
Approaching Infinity is a turn-based space RPG in the spirit of the sci-fi classics, with endless progression and exploration. Fight tactical battles or use diplomacy. Seek powerful artifacts. Quest, mine, trade, and craft. Level up forever or attempt 10 victories in hardcore or adventure mode.
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About

Embark on the limitless cosmic adventure that is "Approaching Infinity," a procedurally generated space exploration roguelike with a nostalgic feel and modern sensibilities.
Think "Star Trek the roguelike", or "turn-based Star Control 2".
Upgrade your ship, outfit your officers, and navigate through a dangerous galaxy filled with alien factions, mysterious artifacts, and tactical turn-based battles. Every playthrough is a unique story waiting to be written.
Be who you want in each new universe! Use the robust character creator to tweak every part of your appearance. Or hit randomize a few times, load a preset, or completely ignore it. Then choose from 10 space-themed character classes, each with unique game-altering skills.
(Don't worry: Later you'll be able to recruit up to 5 more officers of different disciplines to round out your team.)

14 major factions have full quest lines you can immerse yourself in: learn their history, secure their future... or work against them!
You start with a quest to "find out what happened to the human colony", but it's optional. You can fight or make peace, mine asteroids, buy and sell commodities, survey planets, extort freighters, smuggle illegal goods, engage in diplomacy, collect powerful artifacts, choose a side in the galactic conflict, craft, become famous (or infamous), harvest rare plants, grok creatures, destroy the universe, become a god, salvage shipwrecks, avenge humanity...
Or don't.
It's a galactic sandbox where you can dedicate yourself to a specific role or mission, or just drift from place to place, doing odd jobs and selling your excess loot.

Follow the stories (quest lines) of 12 major alien races, 8 of which lead to unique victories. There are 2 more ways to win that you can discover on your travels. Or you can ignore those goals and explore forever, leveling up your crew and gear to god-like proportions!
(We recently conducted a survey in the Discord: Half of players go for a faction victory, the other half try to see how far they can go.)

Victory is not assured in this dangerous broken galaxy. Death could be waiting just beyond that nebula, behind a tree, or around the next bend in that underground tunnel. It is most assuredly waiting for you in shipwrecks and star temples.
But if you crave exploration and role play more than hard-core challenge, then fear not! Simply select "adventure mode" and death will be no more than an inconvenience on your journey through the stars.
Not everything is as it seems, and some objectives are hidden. There are mysteries to discover and problems to solve with your own wits.

As both a developer and a player, I've always loved procedural generation's ability to supply fresh, unpredictable challenges. Approaching Infinity leverages proc-gen extensively to ensure that every sector, planet, cave, item, and encounter can surprise you. Explorers rejoice!

Approaching Infinity walks a line between deeply-simulated vs. streamlined systems.
For example, fire is fairly "simulated": You can burn trees with your flamethrower, and the fires will spread. It catches faster on planets with high oxygen content, and goes out immediately with high CO2, or vacuum. And if you're on fire, stepping on water will put it out, although we don't track the temperature and wetness of every tile...
But when it comes to time and distance, these concepts are mostly abstract, streamlined and "game-ified": a sector of space, with all its stars and planets, is displayed on the same size map as one interior deck of a shipwreck, or the explorable planetary landing zone around your shuttle. And the time it takes to move in any of these places is "one turn".
No drunk cats here. But you can shoot a hole in the wall of a pressurized shipwreck and everything (including you) will move in the direction of the escaping air.
The dividing line is "fun": ignore reality where simulation would be tedious, but embrace it when it can be used creatively.

Approaching Infinity is my life's work, and it was conceived, prototyped, and kickstarted in 2013. It was published exclusively by Shrapnel games in 2015. I finally got the rights back to it in 2020 and brought it to Steam Early Access, where I've been improving it ever since, moving towards the 2.0 release.
This passion project is the perfect expression of my eternal love of science fiction and strategic RPGs.

