$17.99Approaching Infinity
Approaching Infinity is a turn-based space roguelike where you captain a starship through a procedurally generated galaxy. Take landing parties down to planets, caves and wrecks, fight or talk your way past alien factions, and chase one of 10 victories or just keep leveling toward godhood.
Is Approaching Infinity worth it?
Approaching Infinity is worth it if…
- you like turn-based roguelikes where every run tells a different story
- you want a space sandbox with trading, mining, quests, and crafting
- you like retro pixel art and old-school exploration
- you want to chase victories or just keep leveling forever
Screenshots
Captain, crew, and an endless galaxy
You start with a small ship, a captain built from 10 space-themed classes, and a vague assignment to find a lost human colony. The assignment is optional. Every sector, planet, cave and wreck is procedurally generated, so the next star map is always a fresh set of problems.
Recruit up to five more officers to round out the away team, outfit them with two guns and a melee weapon each, and swap ship systems to suit how you fly. One run you are a trader hauling commodities between stations. The next you are towing a salvaged hulk home, or deciding whether that cryo tube holds a recruit or something with teeth.
Talk, trade, or shoot holes in walls
Fourteen factions run full quest lines, and twelve alien races have stories you can follow, ignore, help, or work against. Eight of those paths lead to unique victories, with two more hidden elsewhere. You can mine asteroids, survey planets, harvest plants, smuggle illegal goods, extort freighters, salvage wrecks, collect artifacts, and haggle over commodities whose prices shift with local politics.
Combat is tactical and turn-based, in space and on foot. Diplomacy is a real alternative to guns. Death waits in shipwrecks and star temples, and hardcore runs end there, while adventure mode turns death into an inconvenience for players who prefer exploration and role play.
A simulation that knows when to quit
Fire behaves like fire. Burn trees with a flamethrower and it spreads faster on high-oxygen worlds, snuffs out in vacuum or high CO2, and goes out if you step in water while alight. Shoot a hole in a pressurized wreck and air rushes out, taking you and everything loose with it.
Time and distance do not behave like anything. A whole star sector uses the same size map as one ship deck or landing zone, and every move costs one turn. It keeps surveying quick and mapping satisfying, and it means a planet survey takes minutes, not an evening. Retro pixel art throughout, dry humor included.
What else should you know?
How long is a run?
There is no fixed length. Sectors, planets, caves, items, and encounters are procedurally generated, so you can push for a faction victory, hunt the other two hidden wins, or ignore winning and keep exploring, leveling crew and gear to extreme proportions.
Can you play without permadeath?
Yes. Hardcore mode keeps death permanent, while adventure mode makes death an inconvenience. The battles, quests, trading, and exploration stay the same, so pick the stakes that suit your evening.
Does the world react to what you do?
Factions track reputation, stations can bar you if you anger the locals, and fame can turn to infamy. You can become a smuggler, artifact hunter, salvager who repairs wrecks into new flagships, or the captain who sells questionable “gifts” back to the space police with a smile.

















