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Infinity: Battlescape

Infinity: Battlescape

80 Положительный / 402 Рейтинги | Версия: 1.0.0

I-Novae Studios, LLC

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Infinity: Battlescape — популярная паровая игра, разработанная I-Novae Studios, LLC. Вы можете скачать Infinity: Battlescape и лучшие игры Steam с GameLoop, чтобы играть на ПК. Нажмите кнопку «Получить», чтобы получить последние лучшие предложения на GameDeal.

Получите Steam-игру Infinity: Battlescape

Infinity: Battlescape — популярная паровая игра, разработанная I-Novae Studios, LLC. Вы можете скачать Infinity: Battlescape и лучшие игры Steam с GameLoop, чтобы играть на ПК. Нажмите кнопку «Получить», чтобы получить последние лучшие предложения на GameDeal.

Infinity: Battlescape Возможности

Redefining massive action space battles

Infinity: Battlescape is a multiplayer space-combat game taking place across a massive, true-to-scale procedurally generated star system that is 100% seamless (no loading screens). Multiple corporate factions are fighting for control of a solar system in a war involving hundreds of ships (players or AI. bots), potentially more than a thousand per-server ( without instancing ), that can last from hours to days. Coordinate with other players to destroy enemy infrastructure around strategic locations, referred to as Battlescape's, across a wide range of gorgeous environments including barren moons, gas giants, volcanic planets, asteroid rings, and more.

Participate in space and planetary battles of massive proportions like those seen in movies such as Star Wars, Battlestar Galactica, and Serenity. It's not unusual in Battlescape to hop from battle to battle, some of them involving hundreds of ships. Climb the competitive ladder, gain ranks, and complete side missions to support the war effort in your own way.

Earn credits to upgrade and customize your ships, mount better weapons and equipment to give yourself an edge over your opponents.

Team tactics and strategies

Each faction owns a limited amount of infrastructure at each Battlescape, consisting of factories, land bases, large space stations, and small space stations. Large space stations can spawn all types of ship, making them critically important to defend, whereas small space stations and land bases are limited to smaller ships. Factories spawn AI-controlled haulers that transport resources to space stations. Those resources get converted into credits and redistributed on a regular basis to your team's players and AI commander. Players (or the AI) can then spend these credits on acquiring better ships and assembling a fleet to attack the enemy. Battles naturally emerge around the solar system at strategic locations.

Every ship in Infinity: Battlescape has its own strengths and weaknesses, supporting a wide variety of play-styles that each feel unique. An interceptor is small and nimble, good for scouting and protecting capital ships from hard-hitting bombers. Corvettes can be configured defensively, to repair team-mates, or offensively as "space tanks". Carriers are mobile spawn points with limited weaponry whereas cruisers are both heavily armored and heavily armed - capable of quickly dealing punishing amounts of damage to enemy capital ships and infrastructure.

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Скачать Infinity: Battlescape на ПК с помощью эмулятора GameLoop

Получите Steam-игру Infinity: Battlescape

Infinity: Battlescape — популярная паровая игра, разработанная I-Novae Studios, LLC. Вы можете скачать Infinity: Battlescape и лучшие игры Steam с GameLoop, чтобы играть на ПК. Нажмите кнопку «Получить», чтобы получить последние лучшие предложения на GameDeal.

Infinity: Battlescape Возможности

Redefining massive action space battles

Infinity: Battlescape is a multiplayer space-combat game taking place across a massive, true-to-scale procedurally generated star system that is 100% seamless (no loading screens). Multiple corporate factions are fighting for control of a solar system in a war involving hundreds of ships (players or AI. bots), potentially more than a thousand per-server ( without instancing ), that can last from hours to days. Coordinate with other players to destroy enemy infrastructure around strategic locations, referred to as Battlescape's, across a wide range of gorgeous environments including barren moons, gas giants, volcanic planets, asteroid rings, and more.

