SPSTEAMPULSELIVE ANALYTICS
Infinicity

Infinicity Steam metadata

Ben Morris | To be announced | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPGSimulation

  • Steam app typegame
  • Steam App ID2223480
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperBen Morris

Infinicity metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Steam app typegame
  • Steam App ID2223480
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperBen Morris
  • PublisherBen Morris
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG, Simulation

Company pages: Developer: Ben MorrisPublisher: Ben Morris

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Infinicity Steam metadata

Infinicity metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/2223480/metadata
Steam Communityhttps://steamcommunity.com/app/2223480
PCGamingWiki search
IGDB searchSearch IGDB for Infinicity

Reviews, pricing, and metadata

Review summary

Review data unavailable

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows, Linux

Categories

Single-player, Full controller support, DualShock Controller Support, DualShock Controller Support, DualSense Controller Support, DualSense Controller Support

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • Procedural Object Placement with Variable-Radius Poisson Disk Sampling and noise - 26 December 2025

    When generating large procedural worlds, placing objects believably is harder than it looks.Trees shouldn’t overlap. Rocks shouldn’t clump unnaturally. Buildings need breathing room. And ideally, all of this should be controllable, performant, and compatible with procedural generation.A few years ago, while working on procedural world generation for my game, I ran into exactly this problem i.e. placing objects of varying sizes, driven by noise, with zero overlap.This post is a write-up of how I approached that problem, what didn’t work, and the solution I ended up shipping.The ProblemAt a high level, I wanted to:Place objects procedurally across a 2D surfaceAllow each object to have a different radiusGuarantee no overlapRetain a natural, non-grid-like distributionBe able to bias density using noise or gameplay logicClassic Poisson disk sampling gives you a nice "even but random" distrib…

  • Turning Real Footage into Game Animations (and Why I Open-Sourced the Tool) - 17 December 2025

    One of the challenges I’ve been thinking about a lot while working on Infinicity is animation.I wanted characters that feel hand-animated and expressive but without relying on huge animation budgets or locking myself into a very rigid art style. I also wanted a workflow that lets me iterate quickly i.e. change timing, style, or scale without redoing everything from scratch.That led me down an interesting rabbit hole: Can I turn real video footage into clean, stylised sprites that actually work in-game?It turns out: yes (but not without a bit of engineering).The problemTraditional sprite animation usually means:drawing every frame by hand, orrelying on skeletal animation that doesn’t always fit a specific styleBoth approaches are valid but they can be slow to iterate on, especially when you want to experiment.What I wanted instead was:to capture simple footage (even just me in front of a…

  • Player moddable terrain feature added - 13 December 2025

    I’ve added a new feature that lets players tweak the mountain noise layers in real-time. Previously, the terrain was generated using layers of noise with fixed frequency and amplitude. Now players can adjust these parameters to shape the mountains exactly how they like whether that’s jagged peaks, rolling hills, or something in between.This gives a lot more expressive freedom while exploring or creating in the game. It’s a small change under the hood, but it opens up possibilities for player created personalized landscapes to help support an additional layer of player created gameplay challenges.Some examples:See the video below for a sneak preview:

  • Dev Blog: Tile caching - 9 December 2025

    Tile Caching = 159x Faster City StreamingToday I want to share a technical update rather than a visual one but it’s a huge boost for performance. My game uses procedural city tiles. Generating a full city tile costs around 1 millisecond. When the player is flying fast over the world, dozens of tiles may need to be created quickly, and that can become a bottleneck even when each tile is loaded in a background thread (actually as a tile load task serviced by a fixed sized pool of threads). So I implemented a tile caching system and the speedups are dramatic.Benchmark ResultsHere’s how long each operation now takes:Full city generation: 1.08 msGenerate + save to cache (first time): 4.09 msLoad from cache (disk hit): 6.79 µsLoad tile already in memory: 6.8 nsThat means loading from cache is roughly 159x faster than generating a tile from scratch. That’s a huge performance win for streaming…

  • Dev Diary: Modding support - 15 November 2025

    I've been adding in modding support and wanted to share its progress.The modding feature allows a player to direct the 3D procedural generation (biome layout, enemies, objectives etc) by way of a simple 2D map editor. The map editor enables hassle free, quick and easy creation of worlds and challenges by allowing the user to simply paint layers onto the map (a grid). Once saved, clicking play launches the player into their creation.Painting a city and enemy layout and then flying through trying to survive your creation is actually a lot of fun (see below for a work in progress preview).

