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Approaching Infinity News

Here's a quirky little space sim crossed with traditional roguelike




I'm always on the lookout for an odd little roguelike, so imagine my surprise when I see one that's years old and I'd never spotted before, and it's the oft-ignored space roguelike to boot? Well, that's Approaching Infinity, a sci-fi dungeon crawler that's looking pretty interesting after a few years of solo developer toil in early access release. (Though they've been working on it, on and off, since 2013.)..
Read more.

The Story of The Engravers

(This update is now out for all players)


[h3]Have you ever found a message on a planet?[/h3]

Not like a data-pad with an old captain's log on it,

But a message spelled out in the mountains?

What's up with that?

It's time to find out!


After all this time, The Engravers have arrived and are waiting for you. If you find enough of those planets, the messages change and start to tell a story. When that part of the story is complete, you will receive instructions on where to meet them.

The game used to warn you: DON'T GO YET!

[h3]But they're there now, waiting for you.[/h3]

You'll probably encounter a new enemy along the way, and you'll have to travel through a new kind of area... stock up on supplies now! When you meet the Engravers, you'll unlock a new powerful starting ship. You'll also have some other game-altering choices to make. It's worth the trip ;)

This is only in the beta branch right now (free, doesn't break saves), but will be coming to the main branch soon.


[h3]Other Changes:[/h3]

  • I increased the number of essences purchased at stations from 5 to 25 (cost goes up as well)
  • The concept of paying officers (other than at hiring) is no longer a thing
  • Tentaculon ships now take 1/2 damage from beam weapons
  • Gruff ships now take 1/2 damage from cannon weapons.
  • I changed the size of the message log text to fit in the box better while still being readable.
  • I increased the amount of hull and supplies (stats) that salvaged shipwrecks get.
  • I increased the benefit of salvaging (taking over) a shipwreck with 4 or 5 decks (better stats).
  • I doubled the hull of player starting ships.
  • I halved the percentage bonus from all armor components.
  • I increased the supply cost of away missions that land on a planets.
  • I drastically increased the amount of supplies granted by ram scoop / nebula scoop effects.
  • I increased the power of supply-use-reducing devices and skills.
  • With the right combination of powers, you can potentially generate supplies every turn.
  • I created a one-time popup message for when your cargo hold is full.
  • I created a new rare sector type: the black star minefield.
  • Level 3 credentials/"Fake ID" lets you do quests for any race.
  • I did a lot of work on items that spawn in stations, to make sure they don't offer you 3 of the same kind of weapon.
  • I created a special ending if you run out of supplies in the Unprecedented Void (it's still game over, so don't risk it!)
  • Quicker Picker will no longer try to pick up poison and radiation (which would hurt you)



Winter Sale

[h2]Approaching Infinity is part of the Steam Winter Sale, and you can get it at the best discount ever![/h2]

[h3]Get it in the IBOLOGY or Cosmic & Arcane bundle and save even more![/h3]


Approaching Infinity is 1 half of the new "Cosmic & Arcane: Epic Roguelikes bundle", along with Terra Randoma, a game I've been following for a long time, and in fact my second-most-played game this year, slightly behind a certain other game...

It's quite a different game from mine, but with a lot of the same aesthetics and attributes.,, Not to mention the 6 years of continuous development. So if you've been curious about it, now's the time.


What's in development right now, anyway?


The Engravers!


Have you ever seen these kinds of planets...



And wondered what the heck is going on?


[h3]Very soon you'll be able to find out :D[/h3]


This massive quest will introduce a whole new region of space and a new enemy, take you places you've never been, and give you universe-altering choices to make. It will also unlock a new over-powered starting ship... if you can get there!


Entering beta in time for Christmas, it will hopefully be released before the year is up!














Update #159

[h2]November didn't have a singular goal.
Instead I tackled a lot of little things:[/h2]


Past Lives

People have been asking for this feature for a while. Long time players may remember that it used to exist. Well, the past lives screen got overlooked in the UI overhaul. It's back!



It's been keeping track of your deaths and wins all this time, and now you can see them.

