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Genre: Indie

Nimbus Infinity

"Shigure Kai" update is online



Hey,

There's a small update to the game coming out tonight. Mission 8 should look much better than before now and we've add a bit of polising to mission 8's visual novel story telling.

The code name of the update is "Shigure Kai". If you are not sure you're playing the latest version of the game, check the version code name on the mainmenu.

Thank you for playing Nimbus INFINITY.
Take care everyone! We should meet again pretty soon.

Pawee
GameCrafterTeam

Game system overhaul and a new mission "216 Seconds Before the End of the World"

Hi there! It's been a while since we last saw each other. It's been so long since the last public patch that I'm not sure I know how to write patch notes anymore!

Lots has been happening since then. If you check the git log you'll see that, aside from mission 8 which will be released today, mission 9 has been in the works and we're hoping to have it ready for you to play next week.





On top of the new mission, this update vastly improves the experience of playing the game. Everything from game balance, weapon system, and NPC’s A.I. has been greatly improved.



I think the gameplay experience is much closer to the “high-speed mecha action” that we always aim for. Please give older missions a try again! We think you will find them much more enjoyable.



Warspite’s Cyberdrones (or commonly called ‘Funnels’) have been updated with new combat behavior and weapons. We are still uncertain if they need a nerf in the next patch or not, since this type of swarm weapons is one of several things distinguishing Nimbus Frames from general Battle Frames. Still, the sight of funnels converging around the target with energy beams should be a treat for the eyes.

(Warspite’s funnels, for now, are controlled by A.I. not by pilot’s brainwave like Mirai’s funnels so they have different official names.)





On to the highlight of this patch: “216 Seconds Before the End of the World”

** Major SPOILER warning for the previous mission in Nimbus INFINITY!**



After the fall of Fort Carson, its massive remains threatened to fall onto the Earth through the atmosphere and cause widespread destruction. Taiyo, Luna and Warspite managed to break the debris apart over the Indian Ocean just in time, mitigating a crisis. Still, countless smaller fragments rained down and impacted various major cities around the Mediterranean Sea.



Akatsuki is forced to enter the atmosphere in ISA’s airspace, making the original goal of reaching Washington DC infeasible. The nearest safe territory would be Temasek Orbital Elevator City.

“Temasek might be even safer than Washington DC. We don’t even have to get up into space. Why didn't we take this route in the first place?” Someone in a pilot suit muttered out loud in the quiet of the CIC room.

With the elevator providing energy to all of CFN cities within the Eurasia region, it is certain that the city would be highly protected. The lack of Hydrogen-3 particles would spell doom for flying cities that have yet to descend back down to Earth.



ISA government activates its missile silo in Phuket, Andaman Sea, threatening to launch waves of hypersonic cruise missiles at Temasek Orbital Elevator if the CFN does not respond to their demands: reimburse the damage caused by the falling debris, and hand over the Akatsuki along with all its equipment and crew as war criminals.

This seemingly ineffectual threat is backed by the presence of MERCURE, ISA’s best special force over the Indian Ocean, where the Akatsuki is located.

“They blamed us even though it was MERCURE’s own doing.”
“Yeah. Wasn’t there anyone saying that Temasek is safer than DC?”
“Just forget about it.”

The simple coincidence that Phuket is right between the Indian Ocean and Temasek has Cpt. Mahkmudov thinking of doing something reckless…



The Battle Frame squadron has only 216 seconds to destroy the missile silos and withdraw from the area. Fly level near the water surface to avoid radar detection and anti-air defense, and complete the mission before the MERCURE fleet arrives.

Fail to escape in time, and they will face overwhelming firepower with only 1% chance of survival.



Nimbus INFINITY – Mission 8 “216 Seconds Before the End of the World” now available!

TEMPORARY TROUBLESHOOTING FOR BROKEN CONTROLLER CONTROL LAYOUT

We're putting this announcement up as emergency fix. Since it will take time to test and check if the issue is truly fixed in the next patch.

