
In the previous article, we talked about where the name Infinigama came from. It stayed from the period when the project was trying to become a platform for different games and tasks.
At that time, the website had a small game where the player controlled a rover on a planet and collected resources. It was a simple mechanic, but there was something engaging about it. That idea became the basis for the first Unity client.
Instead of the rover, round robot-like characters appeared. Yes, it may look strange, and players sometimes say that they are controlling balls. But at that stage, it was a fast and understandable solution: the robot could slide across the surface, collide with objects, and collect resources without a complex character or animation system.
At first, the gameplay loop was very simple. The robot moved around the planet and collected minerals.
Later, collecting became less instant. A resource was no longer just picked up – it had to be brought back to the base and delivered. This created a short but more game-like chain: find a resource – bring it back – get the result.
At the same time, another question appeared: how should robots work? Should players buy them permanently? Lose them after death? Keep them in the inventory? Have a separate garage? At that point, it was still an open question, but it was already clear that robots could become more than just skins – they could become part of the economy and player choice.
After that, the client started getting more systems. Inventory, object placement, flags, territory capture, and the first boss appeared. It was still an experimental stage, but it was already very different from a website with separate tasks.
Infinigama started turning into a game where the player does not just participate in a one-time activity, but returns to the same world, collects resources, buys items, tries new mechanics, and gradually affects the map.