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Steam News26 April 20262mo ago

April Update - Flying Towards Early Access

Developer's Note: Things are getting real in April--I stopped adding new stuff to focus on playtesting and polish, which means I only added a million new things instead of a billion new things. I'm trying, I swear!

In this update8

Full notes

Full Infinite Empire update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions30 changes1 removal
  • Gameplay
  • UI and audio
  • Balance
  • Events
  • Maps
  • Performance
addedDeveloper's Note: Things are getting real in April--I stopped adding new stuff to focus on playtesting and polish, which means I only added a million new things instead of a billion new things. I'm trying, I swear!
changedThat was incredibly helpful. I love to build things and solve problems--it's just so much fun to tinker--I'd accidently pulled the game too far towards Stellaris by churning out strategic level gameplay, but this was always meant to be combat first, ship builder second, and empire sim third.
changedThe good news is that means less work, not more work. The bad news is it means I've been brutally pruning fully functional gameplay mechanics if they don't directly support the heart of the game. My babies!
changedApril Update — Flying Towards Early AccessApril was the longest, sweatiest sprint this project has had. Almost 200 commits, a design overhaul that rewired the economy, infrastructure improvements, and diplomacy, a full tutorial rewrite, 30 hand-authored captains, an audio pass that finally makes the ships feel like they have weight, and finalized the design for the endgame. The shape of the EA build is starting to show through the scaffolding — and I want to walk you through it.
changedThe Core pivotMid-month I sat down with a pile of playtest notes and realized the old Research / Anomaly / Veteran-Academy stack was three parallel progression pipelines all fighting for the same headspace. So I tore them out.
changedThe Core pivotThe core Design Doc was updated to reflect choices made over the past year, and then applied ruthlessly to what was already in the game.

Infinite Empire changes

addedDeveloper's Note: Things are getting real in April--I stopped adding new stuff to focus on playtesting and polish, which means I only added a million new things instead of a billion new things. I'm trying, I swear!
changedThat was incredibly helpful. I love to build things and solve problems--it's just so much fun to tinker--I'd accidently pulled the game too far towards Stellaris by churning out strategic level gameplay, but this was always meant to be combat first, ship builder second, and empire sim third.
changedThe good news is that means less work, not more work. The bad news is it means I've been brutally pruning fully functional gameplay mechanics if they don't directly support the heart of the game. My babies!
changedApril was the longest, sweatiest sprint this project has had. Almost 200 commits, a design overhaul that rewired the economy, infrastructure improvements, and diplomacy, a full tutorial rewrite, 30 hand-authored captains, an audio pass that finally makes the ships feel like they have weight, and finalized the design for the endgame. The shape of the EA build is starting to show through the scaffolding — and I want to walk you through it.
changedMid-month I sat down with a pile of playtest notes and realized the old Research / Anomaly / Veteran-Academy stack was three parallel progression pipelines all fighting for the same headspace. So I tore them out.

Developer's Note: Things are getting real in April--I stopped adding new stuff to focus on playtesting and polish, which means I only added a million new things instead of a billion new things. I'm trying, I swear!

Most of the major systems changes came from feeling a bit stuck in the early game. I did some navel gazing, some soul searching, and some crying, and then realized I needed to take a step back from the technical details and dust off the original design doc for the project--it was the first thing I made and it's almost totally non-technical--instead it's focused on the spirit of the game and the things I wanted to feel when playing it.

That was incredibly helpful. I love to build things and solve problems--it's just so much fun to tinker--I'd accidently pulled the game too far towards Stellaris by churning out strategic level gameplay, but this was always meant to be combat first, ship builder second, and empire sim third.

The good news is that means less work, not more work. The bad news is it means I've been brutally pruning fully functional gameplay mechanics if they don't directly support the heart of the game. My babies!

