INFRA

INFRA puts you into the boots of a structural analyst on a routine mission. Quickly though, your task turns into a fight for survival, all caused by deep-rooted schemes of the past. Your tools are simple: your camera and the wits to navigate a labyrinth of debris.

INFRA is a puzzle, exploration and atmospheric game developed and published by Loiste Interactive.
Released on January 15th 2016 is available only on Windows in 11 languages: English, French, Russian, German, Spanish - Spain, Simplified Chinese, Swedish, Czech, Japanese, Korean and Ukrainian.

It has received 3,131 reviews of which 2,778 were positive and 353 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 7.24€ on Steam and has a 75% discount.


The Steam community has classified INFRA into these genres:

Media & Screenshots

Get an in-depth look at INFRA through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows® 10/8.1/8/7/Vista/XP
  • Memory: 4 GB RAM
  • Graphics: 512 MB of memory or more. Requires support for Shader Model 2.
  • DirectX: Version 9.0c
  • Storage: 18 GB available space
  • Additional Notes: With "memory available" and "model & texture quality" settings on "low" on 32-bit systems or systems with 4 GB of memory or less.

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Reflecting on this game years after my initial playthrough, it remains a cherished favourite of mine. I prefer brevity, so I recommend delving into the most insightful reviews for a more elaborate (and perhaps poetic) analysis of the game. The reasons behind my deep admiration for this game can be summarised as follows: - This game offers a lengthy and immersive experience that rewards patience and exploration, making it highly replayable. Beyond its occasional action sequences, the game encourages players to approach it leisurely, savour the puzzles, and appreciate the scenery. Missing optional puzzles may lead to locking oneself out of certain game areas and storylines. - The meticulously designed levels exhibit a remarkable attention to detail, with stunning exteriors that remain visually captivating even by today's standards. The interiors evoke a sense of unease and foreboding, despite the absence of traditional adversaries. - The story delves into mature and rather depressing themes, exploring issues of corporate and political corruption that resonate with contemporary realities. Players navigate through a web of conspiracies, with the story's outcome shaped by their choices. Unfairly labelled as a mere "Walking Simulator", this game stands as an underrated masterpiece. It is a must-play for those who appreciate patience and enjoy narrative-driven experiences.
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Nov. 2024
INFRA is an easy recommend to anyone who enjoys adventure games; it's not without its flaws, but overall it is one of the more enjoyable adventure game experiences I've had. It's a winner. First and foremost, it's absolutely effing huge. I was expecting a short, atmospheric piece like Firewatch, and about eight hours in I started to realize I was in for a much longer haul and a much different experience. I'm writing this review just after completing two of the (apparently) three endings, with 36 out of 74 achievements, at 36 hours spent. And no matter what anyone else says: sweet fancy Moses, INFRA is not a walking simulator. A game is not a walking simulator simply because it has no combat. There is so much to do here that is not walking. INFRA reminds me a lot of Dishonored or Stray in that these are also UrbEx games featuring an extrahuman protagonist, but here your superpowers are an engineering degree and the right to open doors marked "Authorized Personnel Only." That will sound boring to some people, perhaps, but if it sounds as exciting to you as it does to me, do not sleep on INFRA. Snap it up. The game really succeeds at immersing the player in its world; Stalburg has a healthy dose of Terry Gilliam absurdism, but it feels real in a way that a lot of more interactive and populated environments don't. I think this has a lot to do with how the player is expected to engage with the city. You do a lot of touching and installing and inspecting, and at the end of the day you develop a feeling of responsibility for this place that I'm not sure a game has ever given me before. There are no enemies or monsters to distract you; it is just you and the environment, even when the action gets frantic. The environments are mostly linear, at least through the first two acts, but many of them offer multiple options for progression. I know there are areas in some of the chapters that I never found a way into or that I never came to understand the purpose of. There is a lot of replayability here. The protagonist, Mark, is now a fast favorite of mine. The first time you hear his voice acting, you will cringe, but it grows on you. He's got this laconic delivery reminiscent of Peter Stormare and a dry wit that just perfectly captures the character's unflappable competence. There are no one-liners and no banter here, just a remarkably capable dude left to himself in some lonely places, who is perhaps rightly impressed with himself. I wish that the photos you take and