The Mansion calls...
Enter the door. Solve the mystery. Escape the mansion… if you can.
Infinite Mansion is a Lovecraftian roguelike where each run is a unique descent into madness. You’ll choose from three randomized investigators and send one into a sprawling, ever-shifting mansion hidden deep in the woods. Inside, clues, monsters, and mind-bending story fragments await.
Mysteries Abound...
Solve the evolving mystery before time... and your sanity, runs out. Then escape the mansion to unlock permanent upgrades for future investigators. But the deeper you go, the more you begin to wonder... why is the Caretaker sending you here? And what happens when the story becomes more than a game?
Horrors Await...
Featuring a striking 2.5D visual style, stylized hybrid combat, and a narration-driven meta-narrative, Infinite Mansion blends horror, action, and mystery into an unforgettable roguelike experience.
Infinite Mansion Features:
Dynamic Mysteries, Every Run – Procedurally generated storylines and layouts mean no two playthroughs are the same.
Stylized Hybrid Combat – Explore in real time, then choose from context-sensitive actions and reaction-based defenses in turn-based combat.
Environmental Interactions – Use the room around you to gain the upper hand, whether that’s hurling books or flipping over furniture.
Narration-Driven Meta Story – Follow the Caretaker’s descent into obsession as your actions unravel a larger, haunting narrative.
Persistent Upgrades – Collect resources to unlock new characters, tools, and story paths between runs.
2.5D Visual Style – 2D animated characters meet moody, dynamic 3D environments with stylized lighting and effects.
AI Generated Content Disclosure
The Early Access version of Infinite Mansion does utilize some AI generated artwork for things like splash and flavor art. This was to both reduce the strain on our small (5 people) team and give an accurate feel for what the final product will look like. It is our intention to first and foremost use Early Access funds to REPLACE ALL AI GENERATED ART with custom Art from REAL HUMAN ARTISTS.
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Hey everybody!
The Infinite Mansion Demo v 1.1 has officially dropped! This Demo includes MANY updates and features over the previous version released in October. We listened to the feedback players had and took the time to build out many features, so that the Demo now very closely represents the game we are looking to release into Early Access in Q1 2026.
Some of the updated features include:
Updated Combat Mechanics.
[/*]New Weapons and Damage balancing.
[/*]Cosmic Favor system that allow players to augment their attacks and defensive actions.
[/*]New object interaction animations while searching.
[/*]Hidden Relics throughout The Mansion that augment the game and help boos the investigators chances of survival.
[/*]A new lockpicking minigame that unlocks new paths, legendary loot, and relics.
[/*]An overhauled collision system to avoid \"sticky\" Mansion Objects.
[/*]Monster Ambushes during exploration.
[/*]Hidden Traps while searching (As well as a way to avoid them, if you\'re paying enough attention.)
[/*]A new context specific control hinting system to let players know how to interact with the game at any given time.
[/*]The ability to skip long bits of dialog during exploration.
[/*]
As well as DOZENS of other small balance tweaks and quality of life improvements.
\nA HUGE thanks to everyone who took the time to try the Demo and give us feedback. We really appreciate all of you.
Starting now, we are beginning to implement the new content and final features for the Early Access release of Infinite Mansion. Although we had to push back our goal by a bit, we think the improvements have been well worth it. Stay tuned for more exciting updates!
The Infinite Mansion Demo has been updated!
Thanks to all who have tried the demo so far and shared their feedback, based on that feedback we have made the following changes to the Infinite Mansion Demo...
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\"Quality of Life\" updates
[list]We have overhauled the collision shapes for every object and prop in the game. This should help prevent players getting stuck as they explore the mansion.
[/*]We have added control hinting in the bottom right hand corner of the screen. This should help player know about all their contextual control options throughout the game (Including the ability to skip lengthy or repetitive VO segments).
[/*]We have added control input detection, so the images on control commands now switch out to mirror the control input type you are using (keyboard/controller)
[/*]We updated the keyboard/mouse controls to better utilize the mouse during exploration and combat. Similar to other games that heavily utilize UI in 3D world space (combat menus etc.) we are unable to use mouse hit detection on buttons for those menus and the mouse didn\'t do much of anything. The mouse now has the following input controls, regardless of context.
[list]Left Click: Confirm a selected option. In 3D/combat menus, selections still need to be made using the keyboard, similar to other games that use 3D menus.
[/*]Right Click: Back/Cancel.
[/*]Mouse Wheel UP: Advance layered menus or add Cosmic Favor in combat.
[/*]Mouse Wheel Down: Descend layered menus or subtract Cosmic Favor in combat.
[/*]
Minor tweaks to lighting and rendering during the Start Menu and Mission Wrapup.
[/*]Combat Improvements
System overhaul for Hit/Damage sequence during Combat.