  • Dev Diary: My attempt at procedural gameplay - 7 January 2025

    I've been trying to generate gameplay (that's ideally fun) procedurally. An initial idea was to set up an NP hard problem or two around the player (i.e. the knapsack problem and the travelling salesman problem) albeit within the context of the game's theme and then leave them to solve it in any one of many ways. On completion then I was thinking about simply ranking their solution according to some metrics (fuel expended, time taken, enemies destroyed, game people saved etc) on a leader board, but then I got distracted... Whilst setting up the systems for the above I started experimenting with a couple of simple ideas. Let's call them "Gameplay Layers" and "Gameplay Cycles": Gameplay Layer: A Gameplay layer is an approximately 200 lines of code that adds to the game some system or mechanic i.e. time of day, weather, defensive tower, refuelling rings, enemy waves etc Gameplay Cycle: This…

  • Dev Diary: Ramping up the (procedural) vegetation - 21 December 2024

    I recently ramped up the level of procedural tree foliage and wanted to briefly post about it. I chose to generate the trees myself and spent some time thinking about how to do that. I didn't look at any other implementations but rather tried to imagine the simplest approach I could think of and build out from there. Initially I considered a tree to simply be a pole (like a telegraph pole). Pointing up, normal to the surface I then imagine rings around its exterior that I could then stitch together using triangles. Next I imagine at some distance along the pole, branching by rotating the (imaginary) pole about the branching point (the new origin) a configurable number of degrees in the XY (elevation) and ZX (azimuth) planes. This process repeats recursively with the pole radius narrowing at each branching point and shortening and effectively produces a hierarchy of transformations (one…

  • Dev Diary: Explosions - 15 December 2024

    This is my first dev diary post. I'm hoping to do this on a semi-regular basis. Over the last few weeks I've been working on the targeting system. This game is built using my own engine so it was a case of experimenting, failing and then finally settling on a simple and extensible design for weapons, associated explosions and a simple hand written collision detection system. I wanted to be able to create a new weapon type in a few lines of code, a corresponding explosion animation and custom weapon and explosion sounds. In addition I wanted to be able to register a collideable thing with the collision system. The collision system in effect then sits in-between the weapon systems and collideable objects. It performs collision detection and manages the notification of collisions to interested observers. A short video of it in action is here If you want to know more about the design and /…

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID2223480
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release dateTo be announced
DeveloperBen Morris
PublisherBen Morris
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNot available
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportYes
Parent gameNot available
Store URLNot available on Steam Store

Short description

In a moddable procedurally generated open world, humanity’s reign is crumbling. Once subservient machines have awakened, uniting in rebellion against their creators. As the android uprising spreads cities fall...

About this game

In a moddable procedurally generated open world, humanity’s reign is crumbling. Once subservient machines have awakened, uniting in rebellion against their creators. As the android uprising spreads cities fall... A moddable fast-paced low-poly procedurally generated 3D open world arcade shooter heavily inspired by classics of the early 90's. Built from scratch in C++/OpenGL and GLSL this procedurally generated arcade shooter generates gigabytes of procedural city, traffic and world around you as you move.

Supported languages

English

Steam categories

Category IDCategory
2Single-player
28Full controller support
55DualShock Controller Support
56DualShock Controller Support
57DualSense Controller Support
58DualSense Controller Support
59Steam Input API Support
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejuslNot available
steam germany0Not available
igrs3Not available

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 22, 2026 to Sep 22, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

Infinicity's USD price history spans from Sep 22, 2026 to Sep 22, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $0.00, the highest is $0.00, and the first visible tracked price is $0.00. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

Infinicity's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $0.00, from Sep 22, 2026 through Sep 22, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $0.00. The latest run records $0.00 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $0.00
  • Current list price: $0.00
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Infinicity at $0.00 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$0.00$0.000%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $0.00.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$0.00$0.00No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $0.00.

DateCurrent priceOriginal priceDiscountSource
2026-09-22$0.00$0.00No discountSteam Store

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