You may notice in the image the captain's picture. That wasn't saved in the past, but it will be for all future games. Your ship will appear too! And of course the screen can be sorted according to date, score, win or lose.



Asteroid Base Updates


The most exciting development here is starting a new game with asteroid bases already unlocked.


If you have ever unlocked unlimited asteroid bases (by completing the first and second asteroid base), you will have the option to start a game where the asteroid base faction is already established, and you don't have to meet them in sector 9, or go through any of those initial quests.

They will spawn ever few sectors, and half of their rooms will already be built, and you can choose whatever you want for the other half.

I also added a few new rooms: Holopaint Tech allows you to change your ship's appearance. Schematics sellers sells schematics (obv). And now the Architect gives you $750k to build new rooms, instead of a paltry $250k. You can turn in disaster records at any Galactic Transit Authority office.



Caves

There are a lot of special cave types, but their appearance has been largely random. I've locked down some rules:
  • Merc bases will now occur whenever certain kinds of planet has caves of exactly depth 1.
  • Higher levels of Mercenary Card skill will cause merc bases to also be spawned at depths of exactly 2 or 3 (by your skill level) , when appropriate.
  • Top level Merc bases will also have their own special entrance graphic on the map.
  • Bloom caves will now occur on toxic and corrosive planets, every few levels, but not deeper than 10
  • Buried Silver Cities always and only occur at a terminal depth of exactly 11.
  • Narcratu Hives will now occur on irradiated planets with ultimate depths of 3,4,5,6, beginning at depth 3.

Merc bases will be forced to exist every few sectors, in case you want to do their quests. Knowing where bloom caves are will help you reliably gather resources for higher-level item modification (red honey and golden pollen).



Vacuum Amoebas

After re-watching the Star Trek original series episode "The Immunity Syndrome", I've made some changes to vacuum amoebas (they were originally inspired by that episode).
  • They have a new unique power that sucks in energy from all nearby ships.
  • They also absorb energy from most beam weapons.
  • They can even suck up energy from planets...
  • All this energy makes them grow (they breed more amoebas!)
  • Antimatter kills them very well (unless you previously decided antimatter was "fake")



Lost Colony Quests

I created a new kind of random quest, where one of the major factions lost contact with their colony and wants you to investigate.
  • The quests are given by a unique ship, and they always have an excuse about why they can't do it ;)
  • There are 13 different things that could have happened to the colony, many of which have multiple sub-choices, so you aren't likely to see the same thing for a
  • long* time.
  • They give you the coordinates and you have to go figure it out (explore).
  • Once you have all the clues, you have to report back to that faction's embassy.



Everything Else
  • I added landing/docking animations
  • I nerfed the planet-side syndicate enemies!
  • I fixed several achievements that weren't triggering
  • I removed unstable asteroids from the game
  • Credit pickups on star temples are now 5-10 times more valuable
  • The X/Close button in the upper left of menus now flashes slowly so you know it's there
  • I added an air pressure readout on shipwrecks
  • Power now scales more quickly in higher-difficulty games
  • I fixed the bug in asteroid bases where keyboard movement was very slow



SALE

Approaching Infinity is part of the Steam Autumn Sale and is
[h2]20% Off![/h2]

All my other games are discounted too, so the IBOLOGY BUNDLE is an even better deal...


And hey, if you already enjoy Approaching Infinity, but you haven't left a Steam review yet, I would really appreciate it. It helps. I'm getting close to 500 reviews and "overwhelmingly positive" is looking "overwhelmingly possible" ... but I need you help to get there.


Auto-Explore, Artifacts, Away Team Combat, and More

Auto-Explore

This was the big focus for October. Maybe it seems like a small thing to devote a month to, and maybe it only took 2 weeks to perfect, but it was sorely needed!

It was so unreliable, I actually had this warning the first time you used it:



Thanks to (your) patience and (my) hard work, it has been more than repaired, it's actually pretty amazing now. And there are 3 settings: calm (default), terrified, and reckless. It won't fight for you, but it also won't get you killed. Check it out:

https://youtu.be/KwlOXdv4rtA


Artifacts

Firaxughinian ("Firax") artifacts are probably the most sought-after items in the whole game, and not just by the player. They are powerful, mysterious, and difficult to obtain.

