SpaceJay has shared some incredible procedurally generated in-game screenshots from the latest development build of Infinity: Battlescape. In case you weren’t aware of, Infinity: Battlescape is a multiplayer space sim spanning a single true to scale star system filled with dozens of planets and moons.
According to the team, hundreds of players spanning up to 3 powerful corporations of the Starfold Confederacy will fight to win control of the system.
The primary goal of the game will be to capture or destroy your enemies infrastructure through a combination of the orbital bombardment capabilities of capital ships and small spacecraft including bombers, interceptors, and corvettes.
Infinity: Battlescape has been under development for a long time, however we can’t help but be amazed by it. This game has a lot of potential, so here is hoping that I-Novae Studios will be able to deliver a, somehow, solid product.
Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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The devs should just sell this “game” as a screenshot generator.
Infinite: Battlescape
Infinite, like procedurally generated.
Battlescape. Scape, landscape.
Painters paint lanscapes.
So lets add this together.
Procedurally Generated: Landscape.
Jesus why are they still using fractals and voronoi noise. It’s 2016. Erosion can be procedurally generated efficiently and looks really good. While their terrain does look great, it could look sooo much better (e.g. Star Citizen’s Homestead demo).
The atmosphere certainly looks great but the surface just look plain awful. Planets in latest Star Citizen video looks mindblowing, can’t even compare it to this one.
More screenshots of empty terrain.
Needs more lens flare. On a serious note though, they really need to look at StarCitizen and how they are generating their terrain.
To be fair, Star-Citizen planetary environments in those demos are mostly custom-made. The team at Citizencon explicitly explained they were, and showed off the terrain editor they were using to make them look as good as they do.
Not to mention Star-Citizen’s terrain (not ‘map-size’, talking about mountain-heights, cliff faces, etc.) is being made to a smaller scale (something a lot closer to regular open-world FPS/RPG games) so driving/walking around it can be done within a reasonable time-frame.
I’ll admit I’m a little biased on this, but you don’t think comparing a mostly artist-driven approach from a huge development team and one of the largest budgets in gaming history with a 100% procedural tech made by a tiny indi studio and 00.3% of that budget seems a tad unfair here?
It has very little to do with that. Even the procedurally detailed parts have very high texture detail, displacement mapping etc. It’s just that they are pushing much higher detail and quality in general.