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Infinitum: Battle for Europe

is a cross-genre strategy game where up to 10,000 players battle for the old continent in real-time. read more

Platforms Browser
Themes Sci-Fi
Developers Allodium...
Status: Released
Release: 01-Sep-2014

is a cross-genre strategy game where up to 10,000 players battle for the old continent in real-time.

The Map

The map of Europe in Infinitum is huge and based on real geography.It consists of 4000 × 4000 fields and contains 15,000 cities. Developers want to create an enormous combat zone. If you want to go from one end of the map to the other, it would take about 11 hours using the fastest available unit in the game. 

The map spans from Island in the North to Sicily in the South, from the Atlantic coast in the West to the Ural mountain range and beyond. Your units are able to operate all over this map to fight in real time while you rebuild your city from dust to industrial metropolis. 

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The gameplay is a mix of town building and real time battles. You build your city, manage resource flows and upgrades. The industry you create then supports field units that need real military strategy - outflank your enemies, use tactics to your advantage.


Real time battles 

In Infinitum you do not just send armies to pillage your opponent, you deploy them on the map and move them in real time. You have to get some proficiency to be the best, you can outflank your enemy and perform complex maneuvers, not just enter attack coordinates and wait for the machine to compute the result.

Complex Economy 

 There are no pre-determined city layouts in Infinitum, so you can specialize to gather any of the five resources needed in game. The resource flow is inspired by Settlers-type games, so there definitely is room for specialization. Actually it is more feasible if alliance members specialize then if anyone is all-round.

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Alliance cooperation and specialization 

A successful alliance in Infinitum not only has sophisticated resource flows, and specialised manufacturers and resource providers. It has its shared army that can be led by several specialized generals. Also our advanced in-game features provide a role of alliance diplomat, who is entitled to do the political stuff.

Map of Europe 

You can pick your city from over 15 thousand of real European cities. There is no predetermined city layout, so you can specialise in any way you want. We found out fighting over real cities creates a great engagement levels.

Non-pay-to-win monetization 

We do not like the energy system and savage monetization in general. Therefore we are not pay to win, but rather pay to build. You can buy resources and bonuses to build your city and armies but. There is a unit cap that does not allow to build massive armies. Also the relevant resources are scattered all over the map so it is necessary to send those armies to fight.

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PvE content 

 The map also contains some NPC faction units and camps. This way you can enjoy the game even if you’re not a member of a strong alliance. Also you can hone your skills before you clash with a real player.

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The first version of Infinitum was being developed since 2010 and is discontinued now. The second version, Infinitum: Battle of Europe, is in development since 2013. Public Beta of Infinitum: BoE started in September 2014.

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And what the authors say about the game?

We wanted a game, where the player does not feel like he’s playing correspondence chess. Where the player is maneuvering on a map, not just sending attacks like in Travian. 

We wanted a game with some real strategy potential, where the player can really shine with his skills. 

We wanted a game based on real world, as there is more than enough pseudo-historical fairy tale generic kingdoms. There are not many games where a French can fight a British, or a Pole can fight a German. 

The first Infinitum took a year and a half to develop, and it now looks like a demo of what we are working on right now. We released it for the Czech Republic only and were able to test if our concept works and what does it lead to. We discovered some glitches in game design but we learned from it and now we have a game that is much more improved and solid. Soon, we will release an English version of our game worldwide. We want to translate the game into all European languages so that as much people as possible can play a localized version.




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