For those wondered what happened with the controller setting, I'll explain the chain of event that caused the bug below

I made a mistake while programming, I accidentally caused the view mode switching trigger to be "analog downward" instead of "press analog button down".

Later, when we were testing, the tester noticed that the button was behaving strangely, so we went back to check the code and fixed it, and we thought that was the end of the problem.
But it turned out that the computer that was used to make a Steam build had the incorrect config, which replaced the players' keybinding config.

DOWNLOAD CLEAN INPUT CONFIG HERE

For now, we have uploaded a clean default keybinding config file. The problem should be resolved once you replace the file in the folder at "C:\Users\[user name]\AppData\Local\NimbusInfinity\Saved\Config\WindowsNoEditor\Input.ini"
We apologize for the inconvenience that we have caused with the latest update.

We will continue to fix bugs and keep you updated on the game's progress.
Thank you for your continuous support of Nimbus INFINITY.

22 Nov. 2022 Bugfix Update: Codename Hōshō at your service!

Hello! In the last update, we've implemented a cool new feature where you can switch between third-person view and cockpit view. This update improves a few issues we noticed, including problems around allowing users to customize the Perspective in the Options screen. Thanks everyone for reporting this issue!



There’s also another issue involving an animation bug that renders the player unable to throw a mine in Mission 5 after disarming one. Fortunately, this issue has now been resolved! And while we’re revisiting this mission, we also decided to enhance the visual clarity with UI when disarming the mine.

Get in the robot, pilot!

Hello there! It’s been a while since our last update. Today we’re back with a feature highly demanded by the community for a long time, the cockpit view! By default, you can switch to cockpit view with the V button by default, but that can also be customized in Options.



Both the Iwata Tofu mech (playable early on in the first mission) and Warspite (playable pretty much for the rest of the game) could both switch to this first-person view. The tofu mech, however, is controlled a little bit differently from Warspite. That little difference made it very dizzying when rotating the camera if the cockpit’s model is visible. Hence, we decided to make the cockpit's model visible only on Warspite.



And in the cockpit, you can also see our heroine Luna sitting with us too. You’ll never fight alone! She’s also rendered in cel-shaded animation style, and this is exclusive to her for the entirety of the game!



To be honest, we actually wanted to implement this feature from the start, which is why we designed Warspite’s cockpit to be two-seaters with Taiyo sitting behind. Really, we wanted it all along! So instead of seeing nothing in front of you while taking off, now you’ll have some eye candy.



Another issue we would like to talk about is due to the fact that the in-game combat is pretty long-ranged, and everything moves so quickly. Not to mention we’re pretty much the only mech game balancing around “mach number” and not just the usual “kph speed” and we are committed to that vision.



… well, that’s the scale of aerial combat for you. However, because of this, we couldn’t properly feature objects despite the hard work and effort we’ve put into our concept art and 3D models and all that could be seen are just the unit’s name and its thruster visual effect. We’re really sorry about that! Hence, we decided to implement a new feature where the camera would zoom in on a locked target for better visual clarity. With this, bullets can be seen hitting the target crystal clear, providing you more feedback than just the reduced HP. We believe this will have a positive impact on the fun factor!

Enjoy the game and see you again in the next patch!

9 September 2022 Hot fix

We've just released a hot fix for two of mission 7's bugs reported yesterday.

  • Mission 7 sometimes doesn't progress after all X-9 drones are eliminated.
  • Iris's dialogue cut short by debris arrival cutscene.

We hope this patch will improve your playing experience. Thank you very much for supporting the game.

Mission 7 — “Revelation” has arrived!



Hey everyone, we’re very glad to announce the release of a brand new mission for Nimbus INFINITY.




Today is a very special day. This is the first full mission release since we entered Early Access. Mission 7 -– “Revelation” is out now! You’re going back to Earth and you’re going to fly VERY fast.



There is a lot of laser weaponry in this mission. While evading all those laser cannons shooting at you, you have to eliminate targets as fast as you can or else thousands of innocent lives will be lost.


