Greetings. I haven’t written a news post in a while, and figured with the immanent release of Inf 2.9, I ought to say a few words. As you may know, we’re into the Release Candidate stage finally. It’s been a long road, but we’ve persevered to the end. We’ve followed through, getting Infiltration to the point with this iteration of the Unreal engine that we feel comfortable letting it ride. A lot of creativity, dedication, and commitment have gone into this release, just like previous versions. But this one is much more special in that it truly gives a glimpse at the kind of immersive combat Infiltration has matured into during these last four and a half years. I’m really amazed at what the team has done, and what it’s become. I haven’t been able to be as involved these last few months due to real life commitments, and the guys have still managed to step up, release, test, fix, and re-release beta after beta. When I get time to jump on our test server, I’m literally blown away by how addictively fun this game is. Nothing compares to a low-lit city environment with smoke grenades filling the streets and bullets firing wildly around you as you fight towards the objective. Or open desert combat with unseen snipers and aircraft bombing you from above... All of it Infiltration style. Our newest stuff is chock-full of content, from menu systems to game modes to weapons, it puts 2.86 to shame. It may be late, it may be using an “old” engine, but it still shines, and it’s still original.
What we plan on doing is releasing 2.9 via CD’s to those who have preordered already. Shortly after, it’ll be available to download. CD’s will still be available to those who wish to save themselves the download, or to support the Inf team. All of it goes to help make Inf a better product, keeping our servers and websites up and running. We’ll be providing a PC and Mac version, along with a proper config setup for Linux users. The full Inf 2.9 package, including all available maps, will come in around the 450MB range. Slightly smaller, “lite” downloads will be available, but it’s a full release, not an update. Too much has changed in the last year.
After the release, we’ll be offering support for players and servers, and if it becomes necessary, we’ll put together a patch. So far though, things are looking pretty tight. Online testing has been going steady two or three times a week for quite a while. Those guys deserve a huge pat on the back for their contribution as Infiltration has grown.
We’re finishing the last touches for the online manual, which should be out just before we release. It’ll give everyone a peek at what to expect, so make sure to do your part and RTFM.
Not much has been said about what the Inf team will be doing long term, so let me take the time to make it official. We’re definitely pursuing Infiltration for the latest version of Unreal- likely UT2003. Version 2.9 offers a clearer glimpse at what we’ve got in mind for Infiltration, but the future will be much more immersive and addicting. Some of the ideas we have in store bring about the same originality that Infiltration of old brought to the table. Needless to say, this won’t be Just Another Realistic Shooter™. As we lay the groundwork, you’ll begin to see more of what we have in mind. This will be a new project and 90% of it will be created from scratch. But the maturity of this team and its talent will bring about a whole new level of professionalism. The crosshair is definitely dead.