Mistakes and Regrets

The reason we learnt that building upon a prototype would continue to give us so many issues down the road is that we have done it before. Infinity Wars was initially built upon a prototype hastily put together in just a few months. The demands of the kickstarter campaign along with the studio’s inexperience meant system after system were piled upon a foundation not designed for it. Infinity Wars eventually released to become a minor cult hit, but many players likely experienced a huge variety of bugs, desync issues and other assorted weirdness that never got patches. While the team at the time would work hard to fix issues while keeping up with the rapid release of expansions, the odds were always stacked against them with such an unstable foundation.

Looking today at the Infinity Wars’ codebase, attempting to “Fix” the old game to be in the state our players deserve would essentially require building the game again from scratch, effort and resources that would be better spent on a proper sequel that learnt and improved upon the first game.

This true sequel to Infinity Wars is a project we would love to undertake in the years to come, but getting there won’t happen all at once.

Infinity Heroes is in our mind one solid step towards the giant leap that is the 5-10x bigger scope of Infinity Wars 2. Building it will provide us with many of the gameplay systems we will need, such as our internal card creator pipeline, a highly desync resistant combat system logic and the online integration with services such as Steam, Google and Facebook. These aforementioned new systems are already almost complete thanks to our recent codebase refactoring, and we are planning over the coming months many more future proof systems that will easily port straight over to Infinity Wars 2. All of this hard work is not only making what we hope to be a great cross-platform digital card game, but is also giving us a toolbox of reusable systems that will make creating Infinity Wars 2 feasible.