But they've always had the same green icon, and no description beyond a cryptic name.

No more! There are now 59 different artifact images, each with its own description that gives you a deeper look into the insanity they invoke in whoever possesses them.



Something else to note about artifacts:
They used to have a screen in the infinipedia as well as being available in the inventory.

They are now *ONLY* in the Inventory, under "Miscellaneous".



Maximum Effort!

Every once in a while a player would find themselves stranded, often do to the changeable nature of terrain (like you blew up the door of the tiny room you walked into, a water-monster pulls you onto an island, or a cave-in places debris in the only path).

Now if you find yourself unable to return to the exit, the away team will be capable of super-human feats, like swimming (through acid) or clearing obstructions even without the proper equipment. There will be some damage, and quite possibly oxygen loss. But you shouldn't lose an away team or an entire run because of it.


Away Team Combat

Away team combat (monster HP and damage) use to scale much faster than space combat, and often faster than your equipment could keep up. That is no longer the case, since I have rebalanced the entire away team combat side of the game.

That includes all suits, guns, melee weapons, grenades, and all 170+ creatures.


Bluesky


I have finally abandoned the hellscape and discovered the beautiful blue skies of...well... I'm on Bluesky now. If you're there too, come say 'hi'! If you haven't made the move yet, I encourage it.
https://bsky.app/profile/ibol17.bsky.social



Other changes

I had 2 solid weeks to tackle random issues, so here are the highlights:

  • The Herbarium (Infinipedia sub-screen) is no longer "coming soon"... It's here!
  • You can now mod installed items with no penalty. Electrocution warnings be damned!
  • Shotgun now does hybrid damage instead of piercing
  • The Beamer (away team gun) can no longer be dodged (except by one creature).
  • Subspace Inverter (ship weapon) now does +50% damage at range 6+
  • "Life Support" can now be built via a consumable, in case a shipwreck deck doesn't have one.
  • I introduced the "corrupted transmitter": a computer-like object on shipwrecks. If you destroy it, it will destroy all cyberghasts on the level.
  • I increased the prevalence of 2- and 3-weapon reactors!
  • Stations now sell more items in early sectors.
  • I fixed a bug where items crafted were not being tracked for the Achievement.
  • I created a Code: "Crafting Achievement Bugged" in case you crafted those 50 items but haven't gotten the acheivement or the scrap hound unlocked. (Obviously anyone can use it, it's up to you.)
  • Rescue missions from shipwrecks will now allow you to leave without rescuing everyone.
  • Game now auto-saves when leaving stations
  • "Auto-Saved" added to message log when appropriate.
  • "Trade Beacon" device now detects both stations and warp points.
  • Got rid of "warp point detector" device.
  • Added "Quicker Picker" away team device that picks up all loot adjacent to the away team. It can be installed into suits.
  • I removed "varieties" from monster names (like basher and thrasher for gnasher). They're all just gnashers now.
  • I made a lot of fixes and changes to Whitespace.
  • On the active effects screen, if you're on an away mission, away team powers will appear first (instead of space/ship powers)
  • I added level 3 to Navigator's "Gravitic Interpolation" skill, which grants "ion tracker" power every 25 turns, revealing ships.
  • You disperse ash piles when you walk through them again (IDK when this was lost)
  • You can now push tables (?!)
  • Inventory screen now remembers the last tab (ship, away, consumables, misc, etc.) and opens there next time.
  • Crafting screen also has "tab memory".
  • Last monster viewed in bestairy is now saved, and it automatically opens to that monsters.
  • Added "Present" to bestiary sort methods, meaning only the monsters you've encountered on this away mission so far.
  • Previous bestiary sort method also stored
  • When surveying a planet, if it's 100% explored but you still can't survey it for some reason, if the is a hidden reason, it will tell you this: "Conditions beyond your control prevent surveying this planet right now."
  • More events will now create captain's log entries that you sometimes find, referencing your previous runs.



Next


I need to address more options and story for the Asteroid Base faction.