Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Infinite VoyagerNewsInfinite Voyager's 0.0.4 Update is Live!
Major update

Infinite Voyager's 0.0.4 Update is Live!

Infinite Voyager · published 8 Aug 2025, 08:53 UTC · build 19523480

All newsPlayers around this dateRead on Steam

It’s been a while, hasn’t it? Yeah, sorry about that.

Turns out it’s a really bad idea to develop multiple games at once when you’re one guy with a dog. But with Tyrannis and the rest of my projects pretty much finished, I can now focus on Infinite Voyager.

So, let’s get started with what’s new in this (very late) update.

Bug Fixes

Let’s start with some bug fixes:

  • Loaded saves will show the correct systems for previously-visited systems.

  • The targeting reticule will no longer rotate for smaller ships with point-defense weapons.

  • Cursors will show up when they’re supposed to during pause menus.

  • The game will no longer crash when entering planets in previously-entered systems.

  • Starship shields will now recharge during combat.

  • The clock now functions normally instead of going through minutes every second.

Combat Balancing

The big problem, now that I’ve had a chance to look at it, is that combat was just too hard. Which isn’t necessarily a bad thing, except it was too hard on Easy.

So, after doing some tweaking and rebalancing shield recharge times and health based on difficulty, the enemies should be a bit easier on Easy and Medium, while Hard is still as difficult as ever. More importantly, you can actually tell the difference now.

Another problem I noticed was that missiles during starship combat were pretty much unavoidable if you didn’t have flares. The main strategy of “Wait for your enemy to run out of flares and then hit them with missiles” might be a pragmatic way to win, but it just isn’t fun when you only have ten flares and about twenty missiles gunning for you.

So starships with flares now have additional flares that won’t run out after a second.

Future Rebalancing

Honestly, I’m looking into removing missiles outright for the starships. They’re pretty much an instant-damage weapon, and outrunning them isn’t too fun. Nothing finalized, but I’m thinking about switching to switching ships out with point defense guns to try and create a more bullet-hell style game that could be more fun.

Plus, it’d probably be the closest I could get to starships realistically broadsiding each other in space, and that sounds cool as hell.

Drones

But enough about balancing. Let’s talk about Drones.

Drones are basically the new way to handle planetary exploration and battles in Infinite Voyager. Instead of having a gauntlet of ship battles, you’ll now pilot your drones against squadrons of defense fighters in dogfights around planetary atmospheres.

Drones can be purchased at any planet’s Drone Depot, and you are only limited by the number of hangars in your starship. If you want to add more hangars, you can now upgrade your starship.

Now, there are two different types of drones: Recon Drones and Combat Drones.

Recon Drones

Recon Drones are used for planetary exploration. Instead of using your starships, you’ll now use your Drones to explore a planet’s surface. While you will always have a single Recon Drone on you no matter what, it goes without saying that counting planets is a lot faster when you bring more.

Combat Drones

Combat Drones are going to be your new way of fighting in-atmosphere. Not just because I honestly have no idea if these ships would even be rated for atmosphere (as in they won’t explode), but because Combat Drones fight differently than starships.

Think of it less like a naval battle and more of a dogfight.

There are two different times you’ll be flying a Combat Drone: Trying to access a hostile planet, or trying to take one over.

Combat Drones have similar controls compared to starships. Press Left Shift for boost, the Left Mouse Button for the autocannon, the Middle Mouse Button for flares, and the Right Mouse Button for missiles.

Assuming you’re locked on, anyways. Otherwise, the missiles will head off to God knows where and keep going.

Drone Combat works in a series of waves, where your Combat Drone fights increasingly-difficult waves of the planet’s Combat Drones. Destroy one wave, and you’ll have a quick break before you fight the next. Get blown up, and you’ll fly back in with another Combat Drone (assuming you have one).

Defeat every wave, and you’ll have your victory in the form of access or an entire planet’s worth of loot.

But if you run out of ships, then you’re back to where you started. Just with fewer Combat Drones.

Conclusion

Anyways, that should conclude this update. Again, sorry for the long delay, but I’ve got a lot more time on my hands right now.

What’s next? Dunno. Probably the starship weapons rework. Because broadsiding a spaceship with an autocannon sounds cool as hell.

Until then, take care.

Chris Providence

cGh ONE’s one employee

Social Media

Web: https://cghone.com/

Bluesky: @cghone.bsky.social‬

YouTube: https://www.youtube.com/@cGh_ONE

Discord: https://discord.gg/B5TEdTkEzk

Twitter: No.

More from Infinite Voyager

Other announcements

All news
Game update12 Sep 2026September 11 HotfixChris here with another small update that fixes some bugs. The updates are: · Fixed audio glitch where mech walking will continue to play in the open world. · Resets mechs when boarding starships. · Returns players to space after starship combat between them and a hostile warship. That should do it for today's update. Game's on track for an October release. -Chris Providence Chief Spreadsheets…Game update7 Sep 2026September 6 HotfixHey, Chris here with some bug fixes that have been a long time coming. But before I get started, I need to point out that you'll need start a new save, too. Anyways, here we go: · Reworked the sector loading to delete existing sectors when starting a new game or loading a game, so you can load the ones for that save/session. · Steamlined and fixed the coordinates error for contracts. · Replaced…Major update8 Aug 2026Infinite Voyager "Starfighter PIlot" Update is liveIt's good to be back. But do you know what's even better? A complete overhaul of air combat with new sprites, new fighters, new balancing, and a whole lot more you'll have to fight through if you want to take over a planet. New Fighter and Starfighter Sprites I've gone on record saying that I really don't want to use AI art. But at the same time, I've been mostly using placeholder assets. They'…