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Watch trailer on Steam ↗Infinite Empire
Better Tools LLC · Published by Better Tools LLC · Official site ↗
4 user reviews — 100% positive (4 reviews) · 41 achievements
Last updated 28 Sept 2026
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!
£13.75
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Price history
Simulation, Strategy, Early Access · 2026 · More £5 - £15 games
About this game
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 multiple times per week).
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.
You can consider the demo version as the "Stable" branch. That does mean it may not have whatever the latest news items announce though. But probably fewer bugs. Maybe.
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 spaceships and lasers and why Starsector and S.P.A.Z. and Star Trek: Starfleet Command are the greatest games this genre ever produced!
Roadmap

About the 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!
System Requirements
Will my PC run this? →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
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
4.6.2: UI and Text Scaling
Added UI Scale and Text Size. A few updates to other UI stuff to make that work better; scrolling available in areas it wasn't before, and helper text does some word rapping. Not as good as Snoop or Eminem though. But decent.Read full article on Community Announcements (Markthenerd)Patch NotesOfficial
4.6.1: New player quality of life
Special thanks to Clécio for his live playtest during his Godot educational livestream. His testing gave me some excellent ideas for new player quality of life improvements. If you enjoy indie game development or Godot, check him out. Clécio, obrigado! -Updated the controller helper (H key by default) to be more useful.The tutorial now forces the control helper open for your first fight, but you can hide it at any time. Also added as a button upper right by the Codex, and a hint in the tactical pause menu.-Updated intro text in the tutorial to explain some core mechanics of the "Age of Sail" genre.Clarified that default controls are W/S (Forward, reverse), A/D (Rotate left, right), and Q/E (Strafe left, right).-Added weapon arc visuals to the V key toggle, in addition to the aim lines. This is also forced on for the first tutorial mission, and can be toggled at any time.Added a new keybind option for weapon arc hold-down. By default it's unbound, hold to toggle, rebind V to the hold-down instead under settings -> keybinds. Or find a free key and have both! (Good luck finding a free key. This game has a lot of buttons. I'm already having anxiety about trying to pass "Great on Steamdeck" verification...)-Updated the hostile info panel to mirror the player's ship status UI for clarity. (The entire tactical UI is getting a ground-up rebuild before we leave Alpha, but these changes will help make learning Infinite Empire more enjoyable!)Health percentages now read a proper 100% on an untouched ship, on both panels.-Lowered music volume default slightly.-Added a prefix to auto-saves created during a tutorial run.-Changed default weapon group bindings from 12340 (0=all) to 12345 (1=all).And two unrelated items crammed in because they'd passed playtest so why not:-Fixed a bug with the auto-framing camera that wasn't always smoothly re-framing to your new target after destroying the current one.-Up to two of your own allied captains can now join your fights as long as they'r...Read full article on Community Announcements (Markthenerd)AnnouncementsOfficial
Alpha 4.6.0: Lights, tooltips, and more brutal fights
You can mount up to four real lights on a ship, with full color blending, and the local star isn’t always fixed at high noon anymore so you get soft light fights and harsh angled shadows on others. The last shader pass let me finally tune that, and it’s also why this patch spends time on glitter and jaggies from all the hull gridlines. That’s still a work in progress and might look a bit flat at middle zoom. It's a tough problem. {STEAM_CLAN_IMAGE}/46061823/82ee2d9840441fa7bd987122b26f3f995c76e897.png I put tooltips on everything. Every. Thing. Delay is in settings, and Show Me tutorials are more reliable. Esc opens the menu in the builder, test flight is unlimited, non-QWERTY rebinds are in (I’m a long way from real localization, but this should help), and Auto Aim is called Auto Aim now instead of Aim. Combat encounters got a pass so they stop being a one-bad-guy-at-a-time-martial-arts movie. Line Breaker had a theoretical max of 14 ships sent in one by one, which is a minimum of about 15 minutes if you never died. I want 3–5 minutes on average, a bit longer on high difficulty, so they push harder and faster, which also makes the difficulty scale better as well. The camera can zoom in closer, the victory screen can expand to every weapon instead of just the top one, and the Core/Hull/Fighters labels were rendering 1px wide. I can’t even find the version I broke that in. {STEAM_CLAN_IMAGE}/46061823/7970e3840122ebc71b6778cc3832a62b24ee01ad.png Neutral relationship now means Neutral. The badge was saying one thing while the sim had already marked you hostile, the early-game grace period didn’t cover minor factions and hordes, and finishing Sol could leave a faction secretly armed against you from turn one. If someone shoots you, you should know why. Beaten captains limp back toward friendly territory, heal up, and don’t start fights or join raids until they’ve recovered. There’s a credits screen. You'd think it would be a list of my name over and over like The Shinin...Read full article on Community Announcements (Markthenerd)AnnouncementsOfficial
Alpha 4.5: The Pit
Builder got a pit for staging fights. Modules were retuned so the five factions are more unique. NPC hulls were rebuilt with a per-faction silhouette language. Encounters stage and reinforce ships by measured power. Ability VFX have all been updated. Hull lighting has improved depth, and Codex pages are rebuilt. Arena Pit and the new ability visuals are both unfinished. Expect bugs. Both get major updates over the next two weeks. WARNING: Nothing stops you from adding fifty ships to the arena and melting your GPU. Arena Pit - New Builder mode (Shift+F8, or the Arena Pit chip). Pick hulls, pick the other side, launch. Does not write campaign progress. - Fly the ship or Watch. - Presets: Mirror, Swarm, Titan, Skirmish, Last fight. - Roster is your ships plus curated ones. Assign teams. Generated pool hulls are optional. Curated ships show their authored names. - Spacing Near / Standard / Far, optional terrain, up to four teams. - Watch cameras: Broadcast, Follow, Free (wheel zooms on the cursor). 0.5x to 4x, controls on the HUD. - End card: winner, first module lost, damage by weapon. Rematch, swap sides, edit matchup, or Esc to Edit Hull. - Your slot follows the current Builder hull. Edit, Launch Again, the new version is in the fight. - Fly keeps the helm HUD. Team counts sit under the combat readout. Enemy Hulls - The NPC pool was rebuilt. Each faction has its own hull language. - Corners are rounded by default. Mirror twins fair the same. - Necro Ossuary and Reaper layouts were recut. Ancient Reliquary ships keep deck coverage on the claw-strip hulls. Encounters - Reinforcements are chosen by measured ship power, not hull class. Bigger is not always stronger anymore. - Same-class hulls vary. A cruiser is not a copy of the last cruiser. - Doctrine drives the AI: snipers snipe. Faction leaders carry their keystone. - Loadouts stay inside the faction's kit. Shield cost is counted on the hull that ships. Armor budget comes from the ship's frame, not the player's Core ...Read full article on Community Announcements (Markthenerd)Patch NotesOfficial
FIX: Combat stuck
This patches an issue where multi-wave combat would sometimes fail to complete and declare you the victor when the last enemy was crushed by your terrifying brutality. I can only assume the spirit of the machine in some of your computers was frozen in horror, aghast at what you'd wrought.Read full article on Community Announcements (Markthenerd)






