry for your losses.
  • Nerfed button mashing to uselessness.
  • Increased items progression
  • a bit* (get better stuff sooner)


But what else does AI need? Let's talk about it!

2 Days > 5 Years

Yep, 2 days on steam beats 1,825 days somewhere else. Welcome new players! I have been listening to your feedback, and changing or fixing things where I can. Today I've pushed out a little update, and any Tenacious D fans will hopefully get a little kick out of the name...

Here's what I'm asking you to do right now: Talk about Approaching Infinity. Whether it's on twitter, or reddit, or discord, or here on Steam. Just let the world (and me!) know what you think about it. Leave a review when you can. But if it's going to be a "thumbs down", let me know, and if it's something that's truly wrong or missing about the game, I'll definitely put it on The List

Hey, I said Discord, right? Well we've got our own little "space" on the Roguelike discord. I'm crazy busy managing this launch, but I will still get in there a few times a day. Come say hi.

Right, the update:
v1.5f+

  • You now get a warning on the warp screen when your supplies are
  • And speaking of supplies, your crew will now do something drastic to avoid running out...
  • Crafting lab should now disappear when you install one. But if it auto-installs, it might still be there. Feel free to replace it, it's not needed anymore.
  • I hear you about the oxygen! It has been increased. Some. But that is definitely part of the game.
  • Corrupted sector maps should now be auto-deleted (and should not be generated at all)
  • "Walks" have been restored to their original functionality: Waterwalkers allows you to walk over any "amount" of water, etc.
  • Officers will heal when you are on away missions. I don't know how that got broken, but it's fixed, even if you didn't notice.
  • Base crafting level is now displayed at the bottom of the main crafting interface
  • DIFFICULTY: Some "handholding" features were enabled in hard and insane difficulty. Now they're not, so look out!
  • More monster types appear earlier on planets. You asked for it.


Honestly, this game was always intended to keep you exploring to at least sector 75. Everything is paced and introduced over time. But maybe it's too slow. We'll work out what's best, together!

Have a good weekend,

Bob / IBOL17