What is Battlescape?

Infinity: Battlescape is a multiplayer space sim spanning a single true to scale star system filled with dozens of planets and moons. Hundreds of players spanning up to 3 powerful corporations of the Starfold Confederacy will fight to win control of the system. The primary goal will be to capture or destroy your enemies infrastructure through a combination of the orbital bombardment capabilities of capital ships and small spacecraft including bombers, interceptors, and corvettes.

“We're working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlestar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat, we're going to create a well polished experience that really distinguises itself from other space games. Our technology by itself provides an unforgettable experience and the media that have received the prototype have spent entire days just flying around and exploring”

-Keith Newton, CEO & Cofounder (80.lv Interview)

A match begins with each team being allocated some combination of space stations, planetary bases, factories, and AI controlled defense turrets. Each player will start with a moderate amount of credits with which they can upgrade or customize their ship and equipment, or acquire new ships.

Every couple of minutes a factory spawns a cargo ship which will transfer raw materials to the nearest space station or planetary base for processing into credits. These credits are split evenly among the members of the team however if the cargo ship is destroyed its owners lose the credits. Players are able to donate credits to other members of their team so that they can pool resources.

Light to Medium Spacecraft

Small ships with first-person, twitch based Newtonian controls will provide players with high speed dogfights inspired by those seen in sci-fi film and television. We've implemented a flight model that makes each planet a unique experience based on drag, thrust to weight ratio, atmospheric density, and turbulence.

  • Interceptors - Your standard fast, sleek, highly maneuverable killing machine. They are primarily designed for destroying enemy light spacecraft.
  • Fighters - Similar to interceptors, fighters are relatively fast and maneuverable however they also provide a limited ability to attack infrastructure. This ship will only be available if we reach our $500k stretch goal.
  • Bombers - Larger and less maneuverable than fighters with limited defensive capability. A handful of bombers can cause serious damage to enemy capital ships and infrastructure.
  • Corvettes - The tanks of space combat. Corvettes come armed with independently targeting turrets allowing a 360 degree arc of fire. While they don't pack the long-range punch of a bomber, a group of them can easily take out weaker capital ships.

Capital Starships

Capital ships are the backbone of a fleet and will be controlled in the 3rd person, providing a unique perspective of the unfolding battle. Individual weapons can independently target or be focused on a single enemy depending on field of view. There are three types of capital ship within Battlescape, each filling a specialized role:

  • Destroyers - The smallest and most maneuverable of the capital ships - destroyers are densely fitted with light weaponry to protect their larger brethren from swarms of fighters and bombers.
  • Cruisers - Heavy weapons platforms capable of reducing enemy infrastructure and capital ships to rubble within minutes. Despite their awesome power they are particularly vulnerable against bombers fitted with long range weaponry.
  • Carriers - Mobile spawn points capable of launching, refueling, and refitting small to medium spacecraft. A carrier has a finite number of spawnable ships however its squadrons can be replenished at a space station or base. With a limited number of light defensive weapons a carrier is particularly vulnerable once its squadrons have been destroyed.

Ship Customization

A hardpoint system allows for weapon customization. Choose from an array of weapon types including kinetic projectiles, energy based lasers, and missiles. You may also configure ship sub-systems such as radar, propulsion, and shields.

The I-Novae Engine

When we originally set out to build a space game we came to the conclusion that there wasn't any technology available that would allow us to realize our vision of a seamless transition from the surface of one planet to another without loading screens. We hate loading screens and, as life long space game enthusiasts, we resolved to build the technology to accomplish this ourselves. The fruit of that labor is the I-Novae Engine - a revolutionary new game engine capable of bringing you gameplay unlike anything you've ever experienced before.


To support our project, and gain access to the alpha or beta releases, you can pledge directly by creating an account on our website. InovaeStudios.com

Or follow us on social media ;) Twitter Facebook

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Update92_Header


Hey everyone, it’s time for your weekly update. This will be our last weekly update for 2017 as the team is working on wrapping up as much as they can before taking some time off for the holidays. To that end the primary focus has been on weapons and turrets with the most attention being devoted to missiles. Our next patch should include significant weapon updates, which we’re looking at releasing sometime in January along with another “Pre-Alpha" weekend for Alpha access backers and above. Beyond that I’ll save the information on our 2018 roadmap for our initial set of weekly updates in 2018.


A panoramic view of the interceptor cockpit


On the art side the final geometry pass for the destroyer is nearly complete. Once finished the only remaining geometry work, aside from any polishing that pops up, will be for the cruiser, carrier, and mercenary operative interceptor. Out of the 3 of those ships we expect the mercenary operative interceptor will go pretty quickly, since it’s just a variant of the regular interceptor, so the bulk of the work will be on the remaining capital ships. Given their size it will likely take some time to finish them however once that’s complete all that shall remain is materials, special effects, and sound effects.


A panoramic view of the bomber cockpit


If you love what we're doing, consider voting for our project in the 2017 Indie of the Year competition :)

That’s it for now, we look forward to seeing all of you in the new year!

