1. Approaching Infinity
  2. News

Approaching Infinity News

Update #137

If you've been following this game for a while, you know something about me:
I don't like bugs!

So it's only a matter of time until I go on a fixing spree.


Here are further changes to all public branches, version 1.8i2:
  • Fixed "cargo vacuum doesn't pick up credits and supplies if cargo bay is full". now it does.
  • Fixed "gravity pulse (and cryo blast) doesn't give damage type knowledge on kill". now it does.
  • Fixed "level up pop-up appears during combat". Now it doesn't.
  • Probably eliminated picking up invisible items to be "marked for transport". Haven't found why they're spawning.
  • On sprawling planets, your location N/E/S/W will be more clearly displayed.
  • Fixed a rare error in race's "last words"
  • Tried to find and prevent some ways that null items might be spawning.
  • Created an "exclusion list" for things that some monsters will pick up on away missions. (not only firax objects, but it looks like they could pick up transit tubes and radiation tiles!) should be fixed.
  • When you come out of a cave and find yourself on the north/east/etc. area of a planet, and the surface wasn't supposed to have those, path arrows should now spawn, and you can return to the landing site.
  • Fixed an error that caused quest entities to re-spawn after they've been completed.
  • I fixed a bug where some pre-designed shipwreck levels would generate totally surrounded by floor.
  • Fixed a bug where away team icons would briefly flash white during certain area transitions.
  • I attempted to address the improper deletion of files from victories and deaths.
  • Hopefully also fixed some weird issues when going up and down cave levels.
  • Also working on getting the game to register the fact that you've destroyed all nanostructure on a planet or shipwreck, thereby averting the nanopocalypse locally.
  • I am further working to eliminate the random "marked for transport" bugs, because I just got one.
  • Tried to prevent your ship from blowing up because you switched armor :O
  • Fixed a bug where petting a bunny while wielding a zapper would trigger the adjacent attacks of that weapon.


All these are in addition to the previous update which you may or may not be away of:
https://store.steampowered.com/news/app/551620/view/6507196838838247786


Enjoy!





PS: if you haven't seen my plans for the next year, check out Starmap 1.9:
https://store.steampowered.com/news/app/551620/view/3714965613418825879




PPS: Yes, I'm still talking. Thanks for reading this far. And since you're here, if you haven't given the game a positive Steam review yet, please take a moment to do that. Getting to 500 reviews would put us in a whole new category of visibility ;) Thanks!




Starmap 1.9

[h2]This is it: The final push to 2.0[/h2]
And leaving Early Access in 2025!


As usual, these are the broad strokes. Lots of other features and fixes will happen along the way.

UI OVERHAUL (DONE!)


  • Make the entire screen be the play area.
  • Center the action on the player (you), and make the map freely zoom-able.
  • Place interface elements unobtrusively around the edges.
  • Make all menus to use the full screen space.
  • Update the "new game" process.
  • Create new information screens, essentially a "Infinipedia" of everything you want to know.
  • Modernize everything!



But what if you like the screen layout the way it is? There's a "classic mode", with the map on the left and the HUD on the right.

And for everyone who has the UI DLC: It's already been updated with new special UI skins!



CRAFTING OVERHAUL (In Progress)

I use that term "overhaul" a lot. I picked it up playing a certain space 4x game as a kid, where you could bring your old ships up to current standards, at the cost of time and resources... yep, that sounds about right ;)

  • Crafting is temporarily disabled
  • There will only be 14 crafting parts
  • Each one will be more unique and have a description and specific uses
  • 5 of them will be naturally occurring
  • Rarity is "baked in" to the new system
  • A warp drive will be much harder to build than a knife (finally!)
  • I'm introducing a "modding" system for upgrading existing gear
  • The crafting lab is going away
  • I've already replaced the first Tentaculon quest with something else...
  • You'll be able to craft consumables like medkits, rad remover, and squik poison!




COMMERCE PLANETS

For years, people have been asking "where are all the inhabited planets?" My answer has always been "They're boring. You're looking for adventure!"

And that's still true: you only see what you can meaningfully interact with. You don't see all the empty moons with no life or loot. You don't see the mega-cities where you have to get a boring job and pay exorbitant rent. You should be thanking me!

Anyway, commerce planets are like frontier outposts: small settlements inhabited by diverse individuals trying to make a living. The name is inspired by locations in Farscape, which I re-watched last year (and can recommend, even though it's 20 years old now... the stories are (mostly) strong).

