Those most overlooked are often the most important. INFRA puts you into the shoes of a simple structural analyst. Nothing more than a quiet desk jockey assigned to survey some routine structural damage. Quickly though, your mission turns from a mundane trek to a fight for survival. INFRA is what we like to call a gun free exploration game. Instead of large explosions and powerful guns, you will rely on your cunning to survive puzzles in an incredibly detailed world. As you travel through the infrastructure of a city you will find that your actions and thorough observations ultimately determine if others will survive. Read More...

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Testing is on!

4 weeks ago News 2 comments


We've started beta testing INFRA. If you've applied to be a beta tester, check your email to see if you're in. Unfortunately we had to limit the amount of beta testers to keep the amount of feedback reasonable.

So, if you didn't receive an email from us, don't worry – we will be expanding the beta in the future, once we've solved some of the issues that have come up.

Huge thanks to everyone who have provided feedback so far!

Old power plant

Testing soon!

Testing soon!

1 month ago News 6 comments

We’re looking for people willing to take part in an upcoming beta test of INFRA to help us smooth out bugs, and to hear about your general experience.

Devblog #54

Devblog #54

2 months ago News 0 comments

It's been a long time since the last blog entry. You may have guessed that we've been very busy with finishing the first part of INFRA. Exterminating...

Campaign update #3

Campaign update #3

3 months ago News 6 comments

Hello! Thanks so much for all your support! Even though we didn't reach our Indiegogo campaign goal, we still managed to raise a considerable sum of money...

Campaign update #2

Campaign update #2

4 months ago News 0 comments

We decided to extend our Indiegogo campaign by 20 days.

Post comment Comments  (50 - 60 of 221)
Allfather May 12 2013 says:

It would be nice to have a game similar to Penumbra where the scares are great yet few and far between (and perhaps not even corporeal). Already this game is looking spectacular, but mere puzzle solving and touring truly can get tedious after even a short while. I understand this is intended to be a very detailed exploration and puzzle game, but perhaps you could include a scare every once in a while--even if only sounds, ambiance, lights shutting off with the hint of something to fear, et cetera. It would help keep the player interested and would certainly add increased mystery, enhanced immersion, and psychological fear evocation. It is my opinion that these factors would do nothing but better the game and make it more appealing to a wider range of customers. As said before, the "scares" do not have to be particularly prominent nor frequent--just something to keep the players on their toes and to add that bracing psychological effect that so many gamers and non-gamer alike adore. I implore you to consider my points. On another note, your work is stunning--keep it up!

+2 votes     reply to comment
pilatomic May 20 2013 replied:

I don't agree with the "everything as to be scary" idea. Just have a look on Portal 2. Probably one of the best game ever made, nothing scary, and great immersion.
There is an indisputable point : great game means great immersion. Not necessary being scared.

+2 votes     reply to comment
Allfather May 20 2013 replied:

It is apparent that you do not understand what the term "immersion" certainly does not include emotional eyeball robots and a firearm that shoots holes into objects that go into a relative dimension of the second hole... which you then jump into and float around in order to save the damsel in distress or whatever. Immersion is the feeling of being the role you play. Horror is a perfect example of this. Why would any real man be scared or thrilled due to pixels on a computer moniter? You find yourself psychologically sucked into and immersed in the world you explore. A final note... you paraphrased-quoted my post quite foolishly and unjustly. If you reread my original comment, you would realize that my suggestion is merely fear as an undertone. Oh, and by the way: PacMan was a great game... although I can't entirely say I found myself immersed. Thanks.

+2 votes     reply to comment
pilatomic May 20 2013 replied:

i'm sorry if the quote if my previous comment looked that much foolish. English isn't my first language, and i have to deal with my limited vocabulary.

You said : "Immersion is the feeling of being the role you play." Yeah, i understand that. But i don't like horror that much, because, in my opinion, horror is the easy way to bring immersion. It's not hard to frighten a player behind a screen, especially when the soundtrack is involved.
That's why i liked Portal 2. Immersion doesn't come from scare caused by a huge sound following a deep silence, but just by the game's atmosphere.
And atmosphere looks to be a great (the best ?) part of Infra's success. That's why i think it doesn't have to be scary =).

+4 votes     reply to comment
Piemanlives May 27 2013 replied:

I find my self agreeing with pilatomic, fear I believe, while effective in some cases can be over used, the point isn't to evoke fear at every corner, the point is to force the player to use their wit and observations skills to fulfill a duty, or survive as an individual, sure somethings may be scary, the unexpected collapse of a ceiling may invoke a feeling a terror, but -unless stated by the developers- isn't to directly scare the player.

+3 votes     reply to comment
Oskutin Creator
Oskutin May 27 2013 replied:

You're right.

+3 votes   reply to comment
Oskutin Creator
Oskutin Apr 26 2013 says:

Hahahaha, now this is mod of itself :V

+1 vote   reply to comment
Oskutin Creator
Oskutin Apr 17 2013 says:

We're supposed to make update when we're #50.
But we're #46 now.

+2 votes   reply to comment
Oskutin Creator
Oskutin Apr 20 2013 replied:


+3 votes   reply to comment
TimeCrab Apr 8 2013 says:

Hey you guys might find this interesting, it's a New York City Transit Authority graphics standards manual from the 70s. Could be used in concept art or in game reading materials or something.

+3 votes     reply to comment
fláráðr_ljós Creator
fláráðr_ljós Apr 10 2013 replied:

Looks interesting. Thanks!

+1 vote   reply to comment
Dr.Medic Apr 5 2013 says:

It looks...beautiful. I voted, wish you guys luck!

+1 vote     reply to comment
DrRhubarb Apr 5 2013 says:

Looks very promising so far. :>

+1 vote     reply to comment
Boomsicle Apr 3 2013 says:

Is there saving - as in quick saving?

+1 vote     reply to comment
Oskutin Creator
Oskutin Apr 4 2013 replied:

Autosaves and manual saves atleast.
Even quick saving, because it's just bind -command to console.

+3 votes   reply to comment
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Loiste Interactive
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