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Infinicity

Infinicity Steam news

Ben Morris | To be announced | game

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ActionAdventureIndieRPGSimulation

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

Infinicity news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • 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.

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Infinicity Steam news

Infinicity news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

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 /…

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