Become the Lord Captain of an ancient space fortress in a galaxy where railguns sit next to necromantic hull plating, steam-powered tesla cannons, and biological spore launchers. Build your ship and then build your empire!

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Early Access Game

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Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Infinite Empire is a big, ambitious game being built by one person, and I'd rather build it with you than behind closed doors.

The core loop is here and it's fun: Build your ship, fight brutal broadside battles, conquer galaxy sectors. But there's a long road between "fun core loop" and "finished game," and Early Access lets me get your feedback on the things that matter most: Does combat feel right? Is the economy satisfying? What do you want to do in this galaxy that I haven't thought of yet?

I'm building in the open because I think the best version of this game comes from players who care about it as much as I do!”

Approximately how long will this game be in Early Access?

“At least a year, as I'd rather hit 1.0 with high quality than high speed.”

How is the full version planned to differ from the Early Access version?

“My favorite thing about Infinite Empire is that I can throw every sci-fi and fantasy trope together for fun, which means the sky's the limit for content, and I'll focus effort on what the community is most interested in.

What's coming:

-More story content and faction personality
-More professional sound design and music
-Visual polish and UI refinement
-More module types, weapons, and abilities
-Balancing based on player feedback
-Steam Workshop support for sharing ship designs”

What is the current state of the Early Access version?

“What's playable right now:

-Full ship builder with freeform strut drawing, shape tools (circles, ellipses, curves), mirror mode, module drag-and-drop, and multi-resource economy
-Capital ship combat with directional shields, functional hull armor that erodes visibly through battle, weapon arcs, fighter bays, torpedoes, point defense, and multi-wave encounters
-Sol tutorial campaign: 8 story missions that teach the game's systems and launch you into the universe
-Living galaxy map with many unique factions and dozens of unique NPC captains with personalities and stories, territory conquest, diplomacy, siege mechanics, fog of war, and real-time faction simulation
-Tech tree with 5 themed branches letting you expand into combat and empire buffs for high-tech, biological, steampunk, the undead, and the mysterious ancients
-Equipment loot drop system: Randomized rarity, modifiers, and durability on modules won in combat
-Events, missions, and reputation: Dynamic galaxy events, faction mission boards, and a relationship system with NPC captains and faction leaders
-Sector improvements: Build academies, refineries, shipyards, and defense platforms in owned territory”

Will the game be priced differently during and after Early Access?

“Yes. I'm targeting a base price of $20 when the game is ready to leave early access.”

How are you planning on involving the Community in your development process?

“Actively. This is a passion project and I'm very excited to get more players who love this stuff involved to help steer development. Buying the game is the best way to support development, but what actually shapes it is your feedback!

All aspects of the game are open for feedback. I will:

-Maintain a public Roadmap so you can see what's coming.
-Use Steam Community discussions and Discord for feature requests and bug reports
-Release frequent updates (targeting every 2-4 weeks)
-Run community polls on contested design decisions
-Credit players whose feedback leads to major changes

This is a game about building. I want to build it with people who are fans of space games, 4x games, and explosions!”
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Early Access and Demo

Infinite Empire is officially in Early Access! It's early, which means rough edges, missing features, and frequent updates (I've been shipping new builds almost daily).

Not sure yet? The demo is staying up, and it's the real game, just a few builds behind the retail version. Download it, see if it's your thing or nah, wishlist if you want to watch it grow.

If you grab a copy, you're directly funding development, and I'd love to have you in the Discord. Come report bugs, argue about balance, or just talk games and spaceships  and lasers that go pew-pew-pew!

About This Game

Draw your warship strut by strut, then sail it into Age of Sail broadside combat against a galaxy that fights back.

BUILD YOUR FORTRESS

Your ship is yours to create and modify, strut by strut. Draw hull shapes with circles, ellipses, and curves. Snap modules onto the skeleton. Every reactor, weapon, and engine has a real position on the hull, and that position matters. An exposed reactor on the port side? That's a death sentence when the enemy flanks you. A clever builder hides their weak points and creates killing arcs of fire.

