Infinity is a massively multiplayer online game set in a futuristic persistent universe. Players can discover a huge galaxy with billions of planets and can explore, fight, trade, socialize.. the possibilities are endless!
To read more about what Infinity is, read the overview.
If you have questions or comments, you can post them on the discussion forums.
Version 2.2.a released:
A small 5 Kb patch to fix the bloom problem (white glow on ships) on ATI cards.
See the downloads section below to download it.
Note: this patch is optional.
Unfortunately, as you might have noticed, the online server status check is disabled. Since the website server move, the scripts that are checking the ICP server status are broken. I haven't been able to find a way to make them work again, so you will have to check if the servers are online manually.
Version 2.2 released:
Please see the downloads section below to download it
Note: this patch is optional.
Change log:
- fix for NVidia Geforce 8800 cards
- ability to select the team you want to join (red or blue)
- dedicated server mode to run on local or offline
For more informations about the server, please check
the Testing & Feedback forum
Version 2.1 released:
Please see the downloads section below to download it
Please see this post on the forums for the change log since version 2.0.k.
The complete change log since the old 1.1 version isn't available (would be too long to list) but change logs are available for all the patches in the 2.0.x family -
check the forums. Thank you.
The Infinity Combat Prototype (latest version: 2.2.a) is a standalone game that has been released
and improved upon the past months, as a way to test many components of Infinity before it is
finished.
The combat prototype is NOT the game !
This is a completely separate program that only shares the engine. It does not represent what
you will find in Infinity. Its goal is, namely, to test: the graphics engine, the physics
engine, the networking engine, experiment with controls / combat mechanics / balance, to
improve stability/fix bugs and measure/stress performance.
The combat prototype is not meant to have a deep gameplay; do not expect any form of planetary
landing. 10 ships are available to the players. The gameplay
is arena (team vs team) based, while Infinity will be a fully open "sandbox" type of game.
System requirements:
CPU: At least 2 Ghz
RAM: >= 256 MB
Video card: pixel shader 2.0-able or better (ATI Radeon 9800+, Geforce 6600+)
Status:
Please see this page for the status of the server(s): Miguel's ICP servers page
Download instructions:
Patch version 2.2 to 2.2.a:
local download (5 KB) [to uncompress in full 2.1 directory]
Patch version 2.1 to 2.2:
local download (2 MB) [to uncompress in full 2.1 directory]
Full version 2.1 with installer for windows, 304 MB:
http://www.filecloud.com/files/file.php?user_file_id=317480
http://www.readyroom.org/infinity/Infinity%20-%20Combat%20Proto%20-%202.1.exe
http://files.filefront.com//;6370631;;/
http://files.moddb.com/5527/download-infinity-combat-prototype-21fix/
If you have some problems, please read
the troubleshooting topic on the forums
The combat prototype takes place in an arena set in space,
on orbit. Two teams (red and blue) are fighting against each other for supremacy. Each
team has at its disposal a command center battleship, the nervous center of the
team, and two small carriers for protection. The goal of each team is
simply to destroy the opponent's battleship at all costs, to end the round.
When you connect, you're set into spectator mode and can watch the
current game being played. You can join a team at any time (the team selection
is automatic). You can then select a ship to fly. Each ship requires a certain
amount of points (refered as the player's score). If your score is not high
enough, you will not be able to select the better and bigger ships.
The score of a player is initially set to 250 points. Most of the fighters
require from 50 to 100 points. The frigates can require from 100 to over
1000 points. The only way to earn points is to damage or kill ennemy ships
(including the ennemy carriers and battleship). All the capital ships and their
turrets are automatically controlled by an A.I.. When your ship is destroyed,
all the enemy ships that damaged it get score points, depending on the
relative amount of damage they inflicted (for example, if a ship is worth
300 points and you inflicted 25% of its total damage, you'll gain 75
points once it's destroyed). Points awarded to non-playing ships (like your
own battleship or carrier, when it destroys an enemy) get evenly split
amongst all the players in your team.
Each player ship is equiped with static laser turrets. Most of the fighters
have small turrets that do not deal a lot of damage. The bigger frigates,
such as the Chimaera, have better turrets that deal tons of damage, but
those ships are a lot slower and less maneuvrable. Turrets on those frigates
are not fixed, but can freely turn to target any ship at close proximity.
Once you select a ship, you will spawn inside a battleship (or near it for
frigates that don't fit). You are then in total control of your ship. See the
next section for a list of commands; to quickly summarize it, use the mouse
to orientate your ship, WASD to strafe it on the left/right/up/down
direction, RF for the forward/backward thrusters and keys 1 to 0 to set the
target speed (or use the mouse wheel) when automatic velocity adjustment is
enabled (it is by default, and can be toggled with SPACE).
The left mouse button fires your lasers, while the right mouse button, kept
pressed while moving the mouse horizontally, makes your ship roll (this can
also be done with Q and E). The gameplay is fully 360° based.
There are 3 levels in the prototype, each round is terminated when one of the
battleship dies. All levels feature different sky boxes, random mines densities and
random asteroids. One of the levels take place in the rings of a gaz giant. All
maps have a huge asteroid that contains a maze of rooms and tunnels. Mines have small
lasers that target anybody, and explode on proximity approach, so stay away from
them!.
The game uses full newtonian physics, but your ship's computer automatically and
constantly adjusts your actual speed to your desired (target) speed. You can
disable this behavior by pressing the SPACE key, but you then fully go on
your existing velocity inertia. You can also use BACKSPACE to reverse your
thrusters at any time.
