Weird Worlds: Return to Infinite Space is a hybrid roguelike game of space exploration, adventure and starship combat.
User reviews: Mostly Positive (117 reviews)
Release Date: Mar 19, 2013

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Reviews

"It's a game which, after playing, provokes the desire to have another game."
80 –
Eurogamer

"Makes a perfect gift for just about anyone who likes space and science fiction, even if they are not a hardcore gamer."
90 – Game Industry News

"In my opinion, no aspect of this title is lacking."
90 – Hooked Gamers

About This Game

Weird Worlds: Return to Infinite Space is a hybrid roguelike game of space exploration, adventure and starship combat set within a peculiar as-yet-unvisited region of the galaxy known as the Purple Void. Each time you play the game, a new and different "instant space opera" is generated at random; from locations of stars and nebulae to plot-twisting quest events, nothing stays the same.


But unlike other games of its kind that go on for dozens of hours, Weird Worlds: Return to Infinite Space plays to its conclusion in less than thirty minutes - it's the perfect lunch break game! Features also include a fully animated star map, a unique turn-based movement system, real-time starship battles, award-winning music and sound, and a robust battle simulator. Weird Worlds also has built-in support for community-created mods that can change anything and everything in the game!

System Requirements

    Minimum:
    • OS:Windows XP
    • Processor:Pentium II 600MHz
    • Memory:128 MB RAM
    • Graphics:Intel GMA 950
    • DirectX®:8.0
    • Hard Drive:45 MB HD space
    • Sound:16-bit stereo sound
    Recommended:
    • OS:Windows XP, Vista, Win7
    • Processor:Intel Core2 duo or better
    • Memory:512 MB RAM
    • Graphics:NVidia GeForce 8 series or better
    • DirectX®:9.0
    • Hard Drive:60 MB HD space
    • Sound:16-bit stereo sound
Helpful customer reviews
8 of 10 people (80%) found this review helpful
3.7 hrs on record
Short Overview

[---] Weird Worlds is a space exploring rogue-like game.The main objective in the game depends on which of the three ships you select: Science,Pirate, and Terran.Each with their own primary & secondary objectives ranging from collecting relics,weapons,creatures, to making 1st contact with sentient life.You get 1 starting ship & have free roam to explore anywhere you want.Hazards,planets to explore(main way you get things), and battles to wage you can look forward to.Trading & hiring ships are present ,but only if they are not hostile.You have a time frame to complete set tasks, fail to do so an the amount of income you will recieve will be reduced by your bill.The profits you made are will define your score when you complete the game via retiring your ship.

[---] Battles in the game are handled via a top down space ship shooter fashion in which you can only control the direction your ship moves in.The various weapons,sub systems and fleet formations keep the battles challenging.Ship upgrading is as simple as finding or trading for set item and equipping them to the slot that can house them.

[---] The game has a decent amount of lore for those who like background info.Outside of the main game there is a simulation mode which is a skirmish battle mode.In this you can battle against any of the alien races and their ships.The UI is smooth and the graphics are easy on the eyes no rough around the edges. Its a short and sweet game good for 5 minute plays allow for multiple plays within a 30min-1hr period but still challenging enough to keep you coming back for more.

Pick it up for a buck,buy it full price, or buy it in a bundle.Either way worth if for a quicky.
Posted: August 4
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22 of 37 people (59%) found this review helpful
0.7 hrs on record
At first glance, there are some superficial similarities between Weird Worlds and FTL; both are ship-based, roguelike games. But they are otherwise substantially different experiences. Weird Worlds presents the player with an open map and a fairly generous time limit to explore it in order to find upgrades and acrue wealth. This gives the game a very different feel to it compared to FTL, but it's not why I am giving this a thumbs down.