April Update — Flying Towards Early Access

April was the longest, sweatiest sprint this project has had. Almost 200 commits, a design overhaul that rewired the economy, infrastructure improvements, and diplomacy, a full tutorial rewrite, 30 hand-authored captains, an audio pass that finally makes the ships feel like they have weight, and finalized the design for the endgame. The shape of the EA build is starting to show through the scaffolding — and I want to walk you through it.

The Core pivot

Mid-month I sat down with a pile of playtest notes and realized the old Research / Anomaly / Veteran-Academy stack was three parallel progression pipelines all fighting for the same headspace. So I tore them out.

The core Design Doc was updated to reflect choices made over the past year, and then applied ruthlessly to what was already in the game.

  • Progression is now one system. Every milestone that used to live in a research tree, lore codex, or territory upgrade now hangs off one model.

  • Energy replaces the old currency vocabulary across the board — one resource, one mental model, one set of strings everywhere.

  • Events also get consolidated. Mission boards, bounties, events, galactic news, and advisor prompts all in one system.

Sol Tutorial v2 — a full rewrite

The old tutorial was a throwaway placeholder I originally built just to give a narrative wrapper for "This button does this, that button does that."

  • New cast — fully rewritten set of characters, new script, cutscenes, and mission flow. It's still visually basic but there's good narrative that sets up the transition from the Sol tutorial to the Galaxy map in a much more fun way.

  • Prologue restored to what I originally wrote a year ago.

  • Mission briefings, advisor hints, kill-feed wrap, surrender popups, prompt overlap — the whole HUD got a top-to-bottom playtest pass that consolidated into one system.

  • "The Moon"is now called The Moon. (Sorry, "Lunar Debris Field.")

Tactical AI + 30 Named Captains

Phase TAC and Phase NC both wrapped this month. The short version: combat now has characters, not just enemy ships.

  • 30 hand-authored named captains across all factions, each with their own portrait override, dialogue lines, and stat premiums on spawn.

  • 306 lines of captain dialogue — opening lines, warp-escape, victory, surrender, faction-flavored. They taunt, they beg, they remember.

  • Captain blueprint override system — named captains can fly signature ships.

  • Weapon-type-aware AI — the AI now classifies its own loadout and adapts behavior. A beam-lance build doesn't fly like a missile build.

  • Positional tactics — quadrant targeting, module sniping (they go for your weapons first now), flanking maneuvers.

  • Encounter variety — type-driven wave timing, spawn scatter, grudge proximity. The 3-on-1 numerical disadvantage baseline now reads as "tense" instead of "spongy."

  • Lore unlocks when you encounter or defeat named captains — they live in the codex now.

The audio overhaul

This one I'd been putting off and it was past time.

  • 23 music tracks discovered, sorted, and routed by context.

  • 77 SFX re-imported clean, level-matched, mono'd where they need to be (Godot's spatial audio choked on stereo files — sounds were smearing across both ears. I thought, you know, stereo is obviously what you need for positional audio, right? Well, I'm a moron. You need mono audio sources so the game engine can blend them into stereo effects to communicate direction, distance, and movement. In retrospect, duh, but...yea.).

  • Per-weapon SFX routing — beam lances, kinetic, missiles, PD all sound distinct. (Still tuning though. If you try the latest build don't be afraid to go turn the fx slider down--it's going to take some time to dial things in!)

  • Engine thrust loops — every ship now has a per-instance thrust audio source driven by intensity. You can hear the fleet maneuvering. (So....now we're back to where we were three months ago, LOL. I still don't know exactly what I broke for thrust audio.)

  • Player vs enemy weapon differentiation -- enemies are just lame miles-long space fortresses. you're a miles-long ancient doomsday space fortress. So....your guns have more bass.

  • Live volume profile panel for tuning, and a hull-breach SFX that fires on actual cell death instead of vague proximity. If you're testing a debug-enabled build, Shift-G brings up the audio balance panel.

Builder revamp + combat feel

So Smooth! So Clean! So...Basic!

