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Strange Adventures in Infinite Space

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Strange Adventures in Infinite Space
Developer(s)Digital Eel
Publisher(s)
Designer(s)
Programmer(s)Iikka Keränen
Artist(s)Bill Sears
Composer(s)Rich Carlson
SeriesInfinite Space
EngineProprietary
Platform(s)Microsoft Windows, macOS, Classic Mac OS, Palm Pilot, Linux
ReleaseMarch 15, 2002
Genre(s)Roguelike
Mode(s)Single-player

Strange Adventures In Infinite Space is a roguelike video game created by the indie developer Digital Eel and released for Windows and Mac on March 15, 2002, by boardgame developer-publisher, Cheapass Games. Releases for Pocket PC and Palm by British developer-publisher Astraware followed. In 2020, the game was updated to run on current computer operating systems of the day. It remains free to download and share.

Strange Adventures is considered one of the first rogue-lite games, a hybrid of roguelikes and other types of games.

Gameplay

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In Strange Adventures In Infinite Space the game players explore a "plausibly implausible" fictional region of the Milky Way galaxy called The Purple Void.

The game is non-linear, with turn-based movement and real-time combat.[1]

Strange Adventures In Infinite Space sets itself up differently each time it is played. Stars, black holes, planets, nebulae, artifacts, alien patrols, gadgets, lifeforms and dozens of events and encounters are randomized for each game session. Unlike conventional roguelikes, Strange Adventures In Infinite Space features graphics, music and sound, and game sessions typically last from 3 to 20 minutes, hence the game's tagline "Explore the galaxy in 20 minutes or less!"

Development

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Conception

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Strange Adventures In Infinite Space was created by Digital Eel, a studio that included Richard Carlson, Iikka Keränen, and Bill Sears (creating under the name Phosphorous).[1] Carlson and Keränen had met at Ion Storm in 1998, and after the studio's closure, met Sears while searching for new jobs.[2] By 1999, the trio had founded Digital Eel with the goal of developing short games within a small budget.[3] The team initially worked for six months on a 4X space game called Infinite Space,[2] before abandoning it to make a simple arcade game called Plasmaworm.[1] Taking their learnings from their first project, they decided to base their next game around the abandoned content from Infinite Space.[2] As they began to re-use those assets,[1] they began to streamline the concept, abandoning some of the bigger ideas from their previous effort.[2]

The development became focused on making a space opera experience that could be completed in less than 20 minutes, inspired by roguelike games and short "beer-and-pretzels" board games.[3] Leaning into randomly generated worlds, they drew inspiration from other roguelike games such as NetHack,[3] as well as the random events seen in certain 4X games.[2] They were also inspired by short, replayable board games such as Source of the Nile, Tales of the Arabian Nights and Voyage of the BSM Pandora.[1][3] The game's theme and setting were inspired by the game Starflight,[2] the work of Star Trek creator Gene Roddenbury, Star Control creators Fred Ford and Paul Reiche III.[1][4][5]

Development

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Strange Adventures In Infinite Space was designed as a quick, intense space opera. Players would explore the galaxy, encounter bizarre aliens, discover artifacts, and manage their starship, all while completing a journey within a time limit. The game avoided traditional role-playing elements like complex stats, instead focusing on intuition and discovery.[3] The team decided to hide most numbers to keep players immersed in the fictional experience, and designer Iikka Keränen was keen to minimize the number of clicks required to complete any action.[1] The game also introduced a simple trade system where items could be swapped without worrying about prices, adding to its fun, boardgame-like quality.[3] They were able to adapt the principles of roguelike game design to a modern space game by focusing on permanent choices with no save data, leading them to describe their game as a "roguelike-like".[2]

The game's art style was established by recycling assets from their abandoned 4X space project, allowing them to quickly create the game's ships, combat, and interface.[3] Bill Sears was given freedom to create the game's graphics, and its humor and mystery led the game's fiction to follow the artwork.[1] The team also strived to create a consistent science-fiction universe, with environments, abilities, and technologies based on current scientific theories.[1]

Although the game's development had no deadline, it was completed with part-time work from three people over six months, or the equivalent of two full-time months. Designer Rich Carlson credits the team's efficiency to their small size, which also allowed them to listen closely to feedback from testers.[1] Released in 2002, Carlson hoped that the experience would prove the success of short, replayable games, comparing it to a growing trend of other short independent projects in the game industry.[3]

Release

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Strange Adventures In Infinite Space was released on March 15, 2002, by boardgame developer-publisher Cheapass Games.[6][1]

Sequels

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Digital Eel followed Strange Adventures In Infinite Space with a self-funded sequel, working on the game for one and a half years part-time.[7] Designer Rich Carlson described the game as "a hybrid, part strategy game, part adventure game and part starship combat game, similar in some ways to games like Pirates! and Star Control II".[7] Their goal for the game's development was to add features that had previously been left out of their previous game, and to improve the game's depth and graphical quality.[7] Weird Worlds: Return to Infinite Space was released for the PC and iPad in 2005.[8]

By 2013, the crowd-funded Infinite Space III: Sea of Stars was developed using crowdfunding.[9] The game was later released in 2015.