Commerce planets will have NPCs and stores, much like those found on asteroid bases, but they won't usually be faction specific, and will definitely be a bit more lawless (unless the Limoquee show up...)



HAILS

In order to bring you better stories and interactions with intelligent interstellar inhabitants, I want to re-do the hailing system that I made way back in 1.5, which was 2020. I want to make them more like the NPC conversations that we have now.



ASTEROID BASE ROOMS AND QUESTS

The asteroid base faction you meet in sector 9 has the power to change the galaxy, but (as usual) they're going to need your help to do it. There are still some new services they could provide, and quite a few stories they can tell.

  • Meet the Botanists colleague: the alchemist (related to deriving essences from rare plants).
  • Visit the "Clone-a-terium" and further safeguard yourself against an untimely death.
  • Explore the political structure of the "cosmic conglomerate".
  • Go on archaeological quests to learn about the "Protomonoco", the dominant race in this part of the galaxy millennia ago.
  • Help the Pathfinders and Starsmiths cooperate on the Fargate Project.
  • Of course, much more ;)




NANOPOCALYPSE RESOLUTION

So who here has used nano-weapons on an away mission, and everything went terribly wrong, and now you've lost an entire sector to the "nanopocalypse"? There's an achievement for that...

But how do you get rid of it?

For now, you can't. It will take cooperation between many of the alien factions in the area, and a lot of footwork on your part. This is planned to be one of the biggest quests so far, but it probably won't end in a new victory... just a way to temporarily avoid defeat.

Disclaimer: the "nanopocalypse" is an avoidable situation that at most can take over a single sector. It will not "stop you from winning", unless of course one of the enemies kills you directly.



ENGRAVERS STORY

This is the #1 most wanted story among players in the Discord.

Who are they? Where did they go? How did they leave all those messages on planets? WHY?!

I know.

You can find out too...



SIL STORY


This one may not be as long of a quest, or as in-demand as some of the others, but those powerful beings that demand you to surrender your artifacts (and try to remove your brain!) deserve some of the spotlight too.

If I could tell you one thing about the Sil that you probably don't know: they're sorry. It won't stop them. But they're sorry.



SECTOR 50


Do you want to get into sector 50? Of course, we all do! But how do you unlock it, and what will you find there?



AUTO-EXPLORE

That thing has been unreliable for years. As part of 1.9, I'll devote a chunk of time to rewriting the auto-explore and using some of those cool new settings you can find in the options menu (hint hint).



APPROACHING INFINITY!

I started working on this game in 2013, and it will (hopefully) be "finished" sometime in 2025. I can't imagine not working on it, but after this major development cycle, it should be the game that I intended all those years ago... and the game that so many of *YOU* helped it to become.

Thank you!

If you're already a fan, please leave a positive Steam review, it really helps with visibility (the next big milestone for the algorithm is 500 reviews). And if you haven't played yet, try the free demo!

1.8 Still Needed Work...

[h3]I spent the week plugging some holes in the "final" release of 1.8 , here is a list of changes:[/h3]

  • I updated the description of the fake id device.
  • I made sure that illegal commodities weren't selected for Sigorn trade missions.
  • I made more checks to keep trade quests from pointing to sectors without stations.
  • I've made it so that the sigorn trader and pirate smuggler should only ever hail you once, instead of repeatedly.
  • Time between Sigorn trade quests has been extended, and they should not point to sectors with existing quests.
  • I have probably fixed the inconsistencies with asteroid base items.
  • I also lowered the prices of those items.
  • Rooms that are ready to build in the asteroid base are now green in the list on the left:
  • Mercenary skill "nemesis hunter" now does +25% damage per level against bosses / big bads
  • Fixed a bug where "auto-fire" wouldn't decloak your ship or trigger the stealth runner quest.
  • I limited the kinds of items that will make salvage teams angry if you pick them up. (for example, taking credits or devices angers them, taking blood stains will not)
  • I made sure that aliens on salvage missions would pick things up.
  • I've added a "seen / unseen" condition indicator to the away team gear panel, based on whether anything else currently sees you.
  • When repairing machines on shipwrecks that require gadgets or repair kits, you will now be asked "this requires X and you have Y, do you really want to fix it?"
  • The flashing colored warnings around the edge of the screen for things like low hull, supplies, oxygen, and HP can be SHUT OFF using the code "nopulse".
  • This will also stop hypno-flowers from flashing.
  • Monsters on away missions may no longer be able to shoot you from around corners. may.
  • I have finally Finally. FINALLY! Fixed the items on the map that appear as white squares until you light them up.
  • Bankers now pay triple for surveys of "former human colonies" , but it can hurt your reputation with the Resistance...
  • Selling a Firax artifact in an embassy pawn shop will increase your rep with that race by 10
  • But it reduces your rep with the Firax by 5, except:
  • Selling an artifact to the Firaxughinians boosts your rep by 20.
  • Ships will no longer "pick up" quest items and other important stuff.
  • I removed debug text when tooltipping item on map.


