The Infinity Wanderer game developers are playing their game.
We are continuing our development process where we left off. We have made quite a few changes after the last developer updates and we are very happy and excited to share all these improvements with you.
Boss Improvements
Bosses in the game now have a phase system. With the phase system in bosses, when certain health values are reached, the attack patterns and behaviors of the boss creatures change. With this update, we have increased the depth of the boss scenes considerably. In addition, the readability of the bosses' attacks has been improved.
Main Menu Optimization
We have made changes to our main menu design. Existing menu designs have been optimized and missing features have been implemented into the game both visually and functionally. In addition, an in-game menu design has been made in line with the main menu UI standards. Similarly, both the visual features and functions of this menu have been designed and developed.
Performance Improvements
Following the long-term developments in the game, various studies were carried out for performance stabilization. Considering the loads that the in-game light and shadow systems put on the performance of the current systems, necessary systems were revised and improvements were made. With these improvements, our game became more system-friendly.
Enemy and Game Balance
After the last update, in-game balances were made in quite different categories. The statistics of the enemies were reviewed again and the necessary updates were provided. The difficulty curve and character development feeling that the player will encounter with the time spent in the game were reconsidered. The game's gameplay times were increased considerably and many new environmental elements were placed in the levels. In addition, secret and openable areas supporting the Metroidvania theme were added to the sections. The number of elements that can be interacted with in the game was increased (traps, opening and closing doors, breakable environmental elements, etc.). Section lighting and shadowing over the lights were optimized and added to the game.
Sound Improvements
Various atmospheric sounds and background music have been added to our game. New music has been designed and integrated to be used on the main menu screen and the Credits screen. In addition to this, the sound effects of the main character's various movements and attacks, which we mentioned in our previous developer diaries, have been updated. In addition to the existing and updated ones, many new sound effects have been added to the game.
New Features
Story System: A system has been developed where the items that the player can collect with the progress in the game or the discovery of secret areas, their stories or explanations can be examined via the menu. A visual book schematic was also prepared and the contents were listed and displayed on this book. Controller Schema and Settings: The current controller settings in the game were reviewed and default controller settings were created to provide a better gaming experience. In addition, compatibility modes with different controllers were set and a system that allows the user to adjust the controller settings as desired was integrated into the game. Accessibility Features: Various accessibility features have been developed to enable users to use them when needed in the game (one-handed mode, color blind mode, etc.). Speedrun and Leaderboard Mode: A system called Speedrun Mode has been developed that will attract the attention of our more competitive players in the game. With this system, the player can observe the current levels in the game and various time etc. data related to the entire gaming experience while playing the game. In addition, an infrastructure was created where players can visualize this data on a Leaderboard System and compete among themselves. This infrastructure was integrated into the game and is ready for use.
Bug Fixes and Improvements
- Fixed a bug that caused the main character to remain stationary when using the dash ability.
- Added a cooldown to the dash ability.
- A feature that resets the cooldown of the dash ability when the player clings to a wall has been developed.
- The teleport system has been designed and integrated into the game.
- Optimized camera systems.
- Added a shaking effect to the camera that will work after taking damage.
- Fixed a bug that caused the enemy to constantly turn left and right when in close combat with enemies.
- Fixed a bug that caused the enemies to suddenly change direction while attacking.
- A feature that allows the main character to take damage when hitting enemies has been developed.
- Fixed issues that caused enemies to fall off platforms due to not being able to detect vertical areas.
- Fixed an issue that caused the first arrow we fired with a bow to go in a different direction than the one we specified, and improved the animation for firing arrows with a bow.
- Fixed an issue that caused a winged enemy to fly upside down.
We continue our development process rapidly. After our last development diary, we made a lot of changes and we are very happy and excited to bring them to you.
Main Character Images and Animations
All designs of our characters in the game have been completed. Along with the design of our main character, animations were also added to the game. The animations we mentioned include idle, run, hurt, dash, air dash and jump animations.
Parry System Added to the Game
We have integrated the parry system into the game, which players can use to protect themselves from enemy damage and to stun them as a reflection of this damage.
Dream Catcher System Completed
The basic system for collecting and using the units required to make the upgrades needed to strengthen the character in the game has been made ready.
Enemy and Boss Diversity Increases
Unlike the existing enemies, 5 different enemies have been added to the game. Different attack schemes of the new enemies were designed and implemented in the game. Damage and health rates of the enemies were balanced. Along with these, 3 unique bosses were added to the game.