  • Basic/Advanced toggle, shape bar, placement feedback, power warnings — the builder is finally legible to new players. All the fiddly bits are still there--but you don't need any of them, and half my playtest data was watching people's eyes glaze over when it looked like they'd just opened an Adobe product.

  • Test arena inside the builder — flight test your ship against target dummies before committing. (I might have just merged part of my art asset pipeline dev tool into the main game...surely I wouldn't be that lazy though, right?)

  • Ship stats dashboard with delta preview while you place modules.

  • Undo/redo now preserves module damage state correctly (I hate the things I had to learn to make that work right).

  • Weapon group fire modes — Fire at Will / Volley Fire / On My Mark, with a unified per-group control surface (no more split UIs telling you contradictory things).

  • Beam lance redesign -- this one is kinda sad. The old beam weapons were really fun to wave around, but it just doesn't make sense to have an instant-travel raycast beam tied to your cursor. It also made tuning a mess--every other weapon type has some built in tuning due to accuracy that ties to your sensor modules, combat orders, distance, etc., and beams bypassed all that--so either their DPS has to be really low or they turn into module-sniping must-haves. So now they're more of a 'bolt' somewhere between a Star Trek phaser blast and a Star Wars turbo laser.

  • Keybind remapping UI is in. Q/E strafe is bound by default when using tank controls.

Empire layer

  • Energy economy phases E1-E5 — Tether BFS supply, Sol-vs-wallet split, Blood/Gold Splinter mass-cap mechanics, full Ember recovery arc with fast/slow paths.

  • Notoriety + Sliver systems — your reputation now drives raid gating, surrender behavior, and Sliver categorization.

  • Granular advisor delegation — 5 per-system toggles, plus economy auto-actions if you want to hand off the spreadsheet stuff.

  • Relationship map visualization on the diplomacy tab. You can finally see who hates whom and why. This will be critical for how you want to handle the endgame!

  • Captain quests, resource signatures, hostile outpost mechanics, fuel display, fog-of-war event filtering.

Under the hood

  • Projectile pool + basic LOD + PerfMonitor autoload (Phase SCA) — late-game battles stay smooth. Well, smoother. We'll see.

  • Hull theme system — Industrial, Generic→Ancient rename, distinct visual identity per theme.

  • Blueprint pool generator passing 500/500 geometry validation across Levels 1 and 2. Retired the experimental v3 pipeline. This is some kind of miracle. Literally not a single ship out of 500 generated had a single hull texture collapse. I know that no-one cares but words fail to express how much time I've spent on that freaking system. It's so fragile! But now....robust!!!

  • Visual test harness now drives full tutorial smoke + e5 combat scenarios over JSON-RPC. Soooo much faster to iterate.

  • Version + news panel in the main menu — you'll see exactly what build you're on and what changed. Not sure yet if this will be kept into early access--if you like it let me know.

  • Bugs! Tactical UI bleed-through, surrendered-enemies-still-firing, save/load accordion, camera lock drag, builder hull-skin persistence, tooltip crashes, and an on-death-freeze that had been irritating me for weeks.

Where we are on Early Access

I keep a rubric to keep myself honest about EA readiness. Right now the picture is:

  • Tutorial that doesn't require YouTube — close. Sol tutorial v2 is the load-bearing piece and it just landed.

  • One full game loop end-to-end — yes.

  • Crash-free session rate — climbing fast, with the targeted bug batches this month.

  • 10+ hours of content without resorting to an artificial grind — getting there. Tendril content design plan is in flight.

  • Objective validation — this is the next door I have to walk through. The small but heroic band of playtesters-that-aren't-my-immediate-family is providing a treasure trove of invaluable feedback and I won't turn on EA until a new playtester with some genre experience makes it through without hitting any walls.

The next phase is content density and a playtest feedback— getting real eyes on the loop before any permanent reviews are on the line. If you've read this far and want in on that, the wishlist button is up there, and the Discord is the fastest way to flag bugs and design feedback.

Thanks for following along. May is going to be just as loud. — Mark

Source

Steam News / 26 April 2026

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