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INFRA is a first-person puzzle adventure game. While the main focus of the game is on puzzle solving, it also has a strong emphasis on story, world and atmosphere, similar to games like The Talos Principle and Portal 2.
We first started working on INFRA way back in 2011 and got the game greenlit on Steam two years later. We hit over 45 000 votes, people telling us they would buy the game once released. We peaked top 4, and following the overwhelming support from the community (thank you!), we decided to establish our company Loiste Interactive to develop games – starting with INFRA.
INFRA includes over 26 highly detailed levels with multiple routes and hidden secrets. These sum up to over 11 hours of gameplay. You play as an engineer equipped with just a flashlight and a camera. You get to visit dozens of unique locations, such as water tunnels, sewers, maintenance tunnels, metro stations, abandoned factories or other facilities, the streets of the city, modern offices, old and wooden parts of the town, dams, rural areas, homes and more. You travel by foot, car, metro and other vehicles. It is your task to avoid hazards and survive in the crumbling world.
Puzzles are an important part of INFRA. Each location has its distinctive gameplay. As the player, you are faced with demanding challenges and situations in a fragile and complex world. You get to solve a variety of mechanical and electrical puzzles, each integrated to the world with lifelike functions. Some puzzles affect the life in the city, depending on you choices. Thereby, your actions have consequences beyond just getting past each level. Things can go wrong… terribly wrong.
We have developed the game having your playing experience in mind. In other words, atmosphere is an important attribute of INFRA. We have spent a lot of time to make sure that the graphics, sound, immersion, and music make the world feel genuine and realistic. Part of the experience is distress as the player has to quickly try to solve a problem in the face of demise. However, INFRA is by no means a horror game. The question is – can you save the city from total disaster?
Third important dimension of the game is the story. That is, INFRA tells about deep structural corruption in a realistic but fictional city called Stalburg. The physical structure reflects and symbolizes past interests and political games. As an engineer, your days go from interesting yet ordinary facility inspection to struggles against the mistakes and hazards of the past. You get to use your wits and experience to balance between survival and the quest for truth. There’s a lot to discover and learn about the world also outside the beaten path.
Let us introduce Stalburg in a few more words. Stalburg is large Baltic/European metropolis, which was founded during the medieval times as a mining town. It used to be one of the most important European steel producers, a major industrial power. The city is rich in history, with medieval castles and other historical locations visitable in game.
It is also realistic – everything in the city has a function and the city is planned to function like a real city. Multiple different districts with personalities and backgrounds of their own. From the 1900s industrial areas to modern business parks and wooden old towns. Now decaying infrastructure was built during the 1960s when the city's industrialization was at its peak.
The city is aesthetic – there is lot of art glorifying city's industrious past. The city embeds interesting political history, defined by its industrial past. Major political axles are anti-technological vs. technological and liberal vs. authoritative. The city is at a point of redefining itself. These multiple political parties and organizations add to the story, a deep networked story in which corruption has far-reaching roots.
The final note on features. We are modders, which means that this aspect is important to as well. Thereby, the game provides
great opportunities for modification!
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Our development team consists of active players and respected members of the modding community. We have participated in numerous and demanding projects ever since 2006.
As a team and company we believe in values of profundity, aestheticity, fairness, and democracy. The first two values define our approach to game development, while the latter two define our approach to the player community.
Meet Oskari Samiola – the founder of Loiste:
"He is a true force of nature, with sharp vision, a sense of mission and an urge to make things happen." —prof. Iiro Jussila, chairman of the board
I grew up playing strategy and simulation games. I always wanted to make something of my own, even on my first own computer and the first game I played on it. The first thing I did in the game was to go to the level editor and create a unique level and played that instead of the premade levels. Eventually this desire turned into an active modding hobby.
Even today I like in games is the possibility to create something your own or to embed yourself in a deep complex world with nearly unlimited places and stories to discover. INFRA goes more into the latter category... I'm also inspired by things and spaces that others might not appreciate. In every creative/simulation game I always seek the most extreme, mountainous or otherwise nearly "impossible" terrain to build, for me "flat" is a curse word.
As people around me very well know, my wildest dream is to settle Antarctica (and then space) and to turn it into prosperous forward thinking society. But I guess the closest to that what I could achieve is to turn that vision into a game. This is in fact how the idea of INFRA was born. I came up with it after watching "Crumbling America" documentary. I realized I was asking myself "could this be turned into a game?" Soon after that I pitched the idea for my friends in the modding community and we set up small team to make it reality.
So here I am – and we are – looking for support from like-minded people or anyone who considers INFRA – puzzles or story – intriguing and important.
Meet the rest of the team!
Jukka Koskelainen is a creative level-architect with an eye for details. He is a perfectionist - there is nothing that can slip through on his watch.
Mikko Viitaja is the master of level design. He is extremely creative and gives impressive finishing touches. Like a silent assassin he eliminates problems in no time.
Aleksi Juvani is our cunning self-taught programmer. He is a true engineer soul, who is thinking all the time.
Riku Vauhkonen makes characters and other 3D models for the game. He sits in his own corner at the office. Nobody knows how he works, but things get done on a high level.
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We
have two main purposes for the campaign, which can also help you
understand why we chose the flexible funding option. First, we
want to eliminate risks of both parties – you and us.
As
it comes to our risks, the purpose of the campaign relates to company finances and
team’s ability to work. We have been developing the game for a number of years without any pay. In the beginning of 2015 we were able to raise
money just about enough to bring the game to the market. However, without extra funding we cannot pay the team enough salary to keep them working on the game full-time. This means delaying the release, since we do not want to cut any features. We also need finances to keep the company running until the game starts producing revenue, which happens only a few months after the launch. A risk buffer is required in order to work without overwhelming distress about personal or company finances. In addition, there are many important targets to use the accumulating funds such as community building and the increase of visibility so that people know about INFRA. This all calls for additional investments in personnel and outside services.
