Infinity’s universe and lore is so large and rich that we can leave the bright and battle-ready armies behind and focus on Khurland, an uncharted and inhospitable territory in the south of the main continent on Dawn - a place in which we’ll bear witness to a brutal race to exploit and obtain valuable mining operations. The various mining corporations with operations in this region will not hesitate to do whatever’s necessary to obtain every piece of neomaterials.
So forget the shining armor and blazing high-tech weaponry - instead get ready to eat dirt while you drill the competition’s TAG with your Tricone.
One thing was clear when the work on Infinity Deathmatch: TAG Raid began: we wanted to keep the essence of Infinity, but at the same time we wanted to stray from its “perfection and cleanliness” and play in a more “dusty and rusty” environment.
We also wanted the action to unfold over short distances - we wanted to try something different from the TAGs that attack from afar and the focus on mining fit like a glove. We could play with other kinds of weapons - jumping into the fray wielding jackhammers or wrenches. This way, we’d force the action and the TAGs will be more exposed, making the game more agile and the respawn cycle constant.
Additionally, we could give the TAGs a different role to that which is expected from any known faction. They could be less resistant.
Reducing their Wounds and Armor and increasing the risk they were bound to suffer would allow us to control and maintain a fluent respawn cycle, something we believe is very important for a deathmatch game. That way the player will have the experience of using a resistant but not undefeatable machine.

A TAG with ARM 4 and only 2 Wounds? Remember that it’s a mining TAG - what led them to be used in combat was the corporations’ greed and the inhospitality of the land.
Setting aside the “cycle of death”—which is also key in deathmatch games—here the player is the one who must prove that they have the skill to gain victory - not the character that was chosen. That’s the reason why all TAGs’ starting attributes are the same.
Even so, each TAG will be slightly different, unique in their own way and with their own personality. This special feature will allow them to activate a one-per-match effect without causing the match to become unbalanced, which will demand the player keeps up and further proves their skill.
But be aware that this doesn’t mean that those capabilities or attributes cannot change during a Campaign - nothing’s impossible with enough Teseum.
Rest assured, we will talk about Teseum and the Campaign in future development notes.




