- Release Year: 2022
- Platforms: Windows
- Publisher: Exordium
- Developer: Pixelmatic
- Genre: Action, Strategy, Tactics
- Perspective: Behind view
- Game Mode: Massively Multiplayer
- Gameplay: characters control, Massively Multiplayer, Multiple units, Real-time strategy (RTS), Space flight
- Setting: Futuristic, Sci-fi, War
Description
Infinite Fleet is a sci-fi massively multiplayer online (MMO) real-time strategy game set in the mid-22nd Century. Players command a fleet of next-generation space battle fortresses for the United Sol Federation, a military initiative charged with defending humanity against the relentless alien threat known as the Atrox, who have obliterated galactic colonies and slaughtered billions. Commanders can customize their spaceships, upgrade weapons and armor, and must team up with other players to form powerful alliances to explore the galaxy and turn the tide of the war, where the community’s actions collectively decide the fate of the galaxy.
Guides & Walkthroughs
Reviews & Reception
facebook.com : Whether you are a fan of epic space battles, strategic decision making, or immersive narrative gameplay, #InfiniteFleet definitely delivers that experience for all the gaming fans in the Philippines.
imperium.news : EVE Online players will find some of the planned features familiar. Planet colonization and exploration, mining, crafting, PvP, building Titan-like command ships in the end game, etc.
Infinite Fleet: A Cautionary Tale of Ambition in the Web3 Frontier
In the vast, often treacherous cosmos of video game development, few projects embody the perilous gap between ambition and execution quite like Pixelmatic and Exordium Limited’s Infinite Fleet. Launched into a burgeoning and volatile Web3 gaming landscape in 2022, this sci-fi MMO strategy game promised an epic saga of galactic warfare, player-driven narratives, and a revolutionary blockchain-integrated economy. Instead, it serves as a masterclass in overpromising and underdelivering, a fascinating case study of a studio venturing far beyond its depth into a genre it was ill-prepared to conquer.
Development History & Context: A Mobile Studio’s Galactic Gambit
The genesis of Infinite Fleet is a story of audacious, perhaps foolhardy, ambition. Developed by Pixelmatic, a studio whose prior portfolio consisted almost exclusively of casual mobile puzzle games like The Smurfs & Co, the project represented a staggering leap in scope, technology, and genre. Their partner, the enigmatic Exordium Limited, was founded by Sonny Alves Dias and presented as a publisher led by “AAA veterans,” though a conspicuous lack of public names associated with the company fueled skepticism from the outset.
The vision, spearheaded by creator Samson Mow, was to create a defining Web3 title: a massive, persistent online universe where players, as commanders in the United Sol Federation, would band together to fend off the relentless Atrox alien threat. The game was to be built on the Liquid Network, a Bitcoin layer-2 blockchain, with two distinct tokens: EXO, a security token from a $5 million STO (Security Token Offering) for investors, and INF, the intended in-game currency for a player-driven marketplace.
Critically, the development was hamstrung by significant technological upheaval. Early in production, the team attempted to utilize Unity’s cutting-edge Data Oriented Technology Stack (DOTS) to handle the promised thousands of players and swarms of ships. However, they were forced to abandon this approach due to its immature state and a lack of a compatible networking solution, reverting to a more traditional Unity workflow—a major setback that delayed core development and hinted at the technical challenges to come.
Released into a market hungry for the “next EVE Online” but increasingly wary of blockchain gaming’s “play-to-earn” pitfalls, Infinite Fleet faced immense pressure from a community of investors and early adopters who expected rapid, polished returns on their financial commitments.
Narrative & Thematic Deep Dive: A Foundation of Unexplored Potential
The lore of Infinite Fleet is, on paper, a classic and serviceable space opera. Set in the mid-22nd century, humanity’s expansion—fueled by the discovery of an ancient alien starship on Mars in 2069—is brutally checked by the arrival of the Atrox. This merciless alien species begins a systematic campaign of genocide, obliterating human colonies and slaughtering billions.
Players are cast as commanders within the United Sol Federation (USF) military, entrusted with next-generation spaceships that possess the inexplicable but visually striking ability to transform into humanoid mechs. The central thematic thrust is one of desperate survival, collective human resilience, and reclaiming a lost galaxy.
However, this narrative exists almost entirely outside the game itself—on wikis, in promotional trailers, and on the website. The in-game experience, as reported by early testers, offered little to no narrative integration. Missions were generic “kill X number of Atrox” affairs, devoid of context, character development, or the evolving storyline promised in marketing materials. The intriguing questions posed by the lore—Why do the Atrox attack in manageable waves instead of an overwhelming force? What is the significance of the Mars discovery?—remained entirely unanswered within the gameplay loop, making the universe feel hollow and the war meaningless.