the papers you document over the course of the game were accessible to the player in some way after taking them, so that there was a log of the player's journey. That would have been nice, but there is also something to be said for the game's minimalist interface; there are no menus of any kind to take you out of the world. A studio being able to achieve that is something special. On occasion you may find yourself wishing for an inventory, but the game never really suffers for the absence of one. If I have any complaints, they are these: - Reading hand- and typewritten notes in varying degrees of darkness and gloom is perhaps not the most engaging game mechanic I've ever experienced. I found a lot of documents I could not actually understand. - Ugh, early Source engine ladder climbing. There are a lot of ladders in this game, St. Benedict preserve us. - Many sequences overstay their welcomes. There's a piece of graffiti you'll see a few times throughout the game that says "Hallway Simulator 2016," which would feel like self-deprecating humor if it were not so on the nose. Long tunnels devoid of content are expected in a game like this, but INFRA still manages to have what feels like too many. If i'm being fair, I think this is a side effect of how "real" some of the levels are. This is not a game that toys with perception, perspective, and hidden teleportation -- you get the distinct impression that this level design is excruciatingly honest. - When the game ratchets up the action, many of these scenarios seem like they would be impossible to resolve on a first attempt without a healthy dose of luck. A ceiling will collapse in a particular way over time, for example, requiring the player to move at intervals to remain safe, but with no way to know the safe zones other than trial and error. I wouldn't go so far as to call these rage-game mechanics, but they belong to the same family. Fortunately the action-man stuff is pretty limited, although the game does end with a big example. - Sadly, the game does lose a lot of polish in Act III, when the environments switch from almost exclusively linear to a more open-world design. Some really tight puzzle concepts in the early game give way to a lot of frustrating searching for small hidden objects, repetitive movement, and conflicting feelings that you are both missing a lot of content and desperate to move on to the next area. There's a lot of exasperating confusion over what the game wants you to do next. It rarely stumped me for long, but I don't have a lot of patience for puzzles that are difficult to execute after the solution has been found, and Act III has a bunch of these. Still, the feeling of accomplishment and responsibility that the game gave me through Act II was enough to carry me through Act III pretty quickly, and I don't think an indie game of INFRA's high caliber should suffer for a bit of a rush to the close.
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Oct. 2024
One of my favorite games. Despite its simplicity (it's a walking simulator), the game captivates with its atmosphere and attention to detail. It's amazing how the developers managed to create so many locations that feel so realistic. You can spend hours exploring locations and finding different bits of lore and secrets. At the same time, you as a player must understand the plot of the game yourself from the documents you found. And the more you find the more layers you will peel in your path to the true story. It's a shame that Half-Life 3 will probably come out sooner than I will see a full-fledged continuation of this game.
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Feb. 2024
INFRA is by far the most unique first-person game I've ever played, and the first time I've played a game who's world felt so detailed and real. It picked its niche and fully settled into it, and while its gameplay might not be for everyone, those looking for an immersive and relaxing adventure game will definitely find that within INFRA.
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Feb. 2024
340 HOURS . ★★★★★ After 100% achievements, and the above-referenced 340 hours of play, I am glum 'cause it's over. It is what it looks like - 'ugly' in that it's gritty and grimy and rusty and dusty and occasionally sprouting mushrooms. Even if that's not your kinda thing, if you stick with INFRA long enough, you won't want to leave it. I realize fully that it doesn't sound possible, but it's true. 340 hours!!! It is INCREDIBLY complicated and confusing. Use guides when necessary. Those found on Steam are incredibly helpful. There is plenty of humor to be found - though much is understandably dark in context - if you're willing to look for it. The full game map is mind-meltingly massive. It's fabulous. If you're leaning towards buying it and need an additional 'oomph' to convince yourself, let me be the oomph. I think you won't regret it.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 18 November 2024 22:14
SteamSpy data 20 January 2025 11:27
Steam price 22 January 2025 20:44
Steam reviews 22 January 2025 21:49
INFRA
8.5
2,778
353
Online players
34
Developer
Loiste Interactive
Publisher
Loiste Interactive
Release 15 Jan 2016
Platforms