Compare Subdivision Infinity DX prices across 50+ stores and find the best deal. Developed by MistFly Games. Published by Crescent Moon Games. Released on 8/7/2019. Available on PC, Xbox. Genres: Action, Indie.

Tight dogfights, gorgeous star fields, and a grind loop that reveals its mobile origins a few hours in. Worth it if you want arcade space action, not a space epic.

I went into Subdivision Infinity DX expecting a budget curiosity and came out with genuinely mixed feelings, which is honestly more interesting than either extreme. This started life as a mobile game in 2017, and MistFly Games polished it considerably for the PC and console release, to the point where the visual overhaul is legitimately impressive. Nebulae glow with real depth, enemy ships trail light across debris fields, and the cockpit intro sequence looks so good you'll briefly mourn that the rest of the game forces you into a permanent third-person view. The core of what's here is an arcade space dogfighter spread across five star systems, each with around five story missions and a couple of optional mining side-missions. You pilot Jed Riddle, callsign Rebel-1, into a conspiracy involving a silent research station and experiments far worse than anything you'd expect from a recon job. The story is delivered through text boxes with static character portraits and zero voice acting, and while some reviewers found the banter between Riddle and his AI companion AV-2 charming enough to forgive the presentation, the narrative never develops the weight to make you care about the destination. Between missions you manage a hangar: buying and upgrading ships with gold and crafting materials, slotting up to two primary weapons per ship alongside a secondary missile system or a mining laser you will absolutely forget to swap out before story missions. It's a clean, tactile loop with real personality in the ship designs. The problems surface when the loop asks you to repeat it past its natural stopping point. The difficulty curve steepens faster than your resources accumulate, pushing you back into already-cleared missions to grind for materials and blueprint fragments hidden inside asteroid facilities with unreliable map markers. For a game whose individual missions clock in at roughly fifteen minutes apiece, the repetition becomes audible, like a song playing on loop in the next room. The lock-on targeting system, another mobile inheritance, removes most of the precision from dogfighting, and while you can technically disable aim assist, the replacement targeting reticle is so generous it barely changes the feel. The soundtrack drew criticism from multiple reviewers as a poor fit for the action, and I find it hard to argue otherwise. And yet. The actual moment-to-moment flight is responsive and nimble. Weaving through wreckage while a capital ship bears down on you has a scrappy joy to it. The mouse-and-keyboard controls on PC feel more natural than any controller configuration, and the shorter mission structure makes it genuinely suited to sessions where you have forty minutes and want to feel like you accomplished something. If you approach it the way you would a well-made mobile game ported honestly rather than as a rival to Everspace or Rebel Galaxy, the experience lands differently. It knows roughly what it is. It just occasionally forgets to end before it overstays its welcome. Kai, Scout Team

Subdivision Infinity DX
ActionIndie

Subdivision Infinity DX

Aug 7, 2019MistFly GamesCrescent Moon Games
GamerScout Says

Tight dogfights, gorgeous star fields, and a grind loop that reveals its mobile origins a few hours in. Worth it if you want arcade space action, not a space epic.

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About Subdivision Infinity DX

I went into Subdivision Infinity DX expecting a budget curiosity and came out with genuinely mixed feelings, which is honestly more interesting than either extreme. This started life as a mobile game in 2017, and MistFly Games polished it considerably for the PC and console release, to the point where the visual overhaul is legitimately impressive. Nebulae glow with real depth, enemy ships trail light across debris fields, and the cockpit intro sequence looks so good you'll briefly mourn that the rest of the game forces you into a permanent third-person view. The core of what's here is an arcade space dogfighter spread across five star systems, each with around five story missions and a couple of optional mining side-missions. You pilot Jed Riddle, callsign Rebel-1, into a conspiracy involving a silent research station and experiments far worse than anything you'd expect from a recon job. The story is delivered through text boxes with static character portraits and zero voice acting, and while some reviewers found the banter between Riddle and his AI companion AV-2 charming enough to forgive the presentation, the narrative never develops the weight to make you care about the destination. Between missions you manage a hangar: buying and upgrading ships with gold and crafting materials, slotting up to two primary weapons per ship alongside a secondary missile system or a mining laser you will absolutely forget to swap out before story missions. It's a clean, tactile loop with real personality in the ship designs. The problems surface when the loop asks you to repeat it past its natural stopping point. The difficulty curve steepens faster than your resources accumulate, pushing you back into already-cleared missions to grind for materials and blueprint fragments hidden inside asteroid facilities with unreliable map markers. For a game whose individual missions clock in at roughly fifteen minutes apiece, the repetition becomes audible, like a song playing on loop in the next room. The lock-on targeting system, another mobile inheritance, removes most of the precision from dogfighting, and while you can technically disable aim assist, the replacement targeting reticle is so generous it barely changes the feel. The soundtrack drew criticism from multiple reviewers as a poor fit for the action, and I find it hard to argue otherwise. And yet. The actual moment-to-moment flight is responsive and nimble. Weaving through wreckage while a capital ship bears down on you has a scrappy joy to it. The mouse-and-keyboard controls on PC feel more natural than any controller configuration, and the shorter mission structure makes it genuinely suited to sessions where you have forty minutes and want to feel like you accomplished something. If you approach it the way you would a well-made mobile game ported honestly rather than as a rival to Everspace or Rebel Galaxy, the experience lands differently. It knows roughly what it is. It just occasionally forgets to end before it overstays its welcome. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieArcade Space ShooterMobile PortShip CustomizationBlueprint CraftingBoss BattlesDogfighterBite-Sized MissionsUpgrade Treadmill

System Requirements

Minimum

OS
Windows Vista or newer, 64-bit
Memory
2 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GeForce GTX 480
Processor
Intel Core i3

Recommended

OS
Windows Vista or newer, 64-bit
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GeForce GTX 770
Processor
Intel Core i5

Reviews & Ratings

No ratings available

Game Info

Developer
MistFly Games
Publisher
Crescent Moon Games
Release Date
Aug 7, 2019

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