I will continue to add content to Approaching Infinity as long as I am able, including both free updates and big DLCs. There are still so many stories waiting to be written. I don't plan to make a sequel. I will continue to expand this game as I have done for the last 12 years. Join me in my great sci-fi odyssey!
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Add-ons
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Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty fun, it is a very deep system compared to what is initially experienced.
Made with a lot of love, regular free updates, DLC is meant to be played after you've played the main game. This thing is a treat and enough of one I'll play multiple playthroughs for sure.
Step-by-step exploration of space - very addictive
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Languages: English
Hours played at review time, across 50 reviews with recorded playtime.
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Si lo que estas buscando es un roguelike divertido con buenas mecanicas pero menos complejo que el Caves of Qud o el Dwarf Fortress, este es tu juego. Me llamo la atención que tenga reseñas extremadamente positivas y al comprarlo efectivamente me encontre una joya. Podes tunear tu nave, contratar officiales, investigar distintos planetas, analizar bichos, hacerte amigo/enemigo de extraterrestres, vender suministros, planos, usar dispositivos tanto dentro como fuera de los planetas, investigar y/o contraer enfermedades, viajar a diferentes sectores de la galaxia. Es un 100000
Truly a hidden gem.
A young cadet scrounges up his savings after his graduation from the academy to set sail for futures unknown... [h1]Approaching Infinity[/h1] [b]Epilepsy Warning: One of the Tentaculon questlines in this game involve you going to a special sector. The effects of going there involves rapidly strobing black and white colors in a very rapid manner. I had to close my eyes each time I went there. You have been warned.[/b] [hr][/hr] [b]Approaching Infinity[/b] is a roguelike, in the vein of Prospector and some bits of ToME4 stuck into its DNA. Compared to its primary inspiration, the work is a bit more gameified, but what you get is a really solid package that is actively being updated by its dev as his sole magnum opus. You are a captain in a very-inspired-by Star Trek universe. Following the fall of humanity's peak, you follow in their footsteps to figure out if there are still remnants of your species out there. What will make itself immediately apparent is that it is arcadey for a classic roguelike and it has a lot of supporting features that help you in keeping up with the difficulty curve of the game. Unfortunately, it is quite easy to drain the core contents of the game, to the point it becomes repetitive. [hr][/hr] [b]Game Cycle:[/b] As with any classic roguelike, Approaching Infinity has a "hunger" system in the form of supplies. Every action taken and part installed contribute to this and your ship has a capacity for it. It thus forces your gameplay loop into: 1. Explore Planets/Shipwreck 2. Consolidate wares and sell them to stations 3. Restock dead crew and lost supplies. What makes this a bit painful is: 1. Planets are large, and only become larger later on. 2. Auto-Explore tends to ignore mobs it already sees, even on its safest (Terrified) setting. 3. Shipwrecks also become larger in turn. Since oxygen is a thing too, a lot of the gameplay loop is exploring as far out as you can, going back to restock oxygen, and then continuing. And double digit sectors sometimes pack areas with up to 4-5 planets and shipwrecks each. Trying to do each sector sequentially will probably become quickly repetitive as such, enough that I just rushed for one of the victory conditions of one of the factions so I could call it quits. The gameplay loop doesn't seem to become more complicated than this, and so the experience stales quite a bit. [hr][/hr] [b]Victory Conditions:[/b] They exist to provide an exit to your game if ever you get too bored of it. Space is infinite, and winning the game is optional, but it being there and metaprogression existing now feels like you might want to clear all of them before starting on an infinite run. [hr][/hr] [b]Game Support, Modularity and QoL:[/b] IBOL, the developer is noted to be very active especially on the Discord. Any issues or recommendations have a big chance of being implemented if sane. He's also big on giving players quality of life and modular difficulty options. Shipyards allows you to customize your starting loadouts for both space and away teams (people who land in planets). You have a Daily Code feature which allows you to use item codes to help with your gameplay, either by allowing you a quick exit out of a planet or a cash infusion or an item. There's metaprogression which unlocks bonuses as you go clear victories, and cheats which alleviate some of the issues I had in the game (e.g. Oxygen), provided you can stomach the idea that modifiers were used in your playthrough. Not all modifiers are cheats though; some of them grant you access to a certain type of space station you unlock during one of the plotlines, or exist to make things harder, e.g. Finite Resources. Medium is a bit too easy and is on the story experience side, and the harder difficulties remove your ability to passively heal on the field, but give you more exciting opportunities and enemies to kill. Space is your oyster; do as you will with it. [hr][/hr] [b]Pros:[/b] - Easy to pick up and play for a classic roguelike - Developer is considerate and gives a lot of bonuses for the player if that's your thing. [b]Cons:[/b] - Can quickly get repetitive especially if you're in the habit of clearing every planet and point of interest on the map. - Victory Conditions sometimes feel like they run opposite to game design. - See epilepsy warning on post header.
My current run has me trading my way up in the galactic market. What better way to do that then to plunder wreckages of lost ships. One of them had a huge slimy creature called a "sponge", who gave one of my officers a disease which made them hum annoyingly and suffer intense claustrophobia, which is bad considering we're a packed trader vessel... Oh and there's gambling machines on the ship and we won the jackpot and got multiple cool bits of scrap, all of whom will be sold back to the people. T'was a good day!
Deep but accessible roguelike. Probably something here for every type of player.
This game rocks! Design, gameplay, art style, humor, you name it! I often find myself playing and saying to myself "Let me just finish surveying this planet. Oh, let me sell my loot. Neat! A shipwreck" and then before I know it, 3 hours have passed. Hats off to the dev(s?)! You managed to mash all of the sci-fi tropes/franchises into one and make it your own while being a very addictive and fun game!
Wow. I love this game. It's pretty phenomenal as it is, there's so much to do, although I have tons left to see. Easily my new favourite roguelike obsession. I really hope to see more for the game in the future in terms of content, I know the developer has stated that it might be his only game (aside from the survivors clone he is releasing) but I would dearly love to see a sensual or expansions in the future. Ideally I think, it would be great to see a new game mode that is more sandbox and less typical. That said I'm looking forward to trying the new modes in the DLC. Please though IBOL, consider making a sexual 😍
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