Improvements in UI/UX
We want every design detail in our game to be user-friendly and positively affect the user experience. In this regard, some UI/UX improvements have been made since the last development diary. In addition, Escape menu of our game was designed. Also, the designs of the Settings menu have been completed.
Bug Fixes and Improvements
- The number of environments and items in the game has been increased with the new level.
- Atmospheric lighting added.
- A new health bar has been added to the game.
- Corrections were made within the levels.
- 6 different traps have been added to the game.
- Damage rates of traps have been balanced.
We are here to convey the latest updates we have made during these periods when we continue our development process at full speed. We are very happy and excited to share all these new details with you.
Developments on the Main Character Continue From Where We Left Off
Since we have completed in general system during the development process of our main character, we have now started to review our developments to present the dynamics of the character in a more optimized way and make them even more successful. In this context, we have focused on "In Air State" movements. To explain further, adjustments were made to our character's 'Wall Jump' mechanic. In addition, we reviewed the state times during its grip and sliding on the wall. We made fine adjustments that would have a positive impact on the gameplay and also eliminated some problems. We wrote a system that detects the type of ground the character is holding on to and the area it has.
Introduction to SFX
As we mentioned before, most of the systems that our game needs in general have been written. Apart from these, we entered the "Sound" field as one of the limited systems that are missing. In this context, we wrote the system and initially integrated the main character's attack and walking sounds into the system.
RPG Skill Tree System Completed
We have completed the development of our "RPG Skill Tree" system, which we previously talked about in detail in our developer diaries and which we think is very important for the game. Since the UI designs have already been completed, it is now fully usable and active in the game.
UI/UX Improvements
UI designs designed for RPG Skill Tree have been checked for the last time and are in their final form. After completing this process, the Health Bars of the enemies in the game (especially the bosses) were designed and this design was integrated into the game.
Bug Fixes and Improvements
- Animations for In-Air State have been revised.
- Fixed an issue that allowed the main character to repeatedly jump from walls.
- The main character's clinging to and sliding state times have been updated.
- Updated the buttons in the RPG Skill Tree system.
We are here with the third "Developer Diary" where we will give you the latest updates about our development process. We are very happy and excited to be able to convey to you the new updates and developments about our game.
UI/UX Elements Taking Their Shape
As we mentioned in the last diary we shared, the design of the in-game Weapon UIs had started. In this context, developments continued at full speed and the UI designs of weapons and similar items of every tiers that could be included in the game were completed. In addition, improvements were made on the UI/UX side of the concept design we prepared for our "RPG Skill Tree" system and the design was matured. During this process, improvements in various areas such as canvas designs, icons, and user information were designed and integrated into the system.
Automatic Targeting System Update
We had a problem that when our character shot with bows and similar ranged weapons, he could not hit the target due to the movement of the target. To eliminate this problem, we developed a system that will ensure that the shot hits the target correctly by using background calculations.
RPG Skill Tree System Continues to Improve
Mechanical coding of the features that will provide potential improvements for the "RPG Skill Tree", the preliminary design of which we have already completed, has started and in this context, many features have been included in the system. After the main features were completed, the transition to elemental damage features began.
Bug Fixes and Improvements
- Fixed a bug that caused some moves to become visually stuck.
- Some Colliders have been adjusted in the game.
- Made some background updates.
- UI Designs of Item Tiers have been updated.
- Configurations of game controls are prepared to be integrated into the game.
After we published the first developer diary, we continued to make improvements to our game and the development process at full speed. We are happy and excited to share new updates and developments about our game with you.
Level Improvements Pick Where They Left Off
After the level we prepared for the testing phase of our game, we started creating the levels of our game. In this process, we created the templates for the first 4 levels of the story. Then we completed the concept designs. In addition, we designed a room as a level for the boss we prepared called "Plague Doctor".
Parry System
In addition to the Dodge mechanics in our game, we wanted to include the Parry mechanics in the game. We hope that the Parry system we have established will add depth to the players' gameplay.
Improvements on the Main Character
While testing our main character on the new levels we prepared, we realized that we needed to make some improvements. In this context, we added a new death and damage taking animation to our main character. We think that as a result of these updates, the player will be able to experience gameplay at the right pace within the levels.
Introduction to RPG Skill Tree
After the preliminary design of the RPG Skill Tree, which is an important feature for our game, was completed, we started to integrate this system into our game. In this context, we started working on features such as attack, health regeneration, and critical probability.
Bug Fixes and Improvements
- The in-game speed of the game has been optimized.
- Fixed a bug that caused the main character to dash forward when jumping.
- Improvements have been made to the speed of the main character's movements.
- Traps called spikes have been added to the game.
