A screen shot of our latest interceptor skin.
It’s been quite a hectic few months since our Early Access release last October and I wanted to provide an update on what we’ll be doing as we progress through 2020 with an eye towards getting Infinity: Battlescape to “done” by the end of the year. Back in October we provided a roadmap of what we would be working on in the coming months. This was put together based on the deluge of feedback we were receiving at that time from players both old and new. Broadly speaking the feedback can be put in one of 2 categories:
- The game needs more retention features such as missing gameplay, more ships, weapons, skins, unlockables, etc.
- The game is too confusing, too difficult to learn, and I have no idea what I’m supposed to do.
From October to the end of the year we focused on bug fixing and implementing items from category #1. We hoped to have capital ship anti-missile systems (AMS) and a number of other features, including ship upgrades, finished by the time the Christmas sale began but unexpected issues kept popping up and we weren’t able to get it done until early January.
Once we released the AMS patch we took a look at what we wanted to do for 2020 and plotted a course that mostly consisted of working on category #1 retention features starting with the ship upgrade system. The reason for this is that, while our initial Early Access sales were quite healthy, the number of active players in the game has dropped precipitously and lack of players is currently one of our top complaints.
Over the last week or so, after talking to more players, it occurred to us that we may have tunnel vision. Most of the feedback we receive is from players who have already suffered through the learning curve and emerged victorious. After some conversations with people who struggled with the learning curve we decided that it represented a more immediate problem than ship upgrades, etc and decided we needed to shift our priorities.
What this means is that features such as ship upgrades, additional weapons, and weapon balancing will be deferred by a few months. Instead we will be focusing on the new HUD, AI, mission system, spawning, situational awareness, team communication, and the star map. It’s going to take some time to get everything polished up but our goal is to see a material increase in average players on our servers by the summer.
Your patience is greatly appreciated. We know we have something special here, we just need to properly nurture it as it grows into something we’re confident will be one of the best space combat experiences you can find.