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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Update129_Header

Hey everybody. We are happy to announce that we’ll launch our second limited beta-weekend at 19:00 UTC on the 7th of December.

See here for the opening schedule: Bit.ly

As per usual, you’ll need to have an I-Novae account properly linked to your pledge. If this is the first time you are participating, the full details are available in this thread: Infinity Battlescape Beta weekend 7-10 December 2018

screenshot15

In other development news, the first half of the week was spent on major networking improvements. Our networking was pretty solid on low latency, stable connections but quickly degraded and became unplayable when you increased packets loss and latency.

By using a small free tool called “Clumsy” I was able to simulate bad network conditions and investigate the flow and timings of packets being sent / received. It turns out our implementation of reliable UDP had multiple parameters that were fine-tuned for relatively stable, typical EU <-> US latency. I reviewed all this code to ensure the parameters were better set for worse connections.

The game is now bearable for latency up to 300 ms and a packet loss of up to 15%. It will still work with even worse conditions ( I’ve even tested up to 500 ms and a 25% packets drop rate ) but as expected, gameplay suffers and shots accuracy quickly drops, although I was positively surprised to see that our server lag compensation did its job pretty well even at such high latency.

Another change I’ve made is to introduce an adaptive input queue on the server side, which should reduce error corrections ( resulting in a seemingly random loss of control for a second ) in bad network conditions. All these changes should lead to a substantially better experience if you’re playing in unstable network conditions. Input lag was even reduced for those with good connections, so it’s a win-win scenario!

07_INovae

The second half of the week, I continued some HUD improvements following last week’s community session feedback. I performed another pass on the ships physics parameters. Relative masses for the corvette and capital ships was incorrect ( the destroyer had x3 the mass of the corvette, despite being an order of magnitude bigger ) which partially explains some funny behavior in ramming scenarios. The capital ship’s docking spawn direction was flipped ( capital ships now spawn “out” of the station, not “in” ).

screenshot13New Cockpit Materials


screenshot16
New Cockpit Materials, seen from inside a Hangar Bay


The third-person camera was tweaked to feel smoother and better take into account the ship’s mass / inertia. The zoom-out maximum range has been reduced. Maximum angular velocity upon a collision is now artificially dampened to avoid seeing a capital ship spin for dozens of minutes. A major bug related to the collision damage screen-space effect location was fixed, along with many other smaller fixes.

I’ve also started working on the new capital ships control scheme; more on that next week after the initial implementation is done.

On the art side, Dan is working on low-poly collision meshes for all ships ( that’s a lot of work ) which will finally allow more accurate collisions / flying close to the hull of capital ships… and eventually inside the hangar of the carrier. Jan and Kristian have been working for a couple weeks on something we’ve largely ignored until now: weapon meshes. I’m looking forward to seeing capital ships with bad-ass weaponry instead of the puny little placeholders we’re currently using.

That's all for this week! More to follow :D

Read the Update and Beta Weekend Details via our Forums Here

Follow us on our social pages to stay up to date week by week.
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Update #128: The Big HUD Discussion

Update #128: The Big HUD Discussion

News

The Big HUD Discussion seeks to engage with and involve our community in the design of our in-game; Heads Up Displays, radar systems, on screen info and...

Update #127 : Steadily moving forward

Update #127 : Steadily moving forward

News 4 comments

How our Beta Weekend went, and our immediate plans for the future.

September - October : Update Summary

September - October : Update Summary

News

The push towards beta has been underway. We held our first Beta weekend for our Backers, have decided to adjust our update schedule, and have more content...

July-August Update Summary

July-August Update Summary

News

We had a bit of a slow summer overall, but continued to post regular development updates. Here's a summary of our posts for July and August. See our forums...

Comments  (0 - 10 of 25)
tokmak333
tokmak333

i noticed capital guns firing super fast and it is like spam of laser guns

I hope it is going to be similar to Homeworld 2 like Dual Kinetic Turrets with 5-6 second reload rate Beam Lasers with long reload time etc...

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InfinityDevs Creator
InfinityDevs

We're still implimenting our weapons systems, and some of the firing rates for our large guns are already 4 seconds between shots, which doesn't seem like much given the number of guns capital ships currently have.

More weapon types to look forward to, and plenty of balancing work ahead of us ;)

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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

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Infinity: Battlescape
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