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Approaching Infinity News

Update #133

Beta 1.8F5 is available!



[h2]Away Team HP:[/h2]
The base HP of all space suits has been greatly increased, but your HP will no longer be multiplied by the number of crew on the away team.

Having more crew will still result in being able to take more total damage, but in a much more reasonable way. For example, in previous versions, an away team with 24 crew would have 30 times as many total HP as one with only 4 crew! Now the difference is only 6 times (24/4=6).

If this isn't making sense, don't worry! It will all just happen and look normal when you play.

[h2]New Daily Codes:[/h2]
I've added a new type of daily code: it adds directly to your "Pay It Forward" account, which is money you can withdraw when you start a new game (optional,of course). There are also codes that give equipment, devices, or credits. There are even codes that can save you from danger! These are shared regularly on our Discord, and also in this steam thread.

To get you started, here are 3 Pay It Forward codes, each for 1 million credits:
RQacGRBS (Sept 9)
OXR6%F3K (Sept 10)
RQAm2fx4 (Sept 11)
  • You can only use one daily code per day.
  • They are only good for the date listed.
  • They're entered from the in-game options menu.
  • You can cut-and-paste the codes (they're all 8 characters, so don't include the date or spaces).



This version also includes several bug fixes and minor QOL features. Enjoy!





Steam Strategy Fest

[h2]It's the final hours of the Steam Strategy Fest,
don't miss your chance to pick up this
unique space exploration roguelike at a discount.[/h2]

Update #131

Weapons will no longer ignore shields.


I really liked shield-piercing weapons as a concept, I'm sad to see it go. But it had the potential for instant death without warning, which is not fun. And "fun" is what you're here for.

The machine gun, hull raker, railgun, spinal driver, and neutron beam will no longer ignore shields. Their base damage has been increased, so your existing versions of those weapons may be under-powered.


Activated skills have shorter cool-downs.


Most space activated skills now have cool-down times of 25-50 turns, a few are 100-125, and the most potentially disruptive ones (including "false evidence", where you can pit 2 other ships against each other) are 250 turns.

This should make them much more useful. I've also increased their drop rate, so you'll get more of them earlier in the game.


Work has begun on the UI overhaul!


This game comes from a genre (traditional roguelikes) where graphics were of minor importance. I wanted to fit as much information on the screen as possible, and I didn't really care how big the play area was...

Times have changed, and so will Approaching Infinity.

My eyes were opened when I got this mockup from Polat Yarisci (who you may know from his work on the Caves of Qud UI). I encourage any indie developer who isn't a front-end genius to get in touch with him.


Here's how he saw my game:
Amazing, right?!


I immediately set to work making lists and taking apart the existing UI and realizing that I wasn't really ready to work on this yet, it was just too big.

But my pixel artist friend David Gervais got involved and together we started moving things around and re-imagining them...


Here's an early iteration:



And here's one of the latest:
Look at all that _S_P_A_C_E_!


Or Maybe you can move those info windows wherever you want?!


You can expect the evolution to continue until we get everything right. Then we'll take the revolution to the entire game, revising every screen for maximum style and user-friendliness.

None of this is in the game right now. I'd make an even bigger deal out of it if it were ;)


Some numbers

After 10 years in the making and 3 years on Steam Early Access, this is the 131st update (I went back and counted), and the end is in sight:


I hope to reach full release (version 2.0) in 2024.


[h2]Join me on my quest to save destroy create the galaxy![/h2]


No Shield Pierce Beta (1.8F)

For about 10 days, we will be experimenting with removing the "skips shields" tag from all ship weapons. I really like the idea of weapons ignore that shields, but sometimes they can end your game as soon as you go around a corner (planet, nebula, etc.).


[h2]So in this beta, the machine gun, hull raker, railgun, spinal driver, and neutron beam no longer pierce shields. Their damage has been increased to offset this.
[/h2]

Anyone can join the beta branch, it won't break your saves (you can even start a new game if you want).

Just go to Settings>Properties>Betas>betafromnowon

Balance Update

[h2]Thanks to player feedback, I've executed a major balance of the new ship combat systems.


One problem was that enemy difficulty was outpacing equipment available to the player. This has been fixed.


Is it too easy now? Still too hard? Let me know!
[/h2]


Other changes:
  • Away missions now employ a 4-frame animation for the landing party and monsters.
  • Space stations have new art!
  • Weapons can't force "crew crits" unless your shields are down.
  • Reduced the rarity and minimum sector of all new ship weapons, shields, and armor, making the more interesting ones more available.
  • Added explanation spiels about this and the shuttle's autopilot.
  • Increased the base hull points scaling of new ships from the shipyard, and those you repair yourself.
  • Some faction ships can have cloaking devices instead of shields!
  • Further reduced the cooldowns on most of the new space activated skills.
  • Changed the stealth runner's starting weapon to hull raker (thanks eharper256)
  • New device: Ballistic Accelerator : +1 range for all cannon weapons
  • New device: Cyclic Capacitor : +33% damage for all beam weapons
  • New device: Armored Missiles: +1 PD required to intercept your missiles, and they do more damage even through point defense.
  • New device: Missile Scrambler: Enemy missiles can't target your ship from a range greater than 5
  • New random quest: Gas giant survey: collect special data pickups near gas giants (fairly basic stuff).
  • New random quest: Embassy spying: intercept secret communications in space without being seen! (new and different!)
  • Skill change: Level 2 of Thermal Dissipators (Lava-walk) further reduces duration of burn status effect.
  • Skill change: Level 2 of Mountain Climbing skill reduces earthquake and cave-in damage.
  • Skill change: The new "scan every plant and tree for data" function is now tied to the "eco-examiner" skill of the explorer class.
  • Skill change: "Cartography" skill (explorer class) now helps you survey planets at less than 100%, at -5% per level.
  • Skill change: "scanning specialist" skill increases your de-cloak radius by 1 per level.
  • Skill change: "Mining Specialist": Level 1 automatically picks up whatever you get out of the asteroid. Level 2 automatically mines all adjacent asteroids. Level 3 increases this distance to 2 tiles!



[h3]I also updated the demo to include all changes here, and a fix for a rare bug that was plaguing some users.[/h3]


Have fun out there, space captains!