Soon I will publish Star Map 1.9, a guide to the final leg of this incredible journey!

Update #135: 1.8 Complete?

[h2]After 6 months of big changes and 6 weeks of beta tests, version 1.8 may be complete.[/h2]
How will we know? Let's check in with Starmap 1.8, created long ago to guide this part of the journey.

[h2]Looks like a big ✔ next to all the major points.[/h2]

Here are some of the final touches coming to all players as of today:
  • NPC ship captains exist :O
  • You can get trade missions from a Sigorn captain (if you're friendly with them).
  • Pirates can offer missions where you smuggle illegal goods into Limoquee space.
  • Alien corpses found on planets will sometimes have stories explaining what happened to them.
  • The Eaters will now judge you based on how many other factions you're friendly with.
  • New feature: "Mark for Transport". Tired of making multiple trips to the shuttle when you find lots of big loot? Just mark it for transport and those days are over!
  • Once unlocked in any game, rare plants will spawn in all games, but not much in lower sectors.
  • "Fake ID" and "Credentials" now require you to pay a bribe to get into stations where you otherwise would not be welcome. Higher levels reduce the effect.
  • Docking at faction embassies can reduce your reputation with their enemies. (For example, docking at a pirate base can reduce your rep with the Sigorn, Bankers, and Limoquee.) This happens once per sector.
  • Pirates and Eaters will actively go after big stacks of commodities left on the map.
  • Cyber-skills picked up are now automatically equipped to any officer who can use them.
  • Nebulas are now continuous clouds with nice round edges.
  • I changed how away team hit points are calculated so small away teams aren't so useless ;)
  • I introduced "pay it forward" daily codes.

There are, of course, the usual host of fixes and quality-of-life changes. Enjoy!


What's next?


1.9 will be the final push to (let me check my math...) 2.0 , which means
leaving early access!



That's probably still a year away...


1.9 is going to start *big*. The long awaited, much requested, feared-and-lamented-by-me
UI OVERHAUL


The plan is to emphasize the play area and keep the UI as sleek and out-of-the-way as possible. Here are some mock-ups we've done:

Space, with the map zoomed out:

The new installation screen:

Zoomed in on the away team:


[h3]For those who are perfectly happy with everything the way it is...
Right now, the plan is to offer a "classic mode"... check it out:[/h3]




And for everyone who uses the UI DLC, don't worry! We'll make lots of special UI skins for the new UI too.

Other plans for 1.9 include:
  • A mega-quest about the Narcratu invasion
  • Learning more about the Engravers
  • Finding a way to fight the nano-pocalypse
  • More rooms and quests from asteroid bases
  • Crafting system overhaul
  • Introduction of "commerce planets"
  • Much much more...



[h3]If you enjoy Approaching Infinity and all the work I've done over the last 3 years, please leave a positive Steam review... Thanks, it really helps![/h3]






Update #134: Beta 1.8F6

[h2]Version 1.8F6 is live in the beta branch now, with the following changes:[/h2]

  • Cyber-skills you pick up are automatically equipped by any officer who can use them.
  • After you've unlocked rare plants once, they'll be unlocked in all future games.
  • Ant-hills now spawn ants when damaged.
  • Nebulas have rounded edges.
  • Fix: "Close your account" achievement should now trigger.
  • Fix: NPC ship captains will now properly surrender.
  • Fix: You can no longer accidentally click through from the quest success dialog.
  • Fix: right clicking to drop cargo no longer crashes the game.


[h2]Last Words[/h2]
You may have found the occasional cluster of alien corpses on away missions and wondered "what happened to them?" Sometimes you can figure that out for yourself, but now sometimes you can find their final log entry.

Maybe it's related to nearby monsters or local diseases. Maybe it was the environmental conditions, running out of supplies, or a crew member that turned against everyone else. Plenty more stories to find, and as with many systems, I'm just scratching the surface of what can be done with this ;)

In case you missed it, there were some big changes to away team HP, and a new kind of daily code. Check out update #133.

Have fun, space captains!