[list]The old system was very RNG and stat based, where your stat proficiency with a particular weapon would determine the probability of a hit every time. So, if you had a 60 in Strength, and were using a Strength weapon, you would only hit 60 percent of the time and do a random amount of damage based on the weapon\'s min/max damage score.
[/*]The new system flips that, and now compares a random roll to a new \"defense\" stat on the monster you are attacking. If the roll is higher than the defense (generally between 10-20 for typical monsters) you hit. The damage you do with the weapon is then based on your stat proficiency with that weapon. So if you have a 60 in Strength and are using a Strength weapon, you will do up to 60 percent of the maximum damage with that weapon on a hit. Additionally, if your hit roll is 95 or higher, you hit critically and do max damage, no matter your proficiency.
[/*][/*]Rebalance of Monster HP. Due to the new Hit/Damage system leading to more hits on monsters overall, we rebalanced monster HP so that combat would stay challenging while feeling more satisfying and visceral to the player.
[/*]Rebalance of Weapon Damage min/max. Due to your stats now having direct impact on your damage output, we rebalanced weapon damage with a higher range between min/max scores so that players could feel the impact of their choices. Now most weapons hit for a range in the low to mid tens, with legendary weapons having the ability to do over 100 dmg on the high end. (This rebalance was also considered in the monster HP rebalance)
[/*]Added a \"Cosmic Favor\" system to combat and exploration. Perhaps the biggest change we\'ve made to the Demo, we added a system where players earn \"Cosmic Favor\" for exploring the mansion and completing mission goals. They can then spend Cosmic Favor during combat to augment Attack and Defense rolls. This system will help players feel like they have more agency over the tide of combat, and give them an edge during crucial combat moments.
[/*]Wrapping up...
Thanks again to anyone who played the demo and gave us feedback. We are most definitely listening and looking to take it all in and, hopefully, come out the other end with a better game!
If anyone out there would like to keep up to date with Infinite Mansion progress, or have a more direct line of communication with the team, feel free to check out our DISCORD SERVER we\'d love to see it more active, but most of all it\'s just the easiest way to communicate with us.
Lastly, if anyone out there encounters more issues with the Demo, or has thoughts in general, feel free to reach out, either on Discord or the Steam Community. Screenshots and descriptions are always helpful.
Next up...
We will be working on improvements to mansion exploration, including more puzzles, collectables, and hazards players can encounter when exploring The Mansion. These changes will likely be reflected in at least one more Demo update before we march towards our Early Access release.
First off...
Thanks to anyone and everyone who helped us to make our Demo Launch and Next Fest a success! A few quick numbers...
Days since Demo Launch: 8
[/*]Number of players who have claimed the IM Demo: 774
[/*]Number of new wishlists since Demo Launch: 203
[/*]
These numbers are all in all, better than we had expected, and we are SO happy to see people interested in our quirky little game.
The takeaways...
In addition to the new players, Next Fest resulted in us gaining some FANTASTIC insight and feedback on the demo. Some key takeaways...
There is still an issue with players getting stuck on some prop geometry. This is obviously a bug and will need more tweaking and testing before the game is fully ready for release, even in Early Access.,
[/*]Combat can feel sluggish and unrewarding, especially with poor investigator/weapon combinations.,
[/*]Lack in variety while exploring makes gameplay feel repetitive.,
[/*]
Luckily, some of these issues we had already earmarked as potential pain points for the game, and as such we have some ideas on how to address them.
Moving Forward...
We have decided to push back our initially planned release of the Early Access version of the game, likely by about 2 weeks, in order to implement some feature changes based on the Next Fest feedback. We will likely also release a new demo with the new features prior to an EA release.
At the same time, the creative team is currently working on writing the new missions and storylines that will be included in the Early Access release.
Bottom line, we are still on track for a EA release later this year, however as players continue to get their hands on our work, and as we continue to get feedback, we may push back further. To us, it is more important to create a game that people love playing and want to interact with than it is to release early.
Thanks again to everyone who helped us have such a fantastic demo launch!
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Name: Void Stalker
Difficulty: Medium
Agro Range: Short
Personality:
True to their name, Void Stalkers tend to roam The Mansion quietly and watch their prey from darkened corners unnoticed before launching into a devastating chase.
Primary Attack Type:
Void Stalkers have the ability to invoke devastating mental damage to their prey, often launching a barrage of horrifying attacks on investigators minds rather than their bodies.
Origin:
Void Stalkers were once men who lost themselves in their pursuit of Cosmit Truth. It\'s said that they found the truths that they sought, and that very knowledge broke their minds and warped their bodies. Now they watch their victims from a distance before they strike. Those who have encountered Void Stalkers and lived to tell the tale say that it almost seems like they are attempting to warp the minds of their victims, preparing them to accept the knowledge they long to share.
Hey everyone! Here\'s a quick update.
