Orbis Infinitas will be a procedural generated roleplaying game, where everything will be generated based on a given seed at the game start. This includes the world itself, cities and towns, dungeons and forests, empires and politics, characters and monsters, but also the whole story, background and quest system. Everything will be generated on the fly and a player can be part of a world that seems to have no borders. You can walk and walk into one direction and maybe you will never find the end of the world.

The graphics will be in a style you may know from older rpgs some years ago. If you can remember games like “Secret of Mana” or “Terranigma” from the good old SNES, you know what you can expect from this game project. I do not want to do the best graphics out in the world, it’s more important – in my opinion – to have the best gameplay and a well done procedural generated game structure. Additionally I just like the good old graphics of the golden SNES age and I’m sure that you do not need modern 3D grahics to create a good and successful game.

The size of the world will be big, feeling endless. But the goal of Orbis Infinitas will be to create a roleplaying world that feels like a real fantasy world. I do not want to create a world, where you can reach the end of the world in a hour. In this game you will never see the whole world, but that’s okay. There’s nobody in our world, who saw every part on earth. But you will feel, that you are in big world, where global politics shape the world while you are playing and doing smaller stuff.

The name of the game is Latin. Two words: “Orbis” which means something like “circle” meaning the circle of a flat world. The other word “Infinitas” stands for “Eternity”. So Orbis Infinitas stands for an endless world where you will never find the end of the world or the end of your adventures. You can play and play and the game will continue your own story based on the seed given at the start and based on your decisions you made in this world.

No game will be the same game. Procedural generation makes it possible. There’s not only one game, there are almost endless versions of this game. Your starting seed, which can be any word you want, will create a world that will be not the same world as with another seed. But if you use the seed again you will get the same world. So if you found a good seed you can give this seed to other players and those will be able to play the same game in the excactly same gaming world. But as you go further and further in your adventure the world will change based on your decisions and the global politics. Starting with the same seed will give you the same start and the same world – but two worlds created with the same seed can be totally different after hours of gameplay.

I’m not a native speaker. I’m from Germany and so German is my first language. So excuse me, if I do not write in perfect English. I hope you just understand what I want to say… ;)

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Testing Forest Generation II Testing Forest Generation Villages are getting better
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2 comments by dseidl on Nov 26th, 2013

As you can see on two pictures below, the forest generation algorithm is getting better and better. But that will not be the final result. I'm working at improving the algorithm more and more, so you will see much more better screenshots in the near future.

Testing Forest Generation II

Testing Forest Generation

Post comment Comments
go0der Nov 26 2013, 11:03pm says:

looking good, nice variety.

+1 vote     reply to comment
Freke Nov 26 2013, 4:24am says:

Following this!

+1 vote     reply to comment
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Orbis Infinitas
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Latest tweets from @orbisinfinitas

Thinking about a multplayer option for the game... What do you think?

Apr 6 2014, 12:42pm

Orbis Infinitas is not dead! Just had to do a lot of other stuff the last months... -.- But I'm reworking the graphics engine!

Apr 6 2014, 12:41pm

Just testing the generation of paths inside the game world, includung connecting villages to the main paths. T.co

Nov 28 2013, 6:49am

Help Orbis Infinitas getting real! @indiegogo T.co Please retweet!

Nov 28 2013, 5:37am

@KellyArchieDev Thank you! :)

Nov 26 2013, 3:48pm

One more... T.co

Nov 26 2013, 4:19am

Working at the forest generation algorithm... T.co

Nov 26 2013, 4:18am

Help make it happen for Orbis Infinitas on @indiegogo T.co

Nov 19 2013, 9:23am

Buildungs are a looking better and better. Collision map is now auto-generated. Next step are ways between buildings. T.co

Nov 14 2013, 12:03pm

Finally added auto-generated collision maps to generated village buildings! :)

Nov 14 2013, 9:06am

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