Participate in space and planetary battles of massive proportions like those seen in movies such as Star Wars, Battlestar Galactica, and Serenity. It's not unusual in Battlescape to hop from battle to battle, some of them involving hundreds of ships. Climb the competitive ladder, gain ranks, and complete side missions to support the war effort in your own way.

Earn credits to upgrade and customize your ships, mount better weapons and equipment to give yourself an edge over your opponents.

Team tactics and strategies

Each faction owns a limited amount of infrastructure at each Battlescape, consisting of factories, land bases, large space stations, and small space stations. Large space stations can spawn all types of ship, making them critically important to defend, whereas small space stations and land bases are limited to smaller ships. Factories spawn AI-controlled haulers that transport resources to space stations. Those resources get converted into credits and redistributed on a regular basis to your team's players and AI commander. Players (or the AI) can then spend these credits on acquiring better ships and assembling a fleet to attack the enemy. Battles naturally emerge around the solar system at strategic locations.

Every ship in Infinity: Battlescape has its own strengths and weaknesses, supporting a wide variety of play-styles that each feel unique. An interceptor is small and nimble, good for scouting and protecting capital ships from hard-hitting bombers. Corvettes can be configured defensively, to repair team-mates, or offensively as "space tanks". Carriers are mobile spawn points with limited weaponry whereas cruisers are both heavily armored and heavily armed - capable of quickly dealing punishing amounts of damage to enemy capital ships and infrastructure.

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Информация

  • Разработчик

    I-Novae Studios, LLC

  • Последняя версия

    1.0.0

  • Последнее обновление

    2019-09-26

  • Категория

    Steam-game

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Отзывы

  • gamedeal user

    Dec 23, 2021

    Game is dead there are like 4 players online at a given time. Everything else relies on bot missions. You can't do sandbox mode at the time of writing this. You can't host your own server. You can only log in and hope that someone else is online. The space battles occur at random with missions. Otherwise, you're just flying around aimlessly in space. Refunded. I'll give this game a glance in the future once it actually has some more content.
  • gamedeal user

    Oct 7, 2022

    This is how you do early access. Pros: -fun as hell -easy to pick up with lots of room for advanced tactics/mastery -rewards player skill -gorgeous visuals / sound design (imo at least) -the AI is actually competent -customization (limited now but much more planned) -making planetfall *drools* Cons: -repetitive gameplay (still EA so im sure this will be addressed in the future) -small playerbase (the devs are not marketing the game bc they are sinking their resources into DEVELOPMENT which is how things SHOULD be) Can't wait to see how it turns out.
  • Strife.Modus

    Dec 27, 2022

    Kicks butt so far playing as a destroyer. I can't wait to set up my head-tracking and joysticks/pedals for fighter/bomber/corvette flight. Worth the sale price for a well-performing, good-looking space combat sim where you can basically jump right into the action.
  • Metalvenom

    Mar 13, 2023

    The best space combat sim out there. a bit pricey IMO but dam its fun. watching cruisers bombard planets from orbit is a sight to see. and in return, planetary guns firing back up at them. awesome visuals and good flight controls.
  • gamedeal user

