Full Power To Stretch Goals:
For information on how to continue to support Approaching Infinity through Paypal, click HERE.
Take command of your ship and crew as you explore space, planets, shipwrecks, and other unique environments. Find, buy, and sell commodities, items, and mysterious artifacts. Defend yourself against aggressive space pirates and hungry planetary denizens. Complete quests for profit, or to change the very power structure of the galaxy!
And the universe is infinite. There is no limit to the number of sectors and planets you can explore,and there is no "level cap". Everything keeps getting more powerful, including your enemies! But, there are at least 5 ways to win the game. You can pursue these immediately, or explore for as long as you want.
Try the alpha demo, or, the more recent Backer Only version.
- $10 - A high res Approaching Infinity desktop wallpaper
- $25 - Set of 3 A.I. wallpapers and your choice of a downloadable, printable CD or DVD cover for the game
- $35 - PDF version of the booklet offered at the $100 level
- $50 - PDF Approaching Infinity Travel Guide
I can't change any tier that has been pledged, but you can see them here. And as always, higher tiers include the ones below them.
Throughout the design process, it has always been my goal to make Approaching Infinity accessible. Easy to get into, hard to walk away from. It's a lot of fun. You'll be playing like a pro in no time!
Exploration is core to the game. Each new area is a mystery, so you have to look around. You even get paid for the data you gather. Great effort is made to make areas unique, and to provide many novel and unexpected experiences along the way!
Loot is also a driving factor. It's everywhere. Go get it, sell it, and buy yourself something nice. Your enemies are out there getting stronger too, so you really need that shiny new Graviton Disruptor!
Quests drive the evolution of the story. In the beginning, you'll be asked to perform a variety of randomly generated quests that benefit the "Bankers". Once you make friends with other alien species, you'll be able to help them in their endeavors, and maybe even change the galactic power balance!
Combat? Yes, you will fight. And, as previously stated, you will die. You can be as aggressive as you want, and valuable loot can be obtained from combat. But you can also make significant progress with minimal bloodshed. Diplomatic solutions are available. Running away from danger is a perfectly valid solution. Of course, having a cloaking device helps...
Many people love the idea of "roguelikes" but just can't seem to get into them.I love this genre, and I don't see any good reason to make it so "opaque". Approaching Infinity strives to make the introduction as painless as possible. Yes, Approaching Infinity falls under the classical definition of a "roguelike". It has procedurally generated environments, permanent death, random monsters, items, and quests. It's played on a 2D grid, and has turn-based movement and combat. It even has a "food clock", and an "identify" system for artifacts. But the commands are simple, and it has nice graphics, music, and sound. It also has an emphasis on help and transparency.
Who Does The Graphics?
David Gervais. You may know him from his work on Space Empires 5, or his famous Angband Tileset. It's David that is creating the amazing new screen backdrops, UI elements, monsters, and almost everything else you see in the game. He's still working, sending me great new stuff every day.
David says: "A special thanks to Ray Williams for giving David express permission to dust off some of his old SE4 shipsets and rework them to fit Approaching Infinity. An Awesome contribution! David is taking special care to do Ray justice and make his old ships Shine once again."
What About Music?
Yep. Got that too! Nathan Becker, aka ectogemia, is composing an original soundtrack for Approaching Infinity. He's worked with Capcom, Maddox, OverClocked ReMix, GameChops, Ben Briggs, and others.
Who made that great new video?
Zach Long, and I am eternally grateful. Check him out here.
Why am I making this game?
Approaching Infinity is the game I was meant to make. (Yes, circular logic!)
After 9 years of game design, 3 years of 7 Day Rogue Likes (7DRL), and my major project Random Realms, I have finally distilled what I think makes a roguelike fun.
And, it's set in space, my favorite setting for just about anything. There's always been a demand for sci-fi roguelikes, because they're very uncommon. That's great for me, because science fiction permeates my life. I love Star Trek, Star Wars, Doctor Who, Babylon 5, Orson Scott Card, Peter F. Hamilton, Neal Asher.
Other games that I enjoy are generally space based and RPGs. I started with Dungeons & Dragons and Star Frontiers back in the 80s. I've spent about 1000 hours in Elder Scrolls games, who knows how long playing Borderlands 2. I played through KOTOR about 6 times, and I must have spent years playing Space Empires 4 on PC. Then there's my experience with roguelikes. ADOM, angband, DCSS, their variants, some brogue & doom, years of 7DRLs, etc.
(See what other games I've made Here, but wait until after you've seen more of Approaching Infinity!)