Content from the Community

Our backers continue to take spectacular shots and videos in game. :)


A Frozen lake on Semnoz, an Icy Moon


Still011

Corvettes docking at a Factory on Aresthia, our Mars-like moon


Still044

Backers meeting in game


Weekly Update #91

Weekly Update #91

News

This week we continue our discussion on weapon systems and how they have the potential to impact gameplay through various scenarios.

Weekly Update #90

Weekly Update #90

News 1 comment

Less of an update, and more of a community conversation surrounding weapon systems within Infinity:Battlescape. See our forums for the full community...

Weekly Update #89

Weekly Update #89

News

Weapons development has begun, including weapon types, fx, and balancing. We also review some of the bugs that were found and fixed during the Alpha Weekend...

Weekly Update #88: Alpha Weekend: Data!

Weekly Update #88: Alpha Weekend: Data!

News 3 comments

DATA! A weekend of access for our Alpha backers has proven incredibly valuable. Bugs fixed, user insights and input received, and we're already applying...

Comments  (0 - 10 of 23)
RequiemLux
RequiemLux

Following, great work so far and huge potential!

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frappastudio
frappastudio

Wow

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CH0J!
CH0J!

this game looks very good and i have two question
will players be able to create there own faction or it will be just the three given by the game?
and you are going to be allowed to construct your own ships (own designs) or there will be a list of ships with customizeable features like EVE?

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InfinityDevs Creator
InfinityDevs

We've implemented 3 playable factions, players cannot create their own factions, but we'll likely provide tools for players to organize fleets and squadrons in game for better co-ordination and team play.

The game will provide 6 playable ship types at release, 3 smaller ships; interceptor, bomber, corvette. And 3 capital ships; Destroyer, Cruiser, Carrier. Ships will have customizable weapon loadouts that can be selected each time you spawn a new ship (assuming resources are available)

Glad you like it :)

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SamVision
SamVision

Will there be any singleplayer features? Multiplyer sounds like great fun, but sometimes I don't have the opportunity to go online efficiently.

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InfinityDevs Creator
InfinityDevs

We`re planning a single player sandbox mode. Single player exploration proves to be quite interesting, but the game is definitely designed with multiplayer at it`s core :)

Reply Good karma+4 votes
SamVision
SamVision

I'd settle for small skirmishes with AI. In-universe you can explain it as a combat simulator for training purposes.

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RedRocketRandy
RedRocketRandy

Are you in need of volunteer alpha/beta testers?

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InfinityDevs Creator
InfinityDevs

In order to finance our dreams, we've limited alpha/beta testoing to our backers on Kickstarter and IndieGoGo.

Our DevTier backers already have access to the prototype, with alpha access in the future.
Indiegogo.com

Reply Good karma+3 votes
themion
themion

Hi,

Infinity: Battlescape looks really cool and I also very much appreciate the amount of information found on your Kickstarter site as well as how honest you are there.

Basically the only problem I have is your statement about VR support. By now at least for me VR support is simply basic requirement in a space game. It's somewhat frustrating for me as well, but since I've started using the Rift DK2 in November 2011 I can't even enthusiastically yawn at non-VR space games (including Elite Dangerous on a conventional monitor) ... and I still wanted to play a few games in my favorite genre, which I now apparently cannot ever again do. (And that's something I say even after an entire year and extensive gaming breaks caused by important exams ... so it's no initial hype anymore.)

So looking at your official statement regarding VR support:

"(...)which is why we aren't making any promise at this stage.
As VR enthusiasts ourselves this is definitely something we will try to add on our own, especially if we are able to hit our higher stretch goals."

Well, if I was in a 'very' comfortable situation financially and could just go ahead and bet 20 or 50 US$ on a Kickstarter campaign that potentially (worst case though) could end up as nothing at all even if it financially succeeds and reaches all stretch goals I might even back it, but I'm not. I don't have to worry about my food right now, but ... well ... without at least a VERY clear dedication for VR support I just can't. :/ (And even if it ended up becoming the best space game in every single regard ... it would still be a "nothing" to me without VR support ... that's how essential it has become. :/ )

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SamVision
SamVision

"VR support is simply basic requirement in a space game"

This is 100% your opinion, and your opinion ONLY.

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Juris3D
Juris3D

But, you do realize, how little percentage of gamers in the world have those expensive VR headsets? So, you see, when I find a new game, first what I check that it is NOT VR-only. I am not flaming or anything bad. I am just saying, most of the world is non-VR.

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Infinity: Battlescape
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RT @HutchingsINovae: Interceptor on the Ice Moon Semnoz, the Bomber on Cinder, and our Corvette watching the sunset on Sarake.… T.co

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RT @inovae_keith: #infinitybattlescape weekly update 91 has been released: Indiegogo.com T.co

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RT @HutchingsINovae: Had a great time flying with some of our DevTier backers yesterday! Looking forward to another session next weekend… T.co

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RT @HutchingsINovae: Another Pre-Alpha combat clip from the current build of the game. Ship assets and weapon FX are placeholders at the… T.co

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