Main character has been attacked by a strange creature, and gets into the off-world through the portal. Here he faces a long journey where every new step is a danger. Crowds of foes will turn his way into hardship.
User reviews:
Mostly Positive (4 reviews) - 75% of the 4 user reviews for this game are positive.
Release Date: Feb 3, 2016

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About This Game

Main character has been attacked by a strange creature, and gets into the off-world through the portal. Here he faces a long journey where every new step is a danger. Crowds of foes will turn his way into hardship.
Get stronger with each level up by exploring new combat skills. Crush your enemies in a single player or gang up in cooperative game-play. Fight your way through challenges and make it to the end at all costs!

Lots of weapons and abilities will help you to defeat your foes. They will be unlocked with each new level so you can create your own combinations. Beat your enemies and get stronger with each level.

New Game Plus:
Continue playing with your character in a new game plus! Try to reach maximum level and unleash full power.

Test your skills:
You want hardcore? The game is quite tricky at high difficulty levels: after the first walkthrough new additional levels become available for you.

System Requirements

    • OS: Windows Vista, 7, 8 or 10
    • Processor: x86 Dual Core 2.4 GHz
    • Memory: 2 GB RAM
    • Graphics: DirectX 9 GPU with 1GB of memory
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • Sound Card: DirectX compatible
    • OS: Windows Vista, 7, 8 or 10
    • Processor: x86 Quad Core 3.4GHz or higher
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 GPU with 2GB of memory
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • Sound Card: DirectX compatible
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (4 reviews)
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3 reviews match the filters above ( Mixed)
Most Helpful Reviews  Overall
28 of 44 people (64%) found this review helpful
0.7 hrs on record
Posted: February 4
It's pretty good.

The graphics are cutting-edge, the framerate is consistent and I got over 100 FPS in many cases, dipping down to 50 FPS at the worst of times rarely. Everything works. It doesn't even feel much like an indie game, this is a polished product. I was shocked that a developer actually *finished* a game for once.

So in this case, we have to consider the game is technically perfect and just focus on the gameplay itself. Well, I sure would have loved controller support. This is a twin stick shooter and it even has a nice arm movement (animation) where you can run forwards but shoot backwards or in any direction, and I found the mouse control to work fine but I would have really enjoyed it more with a controller. The whole game is set up perfectly for a controller if it was supported.

I found the viewing angle to be a little bit short. As in, you really can't see what you're doing. Thankfully, you can press a button which brings up an arrow pointing towards your goal, so you can't ever be lost. You don't really need to see what you're doing in this case, but you'll be playing at the maximum zoom level. Zoom in only to get a closer look at something, but I really wish I could tilt the camera a little bit further back so I could enjoy the closer zoom because everything is so highly detailed. You have this one dashing ability which is used as a "jump" in an early platform puzzle and it is also really handy in combat since you can get to a safe distance in a flash, but the distance you dash is very far and it is almost the entire length of the camera view. So again. it would have been better to allow us to zoom the camera out further so we could be more strategic in where we dashed, instead of just blasting in one general direction.

I liked the auto-healing. If you are super low on health, let's say 2%, it auto-heals to 50% in just a few seconds outside of combat and the 51%-100% healing is also auto-healing but very very slow. It's a very good mixture. I never got far enough in my session to experience any abilities or other weapons, but the whole time I found the combat to be fair. I died a couple of times, but it was not impossible to consistently win.

This game did an EXCELLENT job at in-game cutscenes. They look very professional.

All in all, I love it. But I would actually sit down and play it a bit more if I could use my controller! :)
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4 of 4 people (100%) found this review helpful
1 person found this review funny
Not Recommended
5.3 hrs on record
Posted: August 2
TLDR: Spend your well-earned money elsewhere. Infinitesimal Point is a borefest of a Twinstick Shooter/RPG hybrid, with monotonous gameplay that lasts 5 hours.

Where do I start...

Infinitesimal Point plays as a Twinstick Shooter and RPG hybrid, that feebly attempts to combine top-down shooting action with Leveling Mechanics. After the cutscenes that reveal the games premises (your arm is chopped off and you are sent to another world where some mystery entity replaces your arm with a bionic one), you will feel this game's slow pace. This will allow you to notice some admittedly good traits about the game such as:

1. Graphics - Well... it's not THAT good. But it is pleasant to me at least. You'll notice that the protagonist's "shooting arm" points to where you are aiming relative to his body's position (it looks funny at times). The visual effects of your shots and spells do look believable.

2. The Leveling System - this game does uniquely blend stat management with the acquisition of abilities. On the games "ability chart", you will see a four cornered shape that will eventually expand as you increase your stats. Ability icons that have been "covered" by the expanding shape are considered to be obtained and thus usable. The slow pace of the game allows you some time to plan ahead as to what stats you want to level and which skills you want to obtain.