    Mar 14, 2023

    I wanted to try this game based on the videos about it, the generally positive reviews and the atmospheric planets simulation. I expected more from this game because of the enthusiastic comments and reviews. Some people say that it's too expensive for what it offers. However, considering that this is not a popular and advertised game from a known publisher, the price is not something that bothers me. There are people who spent hundreds or more than thousands $ (these ones are already in the category of 'simp') for an alpha stage game called SC. This game has massive potential but it lacks content. I would have gladly paid even 50€ if the game had had the following elements that I would like to suggest to the devs: 1. Different ship designs for the 2 factions, eventually more factions or more classes of ships. 2. More planets, moons and star types. 3. The sandbox and space exploration. 4. More mission types: scouting/exploration, salvaging, prisoner extractions etc. 5. A story for your game, at least a pdf if not a single player campaign. The game is minimalistic, its content is at maximium 50% of what it should be imo, but these 50% are not bugged. What I appreciate about the game: 1. The interface of the game looks retro but there is nothing retro about the graphics of this game, it has better graphics than ED. The retro aspect is understandable, considering how long this game has been in development by a handful of devs, and it has a particular charm for me. 2. Special effects and the debris after explosions (ships don't just disappear into nothing). The clouds lighting looks gorgeous. 3. Planetary transitions and fully explorable surfaces. I can only name 2 other games who do this realistically: SC and ED (NMS is cartoonish). 4. Excellent sound effects. 5. The mutliplayer implementation with AI replacing the missing players, flawlessly merging the AI with real players in endless action missions, so that the game never feels stale. 6. It has a ranking system. 7. Beautiful sky. 8. Ships interior and exterior design (I'd like to see capital ship interiors too). Considering this is in alpha stage and the fact that the game is an original product developped by a microteam I am giving it a thumbs up and I recommend it at least for the experience of what a game could be if you create it with passion. For the devs: please continue this work and consider putting more time into it or making your team bigger! The difference between a successful game and a what could have been game is up to you.
  • Dreamfire

    Apr 2, 2023

    I can't recommend this based purely off the fact that there are very low player counts, no sandbox/practice/single player offline mode whatsoever after 3.5 years of EA, and a very high price to entry. Looks promising, it just falls so very short.
  • gamedeal user

    Sep 27, 2019

    Infinity: Battlescape (IB) is insanely good. And it is only in Early Access so it is only going to get better! I am going to compare IB to Elite: Dangerous (ED) for the most part since, as far as the combat and ship controls are concerned, the two games are similar (also because you probably play ED too). [list] [*]The devs are often in-game with the rest of us. How cool is that? [*]The flight model of IB is fantastic! It feels so much better than ED's. I'm sure that much of that has to do with IB's Newtonian flight model. It just feels so right, so good. Although I admit, after years of being coddled by ED's flight model (how ED slows your ship down when you throttle down, speed limits at full\boosted thrust, nerfed yaw, etc.), it takes a little while to adjust to IBs more realistic flight model. IB also has Flight Assist, but it is a lot more toned down (and yes, you can turn it off). [*]Full support of HOTAS. Using a HOTAS feels even better\more immersive in this than ED... probably because of the much better flight model. [*]Battles are epic, include hundreds of players. Battles occur around orbital stations and ground stations. [*]No instancing BS like in ED. [*]No lag! In fact, the net code must be phenomenal. It doesn't matter how many players are around me, there is no lag. And it does not matter which server I connect to nor how far away it is from me, the pings are very low. [*]The AI is actually pretty good. And it doesn't seem to need to cheat to be challenging like in ED LOL. [*]The game looks fantastic. [*]Atmospheric flight! The transition from space to planet surface is seamless. Awesome! [*]Both fully developed cockpit view and outside cockpit view. None of that totally BS "debug cam" (or whatever they are calling in now) like in ED. [*]Exploration is fun (they will be adding foliage, etc. in the future) and not a boring grand tour of procedurally generated sameness. [*]None of that BS hiding-in-Solo crap like in ED. Everything is in the same mode, same instance, of course. I only mention this because of how terribly wrong the Solo-PG-Open divide is in ED. Just glad nothing like it is in IB. [*]No Peer-to-Peer BS. [/list] In case you are worried about the longevity of this Early Access game: [quote=INovaeFlavien;1628539187758629777]Games that vanish from EA on Steam usually don't have developers that have been working 10-15 years on their tech and 5+ years on their game and spent most of their savings / life in it. We're all in on this project.[/quote] https://www.youtube.com/watch?v=JMA9d_oblkk Just look at those awesome pings: https://steamcommunity.com/sharedfiles/filedetails/?id=1877272937 NB: Expect to spend a lot of time fiddling with keyboard and HOTAS mapping. I suggest fiddling while outside a station so that you can clearly see your ship's movement relative to the station (which is effectively stationary). NB: Also, make a copy of one of the control profile files before you start messing around with re-mapping. I made a copy of C:\Users\\OneDrive\Documents\I-Novae Studios\Infinity Battlescape\Profiles\Querty.xml and named the copy something else. I then opened that copy in the game and saved all of my control settings in there. And, considering how much time you are likely to spend fiddling with control settings, [b]make a backup of this file so that you don't lose it if an update wipes it[/b]. NB: [i]Also, it took me a LONG time to get the control mappings to my HOTAS right because there are no in-game instructions or explanations. You just have to play around. Don't get frustrated -- the game is Early Access for a reason. Your time spent figuring this out is well rewarded in the end[/i].
  • gamedeal user

