Evolution of INFLUXIS

It all started with an idea

In 2020 I decided to start developing a sci-fi survival game, one I’ve been meaning to create for a long time. And so I got to the drawing board and started sketching, sketching creatures, plants, a map, a world.

Early Alpha

The game released in early access as Alpha 0.30 on the 1st of September 2020. At first, updates were focused on quickly expanding the world with new biomes.

Alpha 0.85 - reaching higher

Later in Alpha new systems were used such as using a voxel world. This allowed me to create a much more interesting world. However at this point, the project had become very convoluted and hard to work with, and I wanted to start anew. And so work on a complete and total rework started, work on Beta.

Starting work on version 0.2

After much valuable feedback from the community, I started remaking the game from the ground up again, this time, making sure I apply all the lessons I learned along the way, and try to create the best version of the game that I can, the game that it is meant to be.

July 2020, first prototype of the game was ready

Learning by making, the more I’ve been working on the game, the better I got at game development in general. This often meant I had to recode, and recreate important aspects of the game from scratch a lot of the time, but it was always worth it.

Late Alpha and first obstacles

As I added more and more content, it was obvious that the game needed more direction and a general rework, the code was poor, the optimization was not good and there were better tools for worldbuidling available.

Beta releases

Beta 0.1 released in January 2024, after more than a year and a half in development. It was in many ways the great overhaul I wanted to make for INFLUXIS, however it came short of expectations in some ways, most notably in terms of optimization, which was a big problem.