As
it comes to your risks, we feel it would not be fair if you did not
get what we promise in return to your contribution to our campaign.
Fixed funding would mean that you would just get your money
back without the game or any other perk. Your time and effort would be wasted if the campaign failed. As we
chose flexible funding, you can be sure that you get the unique perk
you choose. You can also be sure that every dollar you contribute
counts and helps us finalize and launch the game in the way we want
to and you deserve.
Second,
and just as important, purpose of the campaign is community. We
want to build, empower and serve the INFRA community. The closer
you follow us and the more you engage in discussions with us, the
better you know us and the more you can trust that this game will be
something special and with particular depth to it. We on the other
hand wish to enrich our understanding of your needs and aspirations.
This campaign offers us the possibility to get your feedback and use
that in the development of the game and its various dimensions. The
campaign also provides you a great opportunity to participate and
have fun with us.
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In this campaign we aim at $70 000. We wanted to set the goal close to the sum
we believe will most ideally serve the campaign purpose described above. In our
calculations we included the following costs (percentages are
indicative, but not exact). Software and outsourcing (40%),
pre-launch marketing and post-release support (40%), modest salaries for
the team and fair pay for outside help and special talent (10%), and rents and
taxes (10%). We would love to share exact figures, but we also want to and need to protect the interests of our partners in this campaign.
What happens if the campaign target is not reached? As put forward above, the game development team will have to work part time and delay the launch of the game by a few months from the planned October 2015. The team will also have to let go of the office and cut pay for all parties involved. There will also be no money for marketing around the launch.
To sum up, the game will come out no matter what. And it will be as great as envisioned. The difference that your contribution makes is that the game will be out much sooner and with much more interesting things taking place around the launch. Most importantly, you will give us the opportunity to work on finalizing the game and preparing the launch without too much financial distress.
Each contribution takes us closer to the target. Intermediate goals could be defined roughly as follows. By reaching $30 000 the game should be out in the planned schedule. By $50 000 we should be able to maintain a psychologically important risk buffer. By $70 000 we should be able to gain visibility around the launch and to provide support to the players during the first months after the release.
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We've already received a lot of feedback and gained some media attention in Finland, France, Japan and Taiwan during the campaign. As a result of the feedback, we are looking at the possibility to have the game out in multiple languages. If the campaign target is reached, the extra contribution will go towards translating the game to languages for which there is most demand!
If the campaign goes well, we will turn our post-launch attention to developing a multi-player version of INFRA with challenging puzzles that require a number of players' joint effort to solve.
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This campaign provides you an opportunity to pre-order the game and to get some other unique INFRA swag, such as our soundtrack or a special brand t-shirt! Importantly, it also provides you an opportunity to be part of the game world. For example, you can leave your own mark on the game itself! You can claim an everlasting position as one of those people, the community, who made INFRA happen!
We want to be fair and build a good relationship with all backers. That's why all of our perks are designed to provide value per se. In addition, we don't ask for multiple hundreds of dollars or more for any of the perks – we feel we would be abusing the community's trust and goodwill by doing so.
As mentioned above, you can also trust that the game will come. Most of our chapters and maps are close to complete and the coming months will be spent on finalizing, testing and perfecting the work. We have a lot of future content planned for the one and only edition of the game, which will continue to be updated with new features after the release.
Important! As we are registered in Finland, we are by law not allowed to accept donations without a perk. Please contribute by buying one of our unique perks below - or buy a customized perk as guided at the end of the section.
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Receive a digital copy of the full INFRA soundtrack that contains over 28 tracks. Above you'll find a small taste of what's inside. Composed by
Finnian Langham.
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Receive a
digital copy of INFRA (redeemable on Steam) and its soundtrack upon release! Available at a lower price of $20 for the first 300 claimers.
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Receive a digital copy of INFRA, its soundtrack, a physical INFRA-themed T-shirt (Osmo Olut is a special brand in Stalburg), a digital copy of the Stalburg Times magazine and some cool high-resolution wallpapers!
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Receive a limited edition physical copy of INFRA and its soundtrack. A digital copy of the Stalburg Times magazine and some cool high-resolution wallpapers!
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Receive a limited edition physical copy of INFRA and its soundtrack. An INFRA-themed T-shirt, a digital copy of the Stalburg Times magazine and some cool high-resolution wallpapers!
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Receive a
limited edition physical copy of INFRA and its soundtrack. An INFRA-themed T-shirt, a digital copy of the Stalburg Times magazine and some cool high-resolution wallpapers!
It's time for a change in the city of Stalburg and you have the opportunity to work with our developers to get yourself or your avatar to
run in the Stalburg elections! There are set political parties for you to choose from, but no good suggestions for a party of your own will be turned down.
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Receive a
limited edition physical copy of INFRA and its soundtrack. An INFRA-themed T-shirt, a digital copy of the Stalburg Times magazine and some cool high-resolution wallpapers!
Be a part of the game and work with our developers to
create a fictional company of your own in the city of Stalburg!
If you want to contribute more than the perk suggests, and to get something truly own and special into the game, write to us at contact@loisteinteractive.com and talk about it with us!
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Your financial contribution is vital! In addition, your help by telling your friends and family about INFRA. Perhaps you want to establish your own INFRA community?
Please follow us on Facebook and Twitter! Write to us and share your own picks of crumbling infrastructure. Let's build an interactive community!
Also check out the "updates" section.