    Sep 28, 2019

    Preamble: I will preface my review by saying this NOT a bad game but it IS too expensive and my experience was not enjoyable, I was not sure about buying it for that price in early access, and since you get a very limited time to try a game before being able to return it there was a very high bar to meet for me. While it is a thumbs down it is *not* a thumbs down because the game is bad/unpolished/buggy/glitchy etc because it absolutely isnt, this is important. If you dont mind the things i mention below you will absolutely LOVE this game and you should get it. I understand that perhaps my personal preference lies elsewhere. Pros: ~This game is gorgeous looking ~seemless space to atmosphere transitions and combat ~The hit registration is fluid and spot on. ~The games premise and execution seem very solid. ~It is essentially a mixture of C&C Renegades simplicity and PVP accessibility, Planetside or perhaps the Original Battlefront 2 conquest map, with Elite-ish style combat, with Homeworld style 70's sci-fi looking ships. Cons: ~The UI is very very confusing to me. when you start theres no indication of what you're supposed to be clicking on, or where the fighting is, or even how you spawn into a spaceship. and then when you do ~You will be missile spammed and instant killed over and over.. I have never understood why in so many space games missiles are given so much power, these games that live or die on your gun accuracy have often such rediculous guided ordinance, yes we get it, missiles are effective IRL then can end people without you doing anything, which is why in games they feel like such a cheap crutch. People will say that "you need to boost and launch countermeasures" yes, but the AMOUNT of missiles combined with all of the directions they are coming from multiplied by how very strong they are makes this a thoroughly unenjoyable fighter experience. So you might be saying "they're just mad because they died a bunch" but that's not really the whole story, I got into a lot of fights even in the short time i played and when the fights don't include missiles, the game really comes into its own and is quite phenomenal, fantastic even, however then my allies will come over and just end the guy im dogfighting with with missiles. so you cant win, you either get endlessly spammed by them until you die, or anyone you're fighting gets spammed with them until they die. Every fight is completely dominated by them, and it was aggravating, and when i've just paid that much money I don't like to feel aggravated by my purchase. Every ship seems to have some kind of missile so the sound of missile warnings never went away which is just the cherry on the cake at this point. It wouldnt be half as bad if when you manage to dodge the missiles they stopped chasing you and maybe explode cinematically, but they dont, they just turn around and relentlessly chase for what feels like forever. The basic Interceptor ship most people are fighting with has 4 missiles, 1 missile will strip your shield completely and take away 25% of your hull, which is far too strong when they are just so numerous. You get only 10 countermeasures to deal with all of that. and when you run out you ARE 100% dead with no possible chance of survival. This isnt even mentioning capital ships spamming missiles at ground bases from orbit, everyones just spamming missiles!! ~Interceptor handling. This will 100% be my personal preference i feel, as somebody who has come from a Freelancer space fighting background rather than an Elite style one, but the interceptor handles like a bathtub full of water sliding around on an ice skating ring. It feels like it weighs an absolute ton and the engines are just not strong enough to cope with it and this is with flight assist on too. Just getting the ship to actually travel towards where I am facing was a chore. And since your afterburning power is pulled from the same power you shoot with, you are either dodging 5 missiles or shooting and if you need to do both you will die. I dont mind the whole realistic space dogfighting mechanic of sliding around because star citizen has it and its fine in there, in this it just feels like the ship has either too much mass for what it is, or the engines are not strong enough. If I could change this to suit me what would I do: ~I would completely nerf fighter missiles, half the damage missiles did so it would be 50% of the hull only per missile, make them ineffective against shielded targets, limit their lifetime so that they have to be fired more carefully and dont travel as far, and if you do dodge them then they would not capable of spinning around and continuing to chase you. This game could really be something far more enjoyable for what it is right now and I truely hope that it does get there because it can be breath taking, and if the game was F2P or half the asking price I probably wouldn't have wrote a review at all, but at this price point I had to write something about it.
  • gamedeal user

