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31
Development Log / Re: Dev Log #13: New Crafting UI
« Last post by Arclight on September 28, 2025, 03:02:16 pm »
Very nice! Is this just for the expansion or also planned for the original engine?
32
Development Log / Re: Dev Log #13: New Crafting UI
« Last post by McFighter07 on September 27, 2025, 11:08:11 pm »
Looks incredible. A huge step up in every way from the original system. I like the bench restriction as well.
33
Development Log / Dev Log #13: New Crafting UI
« Last post by Styg on September 27, 2025, 06:02:31 pm »
See nicely formatter HTML version on the website.



Hi guys,

Recently I've updated the item crafting and modding windows to be in line with the new UI aesthetics.

There are no more category filters, but you can sort by the blueprint name or category and can mark a blueprint as your favorite in order to be bump at the top of the list. Additionally, there's the search bar that you can use for filtering now.

https://stygiansoftware.com/videos/devlogs/infusion/13/Crafting.mp4

The item/view modding window can be accessed by right clicking an item in your inventory and selecting "Inspect". In this view, crafted items will show their components that you can mouse over to inspect individually and you can add/remove/replace components from those slots that are marked as "moddable", but you cannot change any of the basic components here.

For example, you can add or remove various firearm attachments, such as scopes and muzzle devices, but you cannot remove the barrel or any other basic component that would cause the item to stop working altogether. For that, you'll have to disassemble the item completely.

In the future, crafting and disassembling will require specific workbenches and you'll not be able to do it on the fly, while modding will be available anywhere.



Also, you can now inspect items that do not have 3D models as well. For those, we make high resolution renders so you can see more details.

That's it for now. We continue to work towards that new gameplay video. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers.
34
Discussions / Auto-Turret Suggestion
« Last post by Balor1 on September 26, 2025, 05:25:44 am »
In Underrail the Auto-Turrets magically know who is and isn't an enemy. Your only option as a player is to hack them to shoot everyone indiscriminately, or simply turn them off. What if in Infusion Auto-Turrets would automatically scan the biometrics of NPCs (and the player) to determine if they were an enemy or not? From a gameplay perspective, players with a high hacking score could remotely upload their own biometric data to the Auto-Turret database, causing the Auto-Turrets to no longer see them as a threat. Of course, the player could also delete the data of enemy NPCs, causing turrets to shoot them if they walked within their field of vision. Not only would this be a fun gameplay mechanic, it would make more sense from a lore perspective too.
35
Development Log / Re: Dev Log #12: Graphical Improvements
« Last post by Arclight on September 21, 2025, 09:32:28 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.
Any Idea when this will cascade down to the game, or, is it for the pending volume?
36
Development Log / Re: Dev Log #12: Graphical Improvements
« Last post by deanisi on September 21, 2025, 03:08:10 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.

I never questioned that it wouldn't run, underrail runs on potato PCs just fine so there would be zero problem with infusion running on mine, I was just concerned being unable to fully appreciate graphics of this game. I usually don't care about graphics in isometric/top view turn based games but infusion looks amazing, even better than BG3 (which barely ran on low settings).

Probably because of lighting and THICC atmosphere/entourage. Just looking at these screenshots/gifs makes me remember all the times when I had helped my dad disassemble washing machines in undeground garage where only source of light was a single lightbulb behind a lone pc fan.

I don't think that CPU will be an issue as well because maps aren't that big and I haven't heard about any complicated systems which will require serious CPU resources, maybe AI but I doubt it. And even if there will be any drops during big fights it's not a problem cause it's a turn based game. I've seen many examples when games have quite big maps and simulate enemy patrols and fights on the whole map even out of player's sight, I doubt that structure/mechanics of infusion will allow something like that.

I really love how everything looks so far and I never saw an isometric rpg look like this, closest game I remember is Wasteland 3 and even then it was quite blurry and not as good graphically. I've watched a gameplay teaser and it looked good back then but the work you guys had done with shadows made it look amazing, and without any rtx stuff like UE5 uses if I understood it correctly.

So yeah, sorry for rambling and thanks for clarifying and being such a cool dude, can't wait to finally play it with my own hands, in fact I'm so hyped about it that I fear that I can fall out of life for a few days playing it.
37
Development Log / Re: Dev Log #12: Graphical Improvements
« Last post by Styg on September 21, 2025, 12:41:40 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.
38
Development Log / Re: Dev Log #12: Graphical Improvements
« Last post by Styg on September 21, 2025, 12:34:21 pm »
Looks great! RIP low end systems.
We'll try to make it run on low-end hardware, but it will require that those costly graphical features be toned down/disabled in visual options - such as shadows, volumetric lighting, reflections, etc.
39
Builds / Re: Shotgun/Sniper build advice
« Last post by Shoutaxeror on September 21, 2025, 12:16:45 pm »
If you want to mix shotguns and snipers, I wouldn't say it's a bad idea. But ask yourself in what situation you would use shotgun instead of sniper rifle: for me the answer is hordes of enemy, when they're in melee range or when you're forced to move. That's why I think you missed some shotgun feats, I'd use shotguns mostly for burst and melee range, dumping some agi points for  strength and full auto and maybe pick barrel stare. Leading shot is probably still useful for abusing cover.

So I'd dump expert sprint for full auto and maybe blindsiding for barrel stare.
40
General / Re: Make a monster for Infusion
« Last post by deanisi on September 21, 2025, 10:39:45 am »
I'm late but I really want to have a changeling/skinwalker/mimic enemy, basically something which can surprise a player.

Imagine going through sewers and finding some scavenger/goon who acts normally and moves/shoots like a regular humanoid enemy but when you "kill" them some "The thing" warps/bursts out of their body and starts doing some crazy stuff.

Different scenario, you encounter a rathound or few, they act like normal rats but at som point they just stand up like humans do and transform in some kind of a weirwolf.

Or literal mimic scenario when some regular objects can be an enemy or hide an enemy within, like opening a crate but it has teeth or have some tentacle inside of it.

Or something between faceless and Callidus assasin from 40k, basically an enemy which can change/morph to get an advantage. For example having a nimble and hulking forms which have their own pros and cons, or throwing a flashbang and disguising themselves as nearby friendly NPC. Also lots of posibilites for quests.
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