Patch 0.10.6.2 Notes and Dev Update
Infinity: Battlescape Patch Notes — November 13, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Patch 0.10.6.2 ( 13th of November 2025 )
Greetings everyone, Flavien here for a new major patch. Before I get into the patch details, a word about the state of the project. As you've noticed, development and community engagement has slowed down and it's been a while since the last patch. A significant amount of work has gone into tutorials, polishing the experience and finishing the implementation of the last features.
We are entering the final phase and expect to shift our focus to the 1.0 release launch early next year, which will include marketing (new trailer production) and development work on achievements/rewards/marketplace. As such there are no significantly 'exciting' gameplay changes or features scheduled for a while. The good news is that we should only be a few months away from the release now and we're seeing the light at the end of the tunnel.
Now for this patch, the main improvement is related to AI: bots have learned how to cooperate with each other, fly in formations and escort allied targets! This is true for smaller ships, so you'll frequently see a small squad of interceptors escorting bombers, while bombers focus on their bombing runs. This is true as well for capital ships: destroyers will escort cruisers or carriers and stay clustered together whenever they can. They will automatically escort and help players as well when the conditions are met.
The AI's escort behavior can either engage threats attacking their ally, or engage the escort's own target if within range (which means you may see interceptors escorting bombers, start to engage the bomber's capital target when they get closer to it, distracting incoming fire from the bomber's). All of these new behaviors are automatic so a player doesn't need to notice or interact with anything for it to happen naturally.
A word of caution: as ships, especial capital ships, tend to cluster in small fleets, you may get punished and die even faster now if you're found out of position alone against a bunch of grouped enemies. Remember to frequently open your tactical map (default key: tilde) and stay aware of your surroundings at all times.
The patch also includes a new tutorial to introduce Capital ship's Basic Flight and control to new players. Carriers can no longer be deployed at a base under attack, and the balance of AMS lasers, mines and heavy missiles was tweaked according to the new conditions (clustering of capital ships). Battles now have a chance to spawn multiple split fleets instead of only one big fleet versus one big fleet, which should bring more variety and tactics to every battle. And be careful: bombers AIs have learned to use decoys as well.. so they're a lot more effective against capital ships now.
We also optimized the local server's AI multithreading code, which should bring up to 30% performance. If you played the Sandbox mode in solo and suffered from random jittering of all ships during battles, this may benefit you and (hopefully) make the game playable.
A final word: we've scheduled a Community event next Saturday (15 November), so if you want to participate, make sure to check the event on Steam:
https://store.steampowered.com/news/app/1079620/view/594038931768478788?l=english
-Flavien Brebion

New tutorial
- Added Capital ships Basic Flight tutorial
- You play as a Destroyer around Glimmerfall and go on a mission to deliver supplies and crew to a bunch of outposts
- No combat in this tutorial yet, the next and final tutorial will focus on capital ships weapons
Carriers
- Carriers can no longer be deployed on bases under attack. If you want to join a base under attack in defense, you'll have to spawn a carrier elsewhere and travel manually
- Carriers now only refund ship points (SP) for undeployed squad ships (if a ship is currently deployed or destroyed and the carrier undeploys, it won't count in the SP refund count)
Battles & AI
- Implemented AI escorting system: AI ships will now form up on each others, escort, attack threats around the ship they're escorting, or even go on attack on their escort's target if within range
- Capital ships will now try to stay in fleet formation together
- AI can escort players on their own
- AI can now boost to align its velocity to an escorted ally
- Added Decoy Bomber AI loadout
- Added Decoy missile launchers to EMP and Kinetic Bomber AIs
- AI Bombers can now use decoy missiles in their bombing runs
- Fixed a bug that prevented AI Bombers from performing bombing runs when equipped with EMP torpedoes
- Fixed a bug that sometimes caused AI Bombers to die to their own torpedo when they accidentely launched a torpedo while performing a U-turn
- Fixed a bug that sometimes caused small ships to hug bigger ones. They should now properly keep a minimum seperation distance
- Destroyer AI now launchs a proximity mine based on proximity of nearby enemy caps, and not just their target's distance anymore (previously, a destroyer could target an enemy that is 50 Km away and not deploy mines due to a closer enemy)
- Removed player's AI targetting prioritization when he's at a high rank (felt unfair, like all bots were ganging up on the player)
- There is now a 50% chance that battles spawn split fleets in attack or defense, instead of 1 big fleet vs 1 big fleet in every battle (up to 4 sub fleets in the initial wave at the start of the battle)
Gameplay tweaks and balance
- Reduced Corvette's field missiles/torpedoes resupply times by -25% to -30% (this should allow bombers to replenish a bit faster)
- The Destroyer's proximity mines now automatically lock on the target if it's an enemy capital ship within range (previously: the mine randomly acquired a nearby enemy capship instead the destroyer's target)
- Reduced drag coefficients for all ships so that they can fly faster in atmospheres
- Reduced AMS Laser range from 8 Km to 7 Km, as capital ships tend to cluster more frequently now
- Incrreased Destroyer's default proximity mines from 6 to 8
- Reduced hitpoints on mines by about -25%
- Increased Heavy Missile's linear thrust by +50% to make them more mobile
- Increased Heavy Missile's damage by +50% (from 500 to 750 kinetic damage)
UI/Menus Fixes
- Fixed sub-targetting HUD indicator colors on enemy ships (was displayed as red no matter what the state of the hardpoint was)
- Damaged hardpoints are now permanentely displayed as red icons on your capital ship (previously, you had to hold left-alt to highlight the hardpoints status)
Generic Improvements and fixes
- Server AI is now fully multi-threaded (~+30% performance gains on heavy battles) which should help networking jittering in solo sandbox mode as well
- Fixed warp interruption due to collisions keeping the warp momentum instead of dropping speed
Misc
- Updated re-entry effect on all ships
- Spanish Localization update thanks to SrDarki (includes a new translated tutorial)