    Oct 18, 2019

    I don't write game reviews very often, mainly because I am pretty disappointed with general lack of innovation and creativity in game design of late. Seems like every game is just a clone of a clone of yet another clone. Infinity Battlescape is currently in early access and far from complete but there are a lot of cool things about this game that prompted me to write this review. I will also try and answer some questions and provide some tips since there aren't a lot of resources out there concerning this game. Infinity Battlescape has an amazing game engine. Apparently the game engine was developed almost a decade ago for the defunct game Infinity: Quest for Earth. The game engine allows for space ships to travel at very high speeds in space all the way to the surface of planets and moons, Once you load into the game there are absolutely no more loading screens unless you get yourself killed. Flying from space to a surface battle is very cool visual experience. The game engine is also able to handle a lot of stuff happening on screen at once. In 10 hours of game play I haven't had any slowdown or lag whatsoever, the game plays incredibly smoothly. A great game engine is all well and good, but doesn't mean much without a good game around it. As it is newly in early access the content is a bit sparse, and player count is pretty low most of the time. There will always be huge AI fleets fighting battles for you to take part in even if there are not many other players online. Current content consists of two factions which each control a set number of space stations. The AI decides which enemy stations to send its fleets to attack and provides defensive fleets to protect stations attacked by enemy fleets. There are also AI controlled hauling ships that can be attacked and defended by players. If hauler ships reach their destination everyone part of that faction gains some credits. Progression in the game is match specific, you won't retain any credits if the match ends. A match can last hours or even days, it depends on how long a factions space stations can hold out. Credits are gained by killing enemy ships and can be used to purchase one of six ships to fly: Interceptor: A small ship designed to kill bombers, it has machine guns, blasters, and missiles. Bomber: A small ship capable of fighting anything. It carries machine guns, shotguns, blasters, missiles, and torpedos. Corvette: The largest of the non capital ships, a corvette has autotracking turrets with guns and blasters, and missiles. The corvette is capable of repairing ship subsystems and resupplying ammunition. It also carries a warp jammer to keep ships from warping out of battle. Destroyer: The smallest capital ship, the destroyer carries, missiles, flak guns, blasters and point defense guns, as well as anti capital ship mines. This ship is designed to protect larger ships from bombers essentially. Cruiser: This is the big gun platform, lots of big guns, missiles and torpedos. Carrier: The carrier acts as a mobile spawn point, it has defensive weapons and missiles but should be kept away from the main battle. You can't currently customize ship loadout though I hear that will change in the future. You can put weapons online and offline through use of a radial weapons menu. It is a pretty awkward system especially for HOTAS users, I have to switch to a mouse to get it to work. Some of the larger ships don't default with all available weapons online despite having the power requirements to do so which is odd, and new players might miss out on the weapon options. Guns are good at taking out armor, blasters are only for taking down shields. Shields regenerate, armor does not. Small ship guns to basically nothing to capital ships. Missiles are for taking out non-capital ships and are pretty good at doing that. While it isn't hard to dodge them or take them out with chaff, they have great range which makes them a primary weapon for smaller ships compared to the short range of guns. Missiles are fairly useless against capital ships. Torpedos have very long range and huge damage, these are used for killing capital ships, especially if they have their shields down. It will still take quite a few more than any one bomber carries to take out a capital ship, which means bomber pilots need to rearm at friendly corvettes. Infinity battlescape has a true Newtonian space flight