Re-releases

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On November 11, 2005, the source code became freely available under the GNU GPL,[10][11] though without the other game content. Since September 2009, Strange Adventures In Infinite Space was made available as freeware, including the game content.[12] It was also released for Pocket PC and Palm by British developer and publisher, Astraware.

In 2020, Strange Adventures in Infinite Space was reissued by Digital Eel and Chris Collins with support for contemporary Windows, macOS, and Linux operating systems. Digital Eel opted to make the release for free, and included community mods that were developed to expand the game on its original release.[6]

Reception

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Strange Adventures In Infinite Space

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Strange Adventures in Infinite Space received a 77 score on Metacritic, indicating "generally favorable reviews".[13] Computer Games Magazine praised it as a "light but oddly entertaining gaming hors d'oeuvre".[14] Writing for GameSpot, Bruce Geryk felt that "the game's short length is what makes it so engaging".[15] Tom Chick of GameSpy called it "a clever and engaging take on strategy and adventure gaming", while noting that players will see most of the game's content after a dozen play-throughs.[16] Scot Krol of PC Game World recommended the game for providing "more enjoyment in fifteen minutes than most games have in fifteen hours of play [and] a perfect example of what good gameplay means in a game".[17] Ernest Adams, writing for Gamasutra in 2005, described it as "the perfect short game" while praising its variety and clever writing.[18] Adams later noted the game as an example of retro 2D top down gameplay, as well as having a sense of humor that sidesteps the need for a coherent science fiction world.[19]

Strange Adventures In Infinite Space was a 2003 Independent Games Festival finalist for the Seumas McNally Grand Prize.[20] Upon the game's free re-release, Kotaku praised it as "an excellent mix of Master Of Orion-lite strategy and Star Control-inspired arcade combat".[21]

Weird Worlds: Return to Infinite Space

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The sequel, Weird Worlds: Return to Infinite Space, has received a 79 score on Metacritic, indicating "generally favorable reviews".[8] Finnish gaming publication Pelit felt that the game captured the feeling of space exploration, but was in need of more content.[22] GameZilla called it "a worthy sequel to the original excellent title", and recommended the game "for those who miss the simplicity, yet complex nature of the old Star Control titles".[23] Tyler Sager of Gaming Nexus praised the game for its short experience of exploration.[24] Computer Games Magazine was critical of the game's randomness and lack of adventure, calling it a "CliffsNotes version of Star Control".[25] Kieron Gillen from Eurogamer praised the game for its "variety, excitement, thought and pace all in tiny bundle you can wolf down in a sandwich break".[26] Writing for Gamasutra, Ernest Adams praised the game for the balance between its different layers.[27]

Weird Worlds won the award for Innovation In Audio at the 2006 Independent Games Festival,[28] and was nominated for the Seumas McNally Grand Prize that same year.[7]

Legacy

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The game has been considered to be one of the first "rogue-lite" games, games that took core roguelike such as permadeath and procedural generation but adopted them to different gameplay styles that forwent the tile-based and hack-and-slash gameplay.[29][30] Writing for PC Gamer, Jody McGregor called it the "original spaceship roguelike", tracing its lineage from the Star Control series to FTL: Faster than Light.[6] FTL developer Justin Ma has cited Weird Worlds as an influence on the game's development.[31] Journalists have since made favorable comparisons between FTL and Weird Worlds.[32][6] Rock Paper Shotgun also noted the influence of Weird Worlds on The Long Journey Home, another procedurally generated space game influenced by FTL.[33][34]