- The damage and health values of the enemies in the first 4 levels have been optimized.
- Attack Damage, Health recovery, Endurance, Max Health, Crit Change, Life Steal RPG skills have been added to the game.
- Weapon Swap UI designs created.
- In-game screen Equipped Weapon UI designs created.
Improving Player Experience Against Flying Monsters
Players had some difficulties while competing.To address these issues, we've added the first of several planned long-range weapons to the game, the basic bow and arrow. With this addition, we now aim to make it easier for players to fight flying enemies. Additionally, we implemented an auto-targeting feature for the arrow, eliminating the need for players to attempt precise aiming. We believe that the addition of auto-targeting will increase the desired tempo of the game. Allowing players to aim manually could potentially disrupt the fluidity of the game.
Enemy AI and FOV Improved
Initially, enemies, especially skeletons, had limited awareness of their surroundings and narrowly reacted to the player's actions. Following playtesting, we made significant improvements to enemy AI. Enemies will now be able to spot the player behind them more easily.
Balancing Dash Mechanics
Players will no longer take damage from anything other than traps when using the dash ability. However, to balance this feature, we added a cooldown feature. Players can no longer spam the dash repeatedly, which we hope will provide a more balanced gaming experience.
Expanded Weapon Variety
We increased the overall weapon variety and offered players the opportunity to pick up weapons found on the map. Players will now be able to replace their weapons with weapons they find in different areas of the map. Currently, bows and swords are available in the game, but we plan to introduce longswords, shortswords, crossbows, two-handed hammers, one-handed hammers, maces, and more in the future.
Bug Fixes and Improvements
- Fixed a bug with character movement when using a bow. Players will no longer slide on the ground when shooting arrows while moving.
- Players will now start sliding down the wall after a certain amount of time.
- We fixed issues with Infinity Wanderer's display scaling.
- Dungeon backgrounds and environmental elements have been enriched.
- Desert background design completed.
- UI work has started for permanent character upgrades.
- The artwork of in-game upgrade shops has been renewed.
- Improved in-game attack animations
- Character attack speed increased
Infinity Wanderer
Imdie Studios
Imdie Studios
February 2025
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 7
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://www.imdiestudios.com/
https://store.steampowered.com/app/3068420 
Story:
Lunara, the daughter of a farmer, was born at night during a time when a devastating disease was spreading across the world. Her mother died shortly after her birth, and her father named her Lunara in honor of her mother's love for the moonlight. The disease ravaged the population, claiming many lives, including Lunara's father. Raised amidst this turmoil, Lunara became a warrior.
Despite not being a particularly successful soldier, Lunara was a strong woman committed to protecting her people and lands. The disease had mostly affected men, leaving the surviving women to band together and continue the fight. Humanity was not only battling disease but also facing violence and evil spirits in the east. During a perilous expedition, Lunara received a fatal blow. As she lay motionless on cold stones and snow, she questioned her existence and fate.
Refusing to accept death, Lunara screamed until her voice grew hoarse and she slowly succumbed to her injuries. Seeing her defiance, the gods decided to give her another chance. If Lunara could escape the nightmare land, her life would be restored. She awoke in a dark, terrifying world that mirrored her deepest fears and nightmares. Lunara must navigate this world, overcome the madness within her mind, and confront the traumas of her past to survive.
Gameplay:
-Handcrafted Levels: Each level is meticulously designed to maintain player immersion and flow.
- Character Customization: Deep customization options allow players to create builds that suit their playstyle.
- Combat Mechanics: Fast-paced gameplay is combined with souls-like combat mechanics, providing a challenging yet rewarding experience.
- Permanent Death: Death is not only a punishment but also a gift, offering new opportunities and challenges.
Features:
- Roguelite and Souls-lite Elements: Infinity Wanderer blends interconnected worlds, branching paths, and unlockable skills with the constant threat of permadeath.
- Immersive Combat: Responsive controls, challenging foes, and the essential emergency dodge roll create a visceral and cathartic action game.
- Progression: Players will feel the evolution of their character from the first death, making choices that lead to different outcomes.
Mature Content Description
The developers describe the content like this:
Infinity Wanderer is an action-platformer where players control Lunara, a warrior battling her deepest fears in a nightmare world. Players will engage in frenetic melee-style combat against fantastical creatures and navigate dark, atmospheric environments filled with psychological horror elements.
- OS: Ubuntu 16.04.01
- Processor: Intel Core2 Duo E8400 or AMD Phenom II x2Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 260 or Radeon HD 4850
- Storage: 4 GB available space
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