The I-Novae Engine is currently under development by I-Novae Studios. We've been developing a game engine that can create massive playable areas, real world scale planets, starsystems and galaxies. Providing developers with the tools to create rich and diverse universes. The Engine and tools are being built alongside the development of "Infinity: Battlescape," our first title to fully utilize the I-Novae Engine.

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Infinity BattlescapeGameLogo Nar


I-Novae Studios has been in full development since successfully reaching our Kickstarter goal back in November of 2015. We exceed our minimum funding goal by 11%, with $332,620 funds raised via 5,828 backers. Since then we’ve raised an additional ~$20,000 through our ongoing IndieGoGo campaign. A big thank you to everyone that has supported us so far, everyone that donated during the campaign, and to those who continue to support our team at I-Novae Studios.

To see what our project is all about, have a look our Prototype planetary system in this video


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Our DevTier backers have had access to a playable pre-Alpha prototype version of Infinity: Battlescape since February 28th, 2016, they’ve already had an influence on flight controls and gameplay mechanics. Including HOTAS feedback, which we now support in the Proto.

If you are interested in supporting our project, and would like to get access to the Prototype for yourself, then have a look at our active IndieGoGo page.

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Livestream of the DevTier Event - Youtube.com 03:00:00


Updates

Below is some of what we’ve been working on for the last few months, you can get a more detailed look at the progress on our IndieGoGo page. We aim to have a general project update out every weekend.

Keith Newton has been keeping busy with company logistics, payroll, financial management and has been serving as our “Legal department.” He’s been forced to wear “many hats” as is often the case with start ups. He’s also been working on the I-Novae app launcher, updating the website, and fixing various engine code as problems arise.

Flavien Brebion has been kept busy improving the I-Novae Engine’s feature set and preparing new builds for our DevTier backers. He’s been posting fairly regular updates on our forums, you can read his many reports here.

Progress from the Art Team
Kristian Agren has been working on concept artwork and placeholder meshes for the various ground bases we’ll be seeing on planet surfaces. The designs are modular, which will allow our team to assemble a broad range of structures while keeping the required workload manageable. He has also been working on the NPC Hauler in order to flesh out our asset pipeline, see images below!

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03 ArtUpdate 01


Jan van der Weg and Dan Hutchings have been working on our ship cockpits, both through concept and placeholder mesh design. We want players to feel the brutal industrial style that the Sarake design philosophy follows, which means a tactile interface, hard edges, bare metal plating and visible wiring surrounding a clear wide view through the cockpit. Stations have also been receiving attention, and are currently undergoing a rough detail pass.

Jan has also been developing our asset production pipeline. You can read all about it on our official community forums here.

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Our goal has been to prioritize and test gameplay as soon as possible, this has meant building simple placeholder meshes to establish scale, function, and design of the various ships / structures we expect to see in the final game.

As you can see in the images below, we’re really driving home a sense of epic scale. 1:1 scale planets will provide the immense landscape, while the massive space stations and ground installations will instill a sense of player driven influence in the Solar System.

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03 ArtUpdate 05


We will continue to post weekly updates on our funding pages, social media, and our community forums.

How Can you to support/follow Us?

Thank you for the support so far! We look forward to sharing each step of the process with our backers and fans as things progress!

The I-Novae Studios Team

Battlescape Kickstarter Goes Live!

Battlescape Kickstarter Goes Live!

Infinity: Battlescape 5 comments

We’ve already received an overwhelmingly positive response to the Kickstarter campaign. 30,000 pledged in the first 2 hours, and now with 80,000 pledged...

The Home Stretch : Project Status Update

The Home Stretch : Project Status Update

Infinity: Battlescape 1 comment

Keith Newton provides an update on the project status as we near the start of our Kickstarter Campaign. It will be the beginning of a new era for I-Novae...

Infinity: Battlescape, And the future of Infinity: TQFE

Infinity: Battlescape, And the future of Infinity: TQFE

News 10 comments

We'll be developing Infinity:Battlescape as our first title using the I-Novae Engine. Infinity:The Quest for Earth, will be put on hold, however development...

Infinity: Battlescape

Infinity: Battlescape

Infinity: Battlescape 0 comments

Our opening blog post announcing "Infinity: Battlescape" as our first project utilizing the I-Novae engine. Announcements, early Battlescape gameplay...

Add game Games
Infinity: Battlescape

Infinity: Battlescape

Combat Sim

Infinity: Battlescape is a space combat shooter involving hundreds of players across an entire to-scale solar system filled with planets, moons, asteroid...

Infinity: The Quest for Earth

Infinity: The Quest for Earth

Realistic Sim

Nextgen Space MMO Game - Procedural Galaxy with Billions of Stars - Seamless Planet Landing - Twitch Based, Skill Centered Gameplay - Own Ships, Buildings...

Comments  (0 - 10 of 22)
Dwarden
Dwarden

best luck to I-novae engine, future is bright ;)

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Rambln
Rambln

Five years and someone will integrate a FPS engine with this and I will cry tears of joy while forking over my money.

Player controlled battleships fighting in orbit while launching player controlled fighters, drop ships and soldiers onto planets.

A hybrid Starcraft game. WH40k space marines, Battlestar Galactica, a Farscape game...

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Darth.Hunter
Darth.Hunter

I had exactly this vision several years ago, but with i-novae, this seems to become possible. What's a drawback for FPS elements though is the fact that the environments are all procedural. While you can give planets a different overall appeal like that, you aren't able to create any particular points of interest that you actually design. Imho that's a major drawback.

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Hell_Diguner
Hell_Diguner

Ah, but what about procedural cities, creating massive sandbox-esque battlefields on the aproximate scale of the game MAG, but with a refinement of combat more like the Battlefield games?

Yeah, I'm a dreamer, but...

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AKNightHawk
AKNightHawk

This engine could make a hell of a mech warrior combined arms mmo game.. Planetary drops, orbital battles, Huge battalions of mechs on the ground.. Players taking over intire worlds.. That would be awesome...

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CMDKeen
CMDKeen

A plan for Assault Knights 2?

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timstro59
timstro59

what happened to thrive?

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Sputak
Sputak

Infinity + Thrive would be very addicted xD

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SecretImbecile
SecretImbecile

Awesome engine, just wondering what would be the capabilities of multi-player, that would be awesome

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Pendrokar
Pendrokar

Infinity will be an MMO. How much does that say? :)

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