FIGHT LIKE AN ADMIRAL, NOT A PILOT

This isn't a dogfight. It's Age of Sail combat with super-capital ships. Your fortress groans through turns. Bringing your broadside to bear is a commitment. Shields absorb fire in directional quadrants. Hull plating and armor protect vital modules until it's scorched, cracked, and finally breached. When your hull is shattered, enemy fire pours through holes in your armor straight into the guts of your ship. Fighters swarm. Torpedoes track. Point defense chatters. Every battle leaves marks, and your ship tells the story of every fight it survived.

CONQUER A LIVING GALAXY

Rival factions, each with their own captains, grudges, and wars, pursue their goals whether you're watching or not. Forge alliances, commit betrayals, or let your enemies exhaust each other while you expand. Sectors aren't just battlegrounds, they're valuable territory providing crew, resources, and empire-strengthening improvements to invest in. Build academies, refineries, fuel depots, and defense platforms to protect Earth from raiding enemies.

LOOT, CRAFT, AND RESEARCH

Modules drop from destroyed enemies with randomized rarity, stat modifiers, and durability; a legendary railgun pulled from a wreck might outperform your crafted gear even at 60% condition. Early game, you scavenge to survive. Late game, investment in research and industry means you can create exotic equipment that fuses alien technologies to create things no one has ever seen.

EVERY TROPE IN ONE PLACE

Multiple factions. Multiple aesthetics. Industrial grit welded to function. Bio-organic ships that grow instead of being built. Necromantic hulks animated by void energy. Steampunk brass-and-copper contraptions running on reactors fueled by coal. Research faction-specific tech. Equip fighter bays and mix squadrons of brass automatons, drone swarms armed with laser arrays, and undead bombers piloted by ghosts. Nobody said galactic conquest had to make sense!

THE DEVELOPER

Hi, it's me, MarktheNerd! Infinite Empire is a solo passion project that started when I was daydreaming about what it would look like if giant space-fortresses the size of cities got into grinding, age-of-sail slugfests, and every fortress came from a different universe.

The gleaming brass and azure lightning of a steampunk mad scientist launching clockwork gunships at a giant space-bug. The captain of a sci-fi fortress says "Red alert" with grim determination as a torpedo crackling with sickly purple necromantic energies races closer. Hidden under the crust of a small nearby moon, a broken hulk sees the battle and brings its reactor online for the first time in a million years. Its terribly ancient consciousness feels only hunger.

Anyway, I love this shit. Come join me on Discord, or wishlist to keep an eye on progress!

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Yes, I use AI tools to help build this game, and I'm not going to pretend I don't.

I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game.

Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i3 / AMD equivalent
    • Memory: 4096 MB RAM
    • Graphics: Vulkan 1.0 compatible graphics card (e.g., NVIDIA GeForce GTX 600 series / AMD Radeon HD 7000 series)
    • DirectX: Version 11
    • Storage: 2000 MB available space
    • Sound Card: Windows Compatible Sound Card
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / 11 (64-bit)
    • Processor: Intel Core i5 / AMD equivalent
    • Memory: 8192 MB RAM
    • Graphics: Vulkan 1.2 compatible graphics card (e.g., NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 or newer)
    • DirectX: Version 11
    • Storage: 2000 MB available space
    • Sound Card: Windows Compatible Sound Card
    Minimum:
    • OS: SteamOS 3.0 / Ubuntu 22.04 (64-bit)
    • Processor: Intel Core i3 / AMD equivalent
    • Memory: 4096 MB RAM
    • Graphics: Vulkan 1.0 compatible (e.g., AMD RDNA)
    • Storage: 2000 MB available space
    • Additional Notes: Requires a GPU with Vulkan support
    Recommended:
    • OS: SteamOS 3.0 / Ubuntu 22.04 (64-bit)
    • Processor: Intel Core i5 / AMD equivalent
    • Memory: 8192 MB RAM
    • Graphics: Vulkan 1.2 compatible (e.g., AMD RDNA 2)
    • Storage: 2000 MB available space
    • Additional Notes: Requires a GPU with Vulkan support

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