You’re also going to engage a new model of prototype unmanned fighter. Unlike drones you have fought before, these drones are very fast and armed to the teeth with laser cannons.

So suit up and go save the day. Tell us when you’ve beat the new level!


Misc.



  • Fix neutral missiles HUD.
  • More aerodynamic M6 NPC flight pose.
  • Fix InternalProjectileWeapon's aiming system.
  • Add visual weapon recoil to Warspite’s shooting.

Patch 0.4.5

Major Update! New Story System Is Here, Gameplay Improvement and more.


We’ve decided to separate the mission 07 update from this new 0.4.5 update, as we’d like to give the mission a little more time to make sure we deliver the new content with better balance and higher quality.


Changes in Patch 0.4.5


Briefing


To give better story context and summary of the missions to the player, we’ve added a briefing scene for each mission before loading into gameplay.


Akatsuki Deck overhaul


  • The Akatsuki Deck section now features Visual Novel style navigation and conversation.
  • All rooms and characters have been remade.
  • Add Dialogue log system.



Tutorial



  • Some game mechanics now get introduced as pop-up video along with their execution and explanation.
  • Add button guide for dialogue scene.



Combat


Melee System


  • Longer input window for performing combo attacks.
  • Each melee attack in the combo now has difference damage value.
  • Melee charge now drains booster gauge.


Stance System Update


  • Stance system now has a UI indicator for the current stance.

  • Speed Stance now grants player the ability to perform short range teleportation.

  • Overall balance between stances has been improved.


Misc.



  • New Audio Mixing from mission 1 to mission 6.
  • Some unimportant voice lines now get skipped according to the player's progress to prevent clustered voice lines.
  • Fixed enemies spawning collisions in survival mode.
  • Fixed missile’s lock-on HUD on dead target bug.
  • Fixed missile’s shooting during reloading under some circumstances.
  • Overall performance improvement for existing levels.
  • Fix shield regeneration bug.

Quick Announcement on Next Update

Pilots!

We are hard at work on the next Nimbus INFINITY patch. Our plan was to update right around this time, but there are still many improvements the team would like to get into this patch.

So we have decided to release an update this week with a lot of improvements including a more developed Visual Novel style story system. Then Mission 7 will be added and updated soon thereafter, when the team feels it's polished and ready.

Thank you for your patience during this (sometimes challenging) journey.

Development Update April 2022

Hello everybody,

It’s been about a month since our last patch, so we wanted to give you an update on what we’ve been working on. We don’t have an exact date for this next patch, but it’s coming around the end of May.

Meanwhile, here are the main updates you can expect when the new patch arrives. Please keep in mind that these are still in development and subject to change.

Mission Briefings

The next patch will contain Mission Briefings for Mission 1 to 7. The briefings will present more context for each mission and allow you to get better immersed in the setting.





Akatsuki Deck System Overhaul

We have decided to give the Akatsuki Deck a visual overhaul closer to a visual novel style. This way we can play more into the strengths of our 2D artists and allow them to draw more detailed, high quality backgrounds as well as character sprites. We are losing the movement on the deck in turn, however we hope that the advantages of this change outweigh the losses. We originally created the deck for players who want to engage with the Akatsuki’s crew more outside of combat and get to know them better, while allowing players who just want to get to the action to ignore this system for the most part. The visual novel presentation will still allow this choice.





Speed Stance Change

The Speed Stance hasn’t offered enough gameplay difference to the Shield Stance to truly stand out, so we have gone over this stance once more and added a teleportation mechanic on quickboost to give it more strategic value and also a cool visual appearance. We have also added a stance system UI element to the right of the health bar, so you can always see what stance you are currently using. In the story this will show up starting with Mission 03.



Mission 07

Lastly, we will be adding the next mission to continue the story and offer new gameplay content. Due to spoilers and the mission still being deep in development we don’t have any visuals to share (well, we can give you one concept sketch from the art team, below), but we hope that you will enjoy the next new Early Access mission. Thank you for supporting Nimbus INFINITY!