
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.
Modeled estimate, not a reported figure. How we estimate →
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
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
The first word that came to my mind when playing this game is one that I rarely get to use these days: FUN. Go for it.
This is honestly one of the best roguelikes I’ve played in a while. It gives you so many options to choose your playstyle, lots of quests and secrets and also a really nice vibe in general. I like it so much I immediately bought the shipyard dlc as well.
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Languages: English
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a great game for a 30+ year RL player. It has depth, decent story, and a heck of a selection of possibilities regarding builds. This is the turn based version of Trancendence along with ship/planet "exploration". This gets a hearty recommend from myself. Plus, star-system spanning Mega-Structures!
It's exactly what it says on the tin: expansive space roguelike made with a lot of love and a little jank. It's certainly fun to just... exist. Warp to new place, explore some planets, discover a new quest ... oh, the planet is speaking to me? Oh, there's cultists on this secret area? Oh, a rapidly spreading alien plant .... dead. Just a constant barrage of new surprises, at least so far. Very much gives the feel of being in your own (micro) space epic.
Bien
Spaß pro Minute: Sehr hoch!
This game was pretty good! It kept me entertained to the end.
I'm still early days but this is a very fun game. Love the mix of in space/away parties, exploring, factions, etc.
Unfortunately this is a no from me, although I can definitely see why it would appeal to others. Personally, the difficulty isn't quite there and many of the systems feel half-baked and don't interact well. For example, you find a bunch of essences on planets and they can be used to craft things. But to begin with you can't craft anything and these essences just pile up and essentially feel like garbage.. I have never once gone "gee I really need to collect [insert essence here]" so plundering just doesn't feel rewarding and getting a bunch of essences just feels lazy tbh - same goes with other items you can find, I never feel overly connected to them or feel happy when I find them, its just more of the same. Insane and finite resources seems the only way to go to get a real sense of roguelike challenge, however if you are low on supplies just hail someone and they will drop a bunch off - negating the challenge of finite resources and just making it pointlessly easy. And it is easy to find people who will do that because you can make friends with people too easily, just simply hail a bunch of their ships and everyone in the universe (almost) will love you. So then there isn't really any threat to space combat as everyone avoids you. Ground based combat seems too unbalanced with the penalties for melee combat being so high that you will generally try and avoid it at all cost. It is also super easy to make squillions of dollars by trading in-demand goods. The adaptive economy is cool, but they should really put stock limits into shops cos as it stands at the moment the shops have unlimited inventories which you can really use to your advantage. Shops should also have limited money as well, which they dont so trading gets reduced to "repeat the same thing over and over to get infinite cash" - gets boring pretty fast. This is even with finite resources turned on which should in theory counteract this, but doesnt because other ships can drop resources and because it is currently bugged where certain ways of buying supplies from shops doesn't actually decrement the counter. Which bring me to my next point: the bugs. There are many. So far no game breaking ones but I would often find myself having to totally exit out of the game and reload in order to be able to move properly. There are many more bugs as well and they just get really irritating. Pathfinding in autoexplore is also atrocious and often runs you into hazards like radiation - despite specifically telling it not in the autoexplore settings.. which I am guessing is another bug. But even if autoexplore was bugless, it would still be atrocious, which actually matters as autoexplore will use far more oxygen and supplies than manually exploring - but manually exploring an empty planet (for example) get tedious pretty fast. The game is definitely made with love and has some super cool concepts in it but as it is at the moment I just can't recommend it and do not see myself coming back to it. If you are after a more casual gaming experience where it is easy to stay ahead of the curve and you just want to explore a universe which was obviously made with some love then this game may be for you, although I would suggest its ability to tell a narrative isn't its strong point either; with stories told in just a couple of vague lines with no real substance as to the mechanics of what is going. The ability to play your way with minimal train-tracking and multiple different ships and tactics is definitely a strong point.
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