Jeff just did a quick Livestream preview of the Infinite Mansion demo over on Youtube. If you want some more insight into the game and how it plays be sure to check it out...\n\n
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We want to extend a huge and heartfelt thankyou to everyone who has shown interest in Infinite Mansion thus far, and perhaps answer a few questions people may have about the game.
About the team...
First, a bit about us. We are a small team (currently 5 people actively involved in development) working on Infinite Mansion in whatever time we can spare. The game has been in development since April 2025, and is looking to release in Early Access later this year.
As we are a small, and completely independent team, we would like say THANK YOU to anyone and everyone who has taken the time to read about, wishlist, or just look at our little game. This project means a lot to us, and represents the sum of our creative passions.
Here is a quick rundown of the Noreasta Games team, and the people working on Infinite Mansion...
Jeff Short - An experienced Game Designer and Producer, Infinite Mansion is an idea he has wanted to bring to life for several years. Jeff is the Lead Developer on the game and has at least dabbled in almost every aspect of its creation.
[/*]Fiddle - A talented up and coming systems and full stack programmer, Fiddle has passionately worked on Infinite Mansion since production began in April of this year. On top of creating the architecture for the inventory and crafting system in the game, Fiddle has been a key voice in the design and feel of Infinite Mansion as a whole.
[/*]Caeleb Barrido - What some may call a prodigy, Caeleb is a high school student who is responsible for all of the music heard in Infinite Mansion. His passion for video games and music blends perfectly to create an eerie and moody soundscape for the game.
[/*]Bill Rinaldi - An entertainment and animation industry veteran, Bill has been helping to craft the narrative and tone of Infinite Mansion, as well as lending his voice as the role of \"The Caretaker\", the narrator of the game.
[/*]Rachel Barrido - A talented and upcoming 2D/3D artist, Rachel has been helping to craft custom 3D assets for Infinite Mansion.
[/*]
About the demo...
The Infinite Mansion Demo is on the way! We currently have plans to release the Infinite Mansion Demo prior to, and participate in Steam Next Fest October 2025. The Demo is currently in its final testing stages and should be playable very shortly!
Features included in the Infinite Mansion Demo are...
A fully playable Intro Mission and First Time User Experience.
[/*]One full playable mission \"The Maw\", which players will be able to play through as many times as they please.
[/*]Randomly generated mission and room structure for maps.
[/*]The ability to toggle between \"Curated Maps\" and fully procedurally generated maps (The procedural generation code is still in testing, so curated maps are turned on by default for users who want a potentially smoother experience.)
[/*]The ability to purchase weapon and item blueprints for crafting. (Using in game currency. THERE ARE NO PLANNED MICROTRANSITIONS FOR INFINITE MANSION... EVER.)
[/*]Random character generation for every attempted run.
[/*]An Active/Turn Based combat hybrid system.
[/*]3 unique monsters to encounter.
[/*]A \"Mansion Event\" system that can trigger more and more unique events the longer you remain in the mansion.
[/*]
We look forward to everyone having an opportunity to experience the demo, and can\'t wait to get community feedback and potential improvements!
About Early Access...
Our plan is for Infinite Mansion to enter early access later this year (2025). We have several reasons for pursuing an Early Access release, however chief among them are...
Get community feedback from our supporters as we continue to craft the game.
[/*]Help raise funds to hire a 2D artist to replace AI generated and Temporary artwork in the game.
[/*]Help raise funds to replace temporary 3D assets in the game.
[/*]
Although the Early Access build that is eventually released will be an \"in progress\" build, we want it to be as fully featured and playable an experience as possible. Features we plan on having included in the Early Access build, beyond what is currently in the demo are...
A minimum of 10 more unique missions and mysteries to be solved in the game.
[/*]An equippable Relic system that players can use to boost their investigators chances of survival.
[/*]A minimum of 5 more unique puzzle and investigation mechanics.
[/*]Several more monsters and playable investigator designs (final number dependent on the narrative requirements of missions)
[/*]Unique searchables and puzzles that will reward the player with items to help power up their investigator while in The Mansion.
[/*]
As Early Access proceeds, and the game continues to build, we have many more features that we would like to implement in the final product, including...
Special Events and Rooms that can appear randomly throughout The Mansion.
[/*]Multi-mission narrative throughlines that will begin to string mysteries together into epic stories and payoffs.
[/*]Boss monsters and epic battles that act as a capstone to the larger multi-mission narratives.
[/*]Multiple different Mansion Areas that unlock as players progress including a Basement, Attic, and Mansion Grounds.
[/*]
Again... thank you!
To wrap things up, let us just say, we are truly excited to embark on this journey with everyone and are eternally grateful to everyone for your support and feedback.
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Watch the creator of Infinite Mansion give a tour of the demo and talk about what is to come.
Minimum Setup
- OS: Ubuntu 19.04+ or SteamOS
- Processor: 2+ Cores. 2+ GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2 GB VRAM. OpenGL 3.3
- Storage: 4 GB available space
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