How can you make a game with so little money?Dedication. Look at what I've done so far, in just a few months of coding late nights and weekends. Look at the graphics David has put his valuable time into. I want to make this game. What I need is the financial support to really spend the time Approaching Infinity deserves, and also the mental and emotional support of a community dedicated to making it happen. And there's always room for improvement...
What can you do in Approaching Infinity Right Now?
- Explore space, planets, shipwrecks, and star temples
- Fight enemy ships and monsters
- Watch your enemies explode!
- Collect, buy, and sell items and resources
- Install better equipment
- Accept and complete randomly generated quests
- Get lots of in-game help and instructions
- Search for clues to hidden areas and find powerful artifacts
- Travel through an infinite universe (until you die!)
- Try the new tutorial if you’re not sure how to play!
What is still to come?
- Five(!) fully fleshed out ways to win the game
- Countless ways to keep playing as long as you want.
- Twelve intelligent alien races with their own goals and full quest lines.
- A randomized crafting system for components and devices
- Skilled officers for even more bonuses
- More monsters, planet types, and quest types
- Ancient art and poetry that can be collected.
- A second source of near-endless random quests: S.O.S. Beacons
- At least twice as many ship devices, with lots of new effects
- Unlockable ship classes
- Monsters with special powers like shield drain, blind, corrode, infect, push/pull, and more
- Monsters with elemental powers
- New interesting types of terrain to interact with (and avoid!)
- Soundtrack by @ectogemia
- And great ideas from players and supporters…
My project's funding goal is the bare minimum that I need to finish this game according to its current design. And I will basically be burning the candle at both ends doing it. Also someone will be trying to light the candle in the middle!
But there are other things I'd like to do with the game, and I think you'll agree they're pretty awesome ideas.
Gamepad Support Play with your XBOX (or similar) controller. (I really want to do this one anyway!) THIS STRETCH GOAL HAS BEEN ACHIEVED!
One-Time Mac Release : Specific to the Mac platform, the finished version of the game. No further Mac updates will follow at this level.
Why is Mac a Stretch Goal? Because I need to compile and test on a Mac, and I don't own one. I know of a paid service that can do this for me, but I can't commit to unlimited releases, because I'd be paying hundreds of dollars for each one. With the $7500 stretch goal (below) I will add a Mac to my development equipment, so that all future releases can easily be ported to Mac. GOAL ACHIEVED AND SURPASSED WITH ON-GOING MAC RELEASES!
Auto-Explore Bot : I will code a very capable "auto-explore" feature for use in the game. DONE!
Detailed Modding Guide : I will release a detailed modding guide for all the files in the game. Players will be able to modify and create monsters, devices, quests, terrains, races, and images. YOU GOT IT!
Ongoing Mac Support : Each major release will have a Mac version. YEP, GOT THIS ONE TOO!
Achievement System : I will create an achievement system that keeps track of your accomplishments across all playthroughs.
Full Time Game Development : I will quit my job (!) and work full time on Approaching Infinity for 6 months. This level will see an extremely polished, complete, feature-rich game.
Also includes an ASCII Tileset at no additional charge! Amaze your friends with the proof that your imagination has the best graphics ever!
More Alien Races : I will expand the number of alien races in the game to 16, and give each a new major quest line. These races will be created based on YOUR suggestions!
Full Time Game Development, Level 2 : I will work full time on game development for ONE YEAR! I will also release a DLC pack at the end of that year for Approaching Infinity, further expanding your options.
So please, watch the video, Play the Game, and choose a reward level that lets you contribute a little bit of your own unique personality to an awesome adventure!
Here's something Virtual Nomad put together, of some of the things he found in the game. I just found this posted on a forum page. Super Awesome Dude!
Risks and challenges
Borderlands 3, Elder Scrolls 6, Mass Effect 4!
But seriously, the greatest risk to the development is lack of funding.
Without something to show for my efforts, the project might eventually fade. I have a family. I need an income. But Approaching Infinity is the best game I've ever written. I don't want to stop.
I've coded a huge chunk of the engine already, just working late nights and weekends. What I want to do is take 4 months and focus exclusively on this game. Make game development my full time job, at least for a while.
People often list 'technology' or 'coding' as one of their main challenges.
There is not a single part of this design that I can't code. Even in an "alpha" state, the current build is very stable. If you read my blog or see forum pages where Approaching Infinity is mentioned, you'll see that I squash bugs as soon as they're pointed out to me.
- (30 days)