Gameplay Mechanics & Systems: A Fleet of Broken Promises
The core promise of Infinite Fleet was strategic, large-scale fleet combat. The reality was a bug-ridden, unbalanced, and often unplayable alpha experience that became the primary source of player frustration.
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Fleet Management: The game allowed control of up to five ships. Yet, a critical design flaw rendered this feature moot for most players. While multiple ship classes were planned (Frigates, Bombardiers, Fighters), only the Centurion-class capital ship was available for purchase at launch. Furthermore, players were restricted to deploying only one Centurion at a time. This meant newcomers were forced to face daunting enemy swarms with a single ship, while even veterans with “full” fleets found the difficulty curve punishingly steep. The notion of an “Infinite Fleet” was thus ironically the game’s most glaring misnomer.
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Combat and Missions: Described as a hybrid of action and real-time strategy, combat was reportedly functional but deeply flawed. Missions were plagued by game-breaking bugs, with the community Discord filled with reports of broken objectives, random freezes, and progression halts. The core loop of mining resources, fabricating upgrades, and engaging in combat was undermined by a pervasive sense of uncertainty—was a mission impossible by design, or simply broken?
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Web3 Integration: This was the project’s supposed raison d’être, yet it was almost entirely non-functional at launch. The INF token existed only as a concept on a website; all in-game transactions used traditional “USF Credits.” The EXO security token was untradeable and offered no utility. The promised peer-to-peer marketplace was absent. The much-touted blockchain economy was a ghost, making the game’s classification as a Web3 title fundamentally dishonest at the time of release.
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Progression and Economy: Mining resources was a tedious and dangerous affair, with a single ship ill-equipped to both mine and defend itself. Upgrading ships was a necessity to progress past the early systems, but the path to doing so was grindy and unsatisfying, exacerbated by the lack of a functional player economy or reliable mission rewards.
World-Building, Art & Sound: A Shining Beacon in a Dark Void
If there was one area where Infinite Fleet showed genuine promise, it was in its aesthetic presentation. The art direction drew clear inspiration from 1980s mech anime like Robotech and Voltron, a nostalgic and visually distinct choice for a space game.
The ships and their mech transformations were the centerpiece, designed with a weighty, mechanical realism that made the transformation sequences visually compelling, even if their tactical rationale was never explained. The trailers, such as “Dearest Mila,” showcased a capacity for dramatic, cinematic storytelling that the game itself never realized.
The sound design, scored by Vince DiCola (famous for his work on Transformers: The Movie and Rocky IV), provided a suitably epic and synth-driven backdrop that perfectly complemented the retro-futuristic vibe. However, these high-quality assets served mostly to highlight the disparity between the game’s marketing and its actual, unfinished state.
Reception & Legacy: A Whisper in the Void
The reception of Infinite Fleet was defined by one overwhelming fact: a near-total critical silence. As of this writing, the game has no professional critic reviews on aggregate sites like MobyGames. The player reviews that exist are sparse and emerge from a dedicated but frustrated alpha-testing community.
The legacy of Infinite Fleet is not one of influence or success, but of caution. It stands as a stark example in the history of Web3 gaming of several critical failures:
1. Studio-Genre Mismatch: A mobile casual game studio attempting a complex PC MMO RTS.
2. The Perils of Over-Promising: Building immense hype on lore, trailers, and blockchain promises that the actual game could not support.
3. Community Pressure in Web3: The toxic cycle of developers feeling compelled to release unfinished content to appease investors, which only erodes trust further.
4. The “Vaporware” Specter: While not entirely vaporware, the chasm between what was sold and what was delivered places it firmly in the company of infamous industry disappointments.
Its influence is negligible. It was swiftly overshadowed by more competent, transparent, and better-funded Web3 space MMOs like Star Atlas, which, while also facing development challenges, cultivated a more robust community and clearer vision.
Conclusion: A Historic Footnote, Not a Milestone
Infinite Fleet is not a bad game; it is an unfinished one. It is a collection of intriguing ideas—a compelling lore foundation, a striking aesthetic, and ambitious blockchain goals—that were never synthesized into a coherent or functional experience. The project was crippled by a studio operating outside its competency, crippling technical debt, and the immense, often corrosive pressure of the Web3 investment model.
Its place in video game history is secured as a cautionary tale. It is a detailed lesson for developers on the dangers of scope creep, the importance of studio fit, and the critical need to build a game first and a blockchain economy second. For players and historians, it remains a fascinating relic of the early Web3 gold rush—a beautifully rendered trailer, a wiki full of unrealized story, and a client full of broken promises, forever floating in the void between ambition and reality.