... however...

Past the first hour, you will immediately start to feel as sluggish as the game's pace yourself. You will find yourself utterly bored and willing to quit the game for something else because of the following.

1. Swarming - the game does NOT introduce monsters that are fought in unique ways. Monsters are typically ranged or melee, and will mostly vary in speed and the projectile they shoot. Instead, the game will habitually swarm you with bunches and bunches of enemies that would almost run towards you SINGLE FILE if it weren't for the fact that they spawn in different points. Really, if you use the fire skill (which shoots in a straight line) you will find that the AI will easily be made to behave this way if you slightly adjust the angle you are backpedaling with. This is the same type of gameplay you will encounter from Hour 1 to Hour 5.

2. Monster Spawns - Alright, so they swarm you. Okay. That means we have to move carefully and slowly. You move to an area, alright it's clear. You continue to move forward and you begin to see monsters spawn in front of you. But what's this, you suddenly see monsters spawning from areas that YOU ARE VERY SURE YOU HAVE ALREADY EXPLORED. This immediately throws strategic maneuvering right out of the ♥♥♥♥ing window and making it clear that the only available option is to face the bunches of beasts head on. Oh, did I mention that for as long as monsters are around the objectives that you can normally interact with using the E button are FREAKING DISABLED UNTIL ALL THE MONSTERS ARE DEAD?

3. Missing Skill/Weapon Information - Alright, okay. So, this game wants you to fight head on. Fine, let's build our character for that purpose and optimize our weapon selection (as in setting them on the hotkeys) for this scenario. Since we're facing them head on, let's use the game's "shotgun" equivalent. It says "1" beside the "stopwatch" icon indicated on the weapon description. That must mean it takes one second in between shots, and it does! But what's this? After firing four shots, my weapon just ceases to function for som- *death*.

The game leaves out critical information for the weapons and skills you obtain. For instance, the game doesn't tell you that your "shotgun" has four shots, and afterwards you won't be able to fire until the icon for said weapon reverts to normal color (it turns reddish when on "reload"). Another example is that enemies burned by the "fire blast" ability can burn others by being in physical contact with them. This omission of information makes your weapons unreliable, and when the weapon's disadvantages kick in, it usually ends in death by monster swarm. While you can switch to other weapons and skills using the hotkeys, they won't always be fit for the situation or something you're not accustomed to- *death*

4. Horrendous Hitboxes - But, hey! It should be your responsibility to familiarize yourself with the weapons you have, right? Right, so let's practice by finding these monsters. Let's place our "crosshair" over these monsters and fire. We'll see what these weapons do to our ene- wait. The bullets just pass through. My crosshair is DIRECTLY over the stationary target and it just passes through. Oh wait, maybe we have to place the crosshair behind the targe- that didn't work either. Oh wait, I -*death*

You can find a stationary target, place your "crosshair" over/behind it (along the trajectory), and you'll hit maybe 50% of the time. Geez, what is up with the hitboxes in this game? You can shoot the shotgun point blank and have the "pellets" appear to pass through the target dealing ZERO damage. Urrrggggh. This will sometimes force you to use your "skills" sub-optimally, because they're marginally more reliable than the weapons. I hope you have lots of mana, before the buzzer kicks in signifying that you can't use the skills anymore. Speaking of which...

5. Lack of Feedback - There are sfx that represent levelling up. You'll barely hear them through the rest of the sfx, and there's no visual feedback to complement it. By the time you realize, you'd have about 10 stat points (5 levels worth) unspent. There are sfx for when you can't use a weapon/skill, but yet again no visual feedback. Good luck figuring out why. Am I clicking too fast? Or is the weapon "reloading" (see above)? Am I out of mana? Is the skill on cooldown? Let's check. Aha! I kno- *death*

*Ahem* There are sfx for when you get hit and thankfully, it does come with visual feedback (blood spatters). But you will barely see this because of the camera. Which reminds me...

6. Clunky Camera Controls - The camera starts so impractically zoomed into you, but thankfully you can zoom out with the mousewheel. But what's this, a roof? A lamppost? A bridge? Quick, game! Zoom into the player so he can focus on the character instead of the bunches of monst- *death*

7. Boring Boss Battles - Finally, a Boss! It's been a slog so far, but this is finally a new enemy to fight. I can hardly wait. This is exciting! I wonder what monstrosities we have to- huh? It's small, just like the enemies we've fought up until now. Looks the same too. Behaves the same too. Is that it? Seriously!? What the FUUUUUUUUU- *suicide*

But hey, at least they have more hp, which means it'll take longer to ki- oh... *death*

8. The Story - Well... I suppose we can enjoy the story. What's that? What is this for a place? You can't answer question? Well, then. I don't know what is happen. Smoke and guns. The whole world is explo- *translation error*

9. Nimrod's Navigation - ♥♥♥♥ it. I'm getting tired of this. Let's just make sure to finish the game. Good thing I can press "F" to let me know where to go nex- wait. This is a dead end. Wtf is this? Where am I supposed to go from here? Do I have to explore? Fine. Wait, not fine, i'm stuck in another swarm of- *death*

Alright. Maybe that was an exaggeration. Pressing F does point you in the right direction most of the time. But everynow and then it'll funnily point to a dead end, or that stupid elevator that you know you've already been into, or anything BUT where you really need to go.

