Infinite Space
| Infinite Space | |
|---|---|
| North American box art featuring (from left to right) Kira, young Yuri, and Nia | |
| Developer(s) | |
| Publisher(s) | Sega | 
| Director(s) | Hifumi Kono | 
| Producer(s) | Atsushi Inaba | 
| Designer(s) | Naoki Terashima | 
| Programmer(s) | Masaki Higuchi | 
| Artist(s) | |
| Writer(s) | Hifumi Kono | 
| Composer(s) | 
 | 
| Platform(s) | Nintendo DS | 
| Release | |
| Genre(s) | Role-playing | 
| Mode(s) | Single-player, multiplayer | 
Infinite Space is a role-playing video game developed by Nude Maker and PlatinumGames and published by Sega for the Nintendo DS. It was released in Japan on June 11, 2009 and internationally in 2010. The science fiction storyline, set across the Small and Large Magellanic Clouds, follows the life and growth of Yuri as he first confronts the aggressive expansion of the Lugovalian Empire, then a greater alien threat. Gameplay involves Yuri's fleet travelling across the galaxies, fighting in both scripted battles and random encounters, with the battle system featuring real-time commands and both ships and crew being customizable.
The project emerged when producer Atsushi Inaba contacted Nude Maker to produce a title together, as Inaba had enjoyed working with them on Steel Battalion while he was at Capcom. The story, created by director Hifumi Kono, drew inspiration from numerous Western and Japanese science fiction works, particularly the work of authors Arthur C. Clarke and Greg Egan, and anime creator Yoshiyuki Tomino. The characters were designed by Capcom veterans Sawaki Takeyasu and Tatsuro Iwamoto, while spaceship designs were handled by a large team which included Kazutaka Miyatake of Studio Nue.
The game was released under one of a four-game publishing deal between PlatinumGames and Sega, acting as their debut in Japan, their third title in the West after MadWorld and Bayonetta and the only title developed for a handheld console. It was promoted in Japan with an anime short film co-produced by Gonzo and Production I.G, released in several parts in both Japanese and English. It saw generally positive reviews, with praise going to its narrative and gameplay mechanics. Criticism across Japanese and Western critics involved its high difficulty. It was a commercial disappointment, selling approximately 200,000 units worldwide, attributed to cartridge manufacturing costs and the narrative's niche appeal.