Reviews

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See also

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References

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  1. ^ a b c d e f g h i j k Carlson, Richard (May 13, 2002). "Postmortem: Strange Adventures In Infinite Space". GameSpy. Archived from the original on December 7, 2003. Retrieved December 9, 2022.
  2. ^ a b c d e f g Harris, John (March 21, 2016). "@Play 85: A Talk with Digital Eel, Makers of the Infinite Space Games". www.gamedeveloper.com. Retrieved November 11, 2024.
  3. ^ a b c d e f g h Carlson, Rich (May 1, 2005). "Making a Case for Short Games". www.gamedeveloper.com. Retrieved November 7, 2024.
  4. ^ "Strange Adventures in Infinite Space (2002) Windows credits". MobyGames. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  5. ^ Strange Adventures in Infinite Space. Digital Eel. 2002.
  6. ^ a b c d Macgregor, Jody (July 19, 2020). "Strange Adventures in Infinite Space is back, free". PC Gamer. Archived from the original on July 20, 2020. Retrieved July 19, 2020.
  7. ^ a b c d Hong, Quang (March 8, 2006). "Road To The IGF: Rich Carlson, Digital Eel". Gamasutra. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  8. ^ a b "Weird Worlds: Return to Infinite Space". Metacritic. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  9. ^ "About Space Time: Infinite Space 3: Sea of Stars Footage". Rock Paper Shotgun. September 30, 2013. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  10. ^ Keränen, Iikka (November 11, 2005). "Strange Adventures in Infinite Space". www.digital-eel.com. Archived from the original on July 21, 2016. Retrieved April 2, 2023.
  11. ^ "Strange Adventures in Infinite Space by Digital Eel". infinitespacegames.com. Archived from the original on December 26, 2012. Retrieved April 2, 2023. After being sold for several years by Cheapass Games, Strange Adventures in Infinite Space was released as FREE software and its source code was made available under the GNU General Public License.
  12. ^ Gillen, Kieron (October 7, 2009). "Strange Adventures In Infinite Space! Free!". Rock, Paper, Shotgun. Archived from the original on July 2, 2022. Retrieved April 2, 2023.
  13. ^ "Strange Adventures in Infinite Space". Metacritic. Archived from the original on March 3, 2022. Retrieved August 4, 2021.
  14. ^ "Strange Adventures in Infinite Space". Computer Games Magazine. October 2002. p. 75.
  15. ^ Geryk, Bruce (May 30, 2003). "Strange Adventures in Infinite Space". GameSpot. Archived from the original on August 10, 2002. Retrieved August 4, 2021.
  16. ^ Chick, Tom (February 2002). "GameSpy.com - Reviews: Strange Adventures in Infinite Space (PC)". GameSpy. Archived from the original on August 10, 2002. Retrieved August 4, 2021.
  17. ^ Krol, Scott (August 2, 2002). "Strange Adventures in Infinite Space". PC Game World. Archived from the original on August 2, 2002. Retrieved August 4, 2021.
  18. ^ Adams, Ernest (September 15, 2004). "The Designer's Notebook: A Perfect Short Game". Game Developer. Archived from the original on March 3, 2022. Retrieved April 2, 2023.
  19. ^ Adams, Ernest (2010). Fundamentals of Strategy Game Design. New Riders. pp. 222, 444. ISBN 978-0-13-381210-7.
  20. ^ "IGF Competition Finalists". Archived from the original on June 11, 2015.
  21. ^ Wildgoose, David (September 30, 2009). "LunchTimeWaster: Explore The Galaxy, For Free". Kotaku Australia. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  22. ^ Nirvi, Niko (April 2006). "Weird Worlds: Return to Infinite Space". Pelit.
  23. ^ Buck, Daniel (March 11, 2006). "Weird Worlds: Return to Infinite Space". Gamezilla. Archived from the original on March 19, 2006. Retrieved August 4, 2021.
  24. ^ Sager, Tyler (March 31, 2006). "Weird Worlds: Return to Infinite Space". Gaming Nexus. Archived from the original on October 5, 2007. Retrieved August 4, 2021.
  25. ^ "Weird Worlds: Return to Infinite Space". Computer Games Magazine. March 2006. p. 64.
  26. ^ Gillen, Kieron (December 24, 2005). "Weird Worlds: Return to Infinite Space". Eurogamer. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  27. ^ "The Designer's Notebook: Multi-level Gameplay". www.gamasutra.com. January 30, 2006. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  28. ^ "Weird Worlds Soundtrack Lands on Your iPod". IGN. June 2, 2008. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  29. ^ Carlson, Rich (May 2, 2005). "Making a Case for Short Games". Gamasutra. Archived from the original on September 10, 2014. Retrieved August 31, 2014.
  30. ^ Harris, John (March 22, 2016). "@Play 85: A Talk with Digital Eel, Makers of the Infinite Space Games". Gamasutra. Archived from the original on March 23, 2016. Retrieved March 22, 2016.
  31. ^ "IGF awards 2013: FTL acceptance speech for Excellence in Design award". Game Developers Conference. March 28, 2013. p. 38:42. Archived from the original on February 16, 2016. Retrieved January 1, 2016.
  32. ^ "Bon Voyage: Weird Worlds - Return To Infinite Space". Rock Paper Shotgun. December 3, 2012. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  33. ^ "The Long Journey home review". Rock Paper Shotgun. May 30, 2017. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  34. ^ "The Long Journey Home is a wonderful space odyssey". Rock Paper Shotgun. May 11, 2017. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  35. ^ "Pyramid: Pyramid Review: Strange Adventures in Infinite Space Computer Game". Archived from the original on January 11, 2022. Retrieved January 11, 2022.
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