After suffering these 9 things for 5.2 hours, I finally finished the game on Normal Difficulty. This allows you to unlock the "massacre" difficulty, but at this point you won't be invested in a new game +, let alone one more minute of the sodding game. The conclusion is simple. I can't recommend it. If you've bought it prior to this review, it's at least a functioning game. However, you can easily do better with other games.
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2 of 6 people (33%) found this review helpful
11.4 hrs on record
Posted: May 28
Lots of good things to say about this game, but they've already been covered. I'm giving this game a thumbs-up, but I'm focusing on the negatives in hope that some of these things can be improved.

1) The targeting cursor is difficult to see - especially in brightly-lit areas, and while the cursor is moving. This is probably the most important issue. If the targeting cursor was outlined in black - or customizable in the settings - it would be an improvement.

2) The zoom is problematic. I like being able to use the mouse-wheel to zoom - but I do NOT like the game automatically adjusting the zoom when I'm close to certain objects. If I'm running from several enemies, I don't want them to suddenly be out of my vision range just because I walked too close to a tree, or behind an obstacle. Other games manage this by keeping the zoom constant, and making players / enemies visible through the obstruction as an outline or shadow.

Also, the maximum zoom-out needs to be increased. The player should never have to "blink" to an off-screen location, and hope for the best.

3) I haven't been playing the game for long, but many of the early upgades border on useless. The only one of value seems to be the shotgun. This may change as I play longer, of course.

4) There's no noticable notification when my character reaches a new level. Even once in a while I'll check, and discover that I've gone up two or three levels without realizing it.

5) The "enemy locator" at the bottom-left of the screen borders on useless. The red dots indicating enemies are barely noticable. I've been playing the game for an hour or so, and I just noticed the dots. Given the limited vision range in the game, a system like this is useful - but it needs to be improved.


Again - this is a good game, and it has a LOT going for it. I'm just pointing out a few of the negatives in hopes that some of them are addressed in future patches.
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9 of 28 people (32%) found this review helpful
3 people found this review funny
4.7 hrs on record
Posted: February 6
NOTE: This game was given to me by the developer for review purposes. This did not influence my review in any way.


Infinitesimal Point is an overhead twin-stick shooter with RPG-like character development in a science-fiction setting.

In the game you play an unnamed man attacked by a creature late at night on Earth, teleported accidentally through a portal to another planet. Losing your arm in the attack, you wake up to find a cybernetic arm, complete with a claw hand capable of firing plasma bolts, grafted to your body. A slightly dysfunctional AI introduces itself as your saviour and asks you to complete an errand for it. And so it begins.

Graphics - The graphics in Infinitesimal point are excellent. There's great lighting and shadows and the main character model is detailed and well animated. The game makes use of a very convincing DoF effect, blurring the tops of tall objects close to the game camera in order to focus on the action.

Explosions are a bit disappointing, though, and water doesn't look that great.

Sound - Sound is good, but mostly not outstanding. Weapons sound a little underpowered, but music and other effects are generally good. The music works up into a more electronic sort of beat that I really like, but which may not be to everyone's tastes.

Gameplay - Infinitesimal Point is a twin-stick shooter, through and through. It's crying out for full controller support, but at the moment it only natively supports keyboard and mouse.

Rather than going down the path of many games in this genre and have you collect new weapons or money to buy new weapons, Infinitesimal Point instead has you gain levels as you progress, unlocking skills from the skill tree. Spending points in different directions in this skill tree unlocks new powers for your cyber arm, improving upon the basic plasma bolt available at the start. Points can also improve in the direction of your 'blink' ability, which you can use to teleport short distances out of trouble, with each stat you increase giving you different 'powers' from your arm. This allows for some variety in play style.

-------------------------------------PROS & CONS------------------------------------
+ great graphics
+ character progression similar to a RPG game
+ interesting plot

- poor English translation (e.g. "What is this for a place?")
- no native controller support; keyboard and mouse controls can be a little fiddly

Infinitesimal Point is a fun twin-stick shooter with great graphics, character progression, and an interesting story to tell. Recommended.


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9 of 82 people (11%) found this review helpful
19 people found this review funny
0.3 hrs on record
Posted: February 4
Violent blow job Simulator 2016

10/10 Would blow again.
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