model, which makes flying incredibly fun, though it isn't very intuitive to figure it out. There are two flight modes, autoassist on and autoassist off. To be a great pilot you will need to use both, in my opinion. Autoassist on mode attempts to slow your ship down in any direction that you are not facing. It also has a soft speed cap which you can exceed through use of boosting but it will slow you back down to the cap if you stop boosting. The settargetspeed keybind allows acceleration up to the soft speed cap without using boost. Autoassist off mode is where Newtonian flight comes in. When you enter this mode you maintain current speed no matter what it is and can rotate your ship to face directions you are not travelling. You can increase or decrease speed through use of boost and since there is no cap you can achieve very high speeds in this flight mode. I normally use this mode to move around a battlefield at high speed and use autoassist on in order to change direction. I do this because settargetspeed does not work while in autoassist off mode. This means that you can't get any speed from using the basic throttle control, you have to use boost. Since boost is not an unlimited resource, switching to autoassist on lets you slow down without depleting boost. Boost is done by using the boost key in conjunction with the keys for maneuvering thrusters such as shipleft, shipright, shipforward, shipbackward, shipup, and shipdown. Boost and direction is the primary way for smaller ships to reach high speed, you cannot rely on the throttle alone in this game! Using boost + shipforward is what I am using to accelerate rather than simply using the throttle axis. Capital ships have an entirely different control scheme where you set a point for the ship to turn to. Capital ships also do not have boost. This means that they can not accelerate to high speeds while in autoassist off mode and can only take advantage of newtonian flight by using their warp engines. Warp engines can be engaged as long as you are going fast enough in the direction you are currently facing. They basically speed up your ship incredibly fast but will slow down based on gravitational forces like moons ect to keep you from instantly dying. You can even do short warps on a battlefield to quickly change position. HOTAS works amazing in this game, but can be a nightmare to set up. There aren't any tooltips in the keybind menu so it can be hard for a new player to even know what to set. Make sure you have boost and all the ship direction thrusts bound as I mentioned above. One of the great things about using a HOTAS system in this game is that you are absolutely not at a disadvantage when compared to keyboard and mouse players. Interceptor and Bomber guns are gimbled, meaning you get an aiming assist that puts them on target if you are at all close. Corvette weapons have autotracking which means you only have select a target and the guns fire at it without you having to aim at all, though you still have to maintain proper position and manually use the fire button. HOTAS should not be used with capital ships. They have some independently operating turrets but don't get any aiming assist with the direct guns which means mouse precision is superior to a stick. For flying capital ships I actually use mouse and throttle and it works great. Remember the F4 key as it cycles between several control modes. For HOTAS make sure it is set to Direct, cycle to capital for capital ships.
  • gamedeal user

    Dec 5, 2019

    It's DEAD I'm giving this game a thumbs up because it deserves to be rated highly and desperately needs the exposure. But take a look at the steam charts, there's nobody playing this game at the moment which is really sad. I know I don't have any play time to speak of, but that's because I spent those collective moments searching for players. It's really frustrating because this has so much potential. This game needs players! But if the Devs want that then they NEED NEED NEED some advertising or a free weekend, anything! I only found out about this because of steam's game-finding algorithm. I can't describe how disappointing this is after reading the reviews and seeing gameplay footage. I'm sorry guys but I have to refund you. I really wish you well because it seems like an idea that I've fantasized about countless times.
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