I gave this a couple of attempts, putting little more than half an hour into actually playing it before I decided I was done. The reason being that the choices the game offers lack any reasonable sense of transparency. Apart from hyperdrive upgrades, none of the other things you can augment your ship with includes numbers. Everything is descriptive rather than quantitative. This may well be a valid approach. The history of roguelikes is replete with games that thrive on obfuscation and player experimentation (e.g. "drink red potion? Y/N"). But I think it is terribly misplaced here. The combat system in the game is a little like Gratuitous Space Battles. It's a 2D map with ships on either side of the screen squaring off. The player can choose targets for each of their ships, or whether a ship holds off or retreats. The rest of the engagement is handled automatically. For me, this was instantly just a way too chaotic environment for me to learn the basic efficacy of a given ship upgrade or anything else for that matter. I am loathe to do too much comparing to FTL, as it just ends up sounding like I like that more than Weird Worlds. I do, but I also came to this looking for something different. With all that said, I have to say that what FTL does right is that it presents situations where it's possible to see what is going on step by step. While there might be a steep learning curve, and one neglected thing overwhelms you while you are busy learning about something else, there is still a constant sense that you are learning something all the time, even if you're losing horribly. Weird Worlds lacks that transparency. Whether you win or lose an encounter, it is really hard to know what helped or hindered the situation.

There may be a lot of depth to the game a couple of hours in that I will never see. But I am choosing to recommend against this game because it simply offered me little incentive to keep going far enough to learn of any hidden potential.
Posted: April 28
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2 of 2 people (100%) found this review helpful
1.6 hrs on record
This is an underrated game, built more for a niche audience and only providing short bursts of play before getting tiresome. Space fans and those of the gaming community starving for a true successor to the Homeworld series might find some value out of the overly simplistic space combat.

Technically a rogue-like game a la Oregon Trail or Rogue Legacy, Weird Worlds' item collection and map generation keep you entertained for a time before you realize that each play session varies little compared to the next. The small amount of items and ships don't help it.

If you're starving for a good space combat sim, keep waiting.
Posted: May 28
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1 of 1 people (100%) found this review helpful
1.3 hrs on record
Weird Worlds is indeed a name worthy for the title.
It's a strangely addicting,"roguelike" space exploration/adventure strategy game with a fair bit of inventory management. You start your journey deciding between 3 different type of ships, you then leave your planet called Glory to venture out on a 2 year long journey traveling in interstellar space. Along your journey you will find civilizations and goods as well as allies and foes.
Mechanics is a bit clunky at some places, the graphics isn't exactly something to brag about but it's certainly succeeds in setting a vibe of mystery that hangs tight in the air.
Sound varies alot with some tracks sounding decent to horrendous at best, some tracks feels out of place and the transitions between silent to full volume can produce a jump scare better than most horror games today.
It's got a decent amount of replayability enough to suffice for a few hours of fun and certainly beyond that depending on your experience with the game. Don't let appearances fool you, this game offers equal fun to what you could have with FTL or any other game of this sort and is at least worth a playthrough.
Posted: August 31
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2 of 3 people (67%) found this review helpful
11.0 hrs on record
I have heard this game (favouribly) being compared broadly as a kind of 'space solitaire' game. But it doesn't look or even at first blush play like solitaire, so I want to explain why the analogy works for me:

In solitaire, you have the same 52 cards, arranged in such a way that their order is different, so sometimes you might get snuffed out early by an unlucky deal, and sometimes you might fly through for victory - you don't really mind which, because games don't take long so the stakes never feel so high that you'll never play it again.

Weird Worlds shares some of this in common. The star system is filled with mostly the same items and hazards, but the order you encounter them switches out, so in one play through you might have exactly the item you need to best deal with an encounter, and another time you might not.

This means that a lot of it is luck based, but half the fun is replaying the game and seeing where luck will take your exploration of the galaxy this time.

That's not to say it's all luck - fitting out your ships with the best gear takes a bit of decision making, and it's possible to learn the function of special objects to understand whether they're worthless and tradable, or could come in handy. Plus the real time combat segments are basic, but reward people who avoid combat before becoming sufficiently tooled up.

Occasionally, too, the game likes to switch things up by layering a 'meta' plot, usually difficult to resolve, above the usual exploration. Some sort of crisis which the player must solve in order to score a 'win.' These are rare, but always welcome.

Like Solitaire, this is an ideal game to kill a short space of time with, but better than solitaire, it rewards repeat play with just a modicum of depth to be discovered beneath the surface.
Posted: October 9
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24 of 25 people (96%) found this review helpful
11.3 hrs on record
A perfect 'time waster' game if you need to play something for a few minutes. It's essentially a rogue-like with some strategic elements where you find artifacts/lifeforms to take back home (for money), weapons/shields/etc to outfit your ship (and any allies you may acquire) with, and battle with hostile races. Will you return home in time to reap the rewards and retire, or will you end up as space dust in a battle gone horribly wrong?
Posted: November 25, 2013
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