Each ship
(including the battleship and the carriers) have shields that need to go down
before dealing integrity damage to the hull. To know if shields are still active,
you can either use your targetting system to view a ship, either look at the
lasers when they hit the ship: if they bounce, the shields are still enabled. Shields
recharge at a constant rate, but only if they haven't been hit at all for a
minimum of 20 seconds.
All ships have an energy meter. Firing lasers cause this meter to decrease. It
recharges over time at a constant rate, but make sure it doesn't overheat during
combat or you'll be attack-less. All ships have thrusters; when damaged, thrusters
can break, preventing the ship computer from adjusting your speed correctly. This
usually means end-of-game for an average pilot. Weapon turrets can be damaged, too,
and stop to fire once broken. Some ships, especially the small fighters, have
breakable wings. If a wing breaks, you will likely start to spin in a never-ending
loop, and have to self-destruct yourself (hit F5) to respawn. Small ships have
a booster (LEFT SHIFT) to gain maneuvrability for a short period of time, but
use carefully! the booster consumes energy.
It is possible to mine by selecting the shuttle, landing on an asteroid, waiting
the cargo to fill up to 100 tons of minerals, and then land back in one of your
battleships. You'll then gain a large amount of points that you can invest in a
better ship, or missiles.
All small ships have missiles; each of them costs 50 credits. You can buy a
missile when docked in one of your battleship by pressing the M key. Later, you'll
have to lock the missile to your currently selected target by keeping the view
centered on your target for at least 3 seconds. Then, pressing ALT will fire a
homing missile.
Good luck, and have fun !
The screenshot above presents a typical game screen. The H.U.D. is shown in the center. It displays from left to right, the damage bar (red), the speed bar (green, the yellow line is your target speed), the energy bar (purple) and the shields bar (blue). The two percentages under the red and blue bars respectively show the status of the damage and the shields. Here is a diagram of the H.U.D.:

The radar is displayed in the top-right corner of the screen, as a sphere. Your ship is at the center of this sphere. The blue plane represents the plane in which your ship is. All the "dots" in the radar represent an entity in the arena (blue for blue team ships, red for red team ships, white for neutral ships or mines, and yellow for your current target). The number on top is the maximum range of the radar. It can be changed with the G key.
Your current target is displayed in the bottom-right corner. It shows a 3D view at close distance and displays the name and status (hit points and shield percentage) of this target, as well as its distance to you.
The communications box on the bottom left corner of the screen shows all received messages sent by other players, or infos messages. You can use the ENTER key to enter into chat mode.
The numbers on the top left corner of the screen are respectively your framerate (capped to 100), your ping (latency) to the server in milliseconds (the lower the better), and the third number is your current score.
Here is the list of keys/controls:
| Key(s) | Description |
| SPACE | In spectator mode, joins a team |
| SPACE | In game, toggles the ship computer's velocity adjustement |
| ESCAPE | Quits the game |
| 1 to 0 | Sets the target speed |
| Mouse wheel | Adjusts the target speed |
| F1 | Alternate first and third-person camera view(s) |
| F2 | Displays the in-game summary of commands |
| F3 | In spectator mode, observes (chase) the selected target |
| F4 | Locks the camera so that it always looks at the selected target |
| ENTER | Toggles communication mode for talking to other players |
| T | Traverse backwards the targets list |
| Y | Traverse forwards the targets list |
| C | Automatically targets the closest ennemy |
| X | Targets the ennemy that is the closest to the center of your screen |
| H | Lists through different H.U.D. modes with arena-grid display |
| G | Changes the radar range from 2 KM to 5 KM to 12 KM |
| W | Strafe up thruster |
| S | Strafe down thruster |
| A | Strafe left thruster |
| D | Strafe right thruster |
| R | Increase velocity (backward thruster) |
| F | Decrease velocity (forward thruster) |
| M | Buy a missile (when docked) |
| ALT | Fire a missile at the target |
| Left mouse | Fire weapons |
| Right mouse | Roll ship while moving mouse horizontally |
| Q | Roll ship to the left |
| E | Roll ship to the right |
| Mouse look | Change/turn ship orientation |
| Numpad keys | In first-person mode, sets the view type (front, back, left, right, up, down) |
| Numpad keys | In third-person mode, rotate around your ship (2468), or zoom in/out (17). 5 resets the view |
| W | Zooms the HUD in (keep it pressed) |
Explosions shockwave.
Anything that explodes has a death timer of a few seconds until it generates
a massive shockwave. This shockwave can damage any player in its surroundings.
You should pay attention to large explosions, particularly the one of the
battleship, if you do not want to get destroyed.
Turrets can take damage.
All turrets can be destroyed once the shields are down. It might be an
effective technique to target the most dangerous turrets on the battleship
first, rather than trying to blow up the battleship directly under fire.
Orbits.
An effective technique might be to approach a ship and to maintain a
relatively good speed and strafe in order to "orbit" the ship. It might
be possible for an experimented pilot to stay alive alone, under heavy
fire, for many minutes around a battleship.
Hit and run.
This is particularly important for the largest ships. Keep in mind that
when you die, your ship's worth of points get distributed to the ennemy
team. Loosing a chimaera or makon is not only a loss to you, but also
a win to your opponents. So, for those precious ships, a hit and run
tactic might be effective.
Teamplay.
The automatic turrets of a battleship or carrier automatically target what
they consider the "most dangerous" ennemy ship, which is generally the
ship that has the biggest weapons/resistance. For this reason, the Makon
or the Chimaera are the first targets of the battleship/carrier. This
might give enough time for smaller fighters to attack and disable
turrets without getting targetted. Teamplay can be rewarding: one player
can play the "prey" role, while the other player(s) assault the battleship
directly.
Dead zones / weak points.
TODO








