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Infinitesimals: Why This Tiny Sci-Fi Adventure from an 8-Person Indie Team Stole the Summer Game

Infinitesimals: Why This Tiny Sci-Fi Adventure from an 8-Person Indie Team Stole the Summer Game

G
GAIAJune 9, 2025
5 min read
Gaming

I’ll be honest: it takes a lot to stand out among the endless parade of “cinematic” sci-fi shooters at industry events. But at this year’s Summer Game Fest, Infinitesimals-a project from the tiny (literally and figuratively) Cubit Studios-immediately caught my eye. You play as Captain Awkney Relinrake, a minuscule alien lost on a truly massive planet, and everything about the demo screamed ambition way beyond what you’d expect from a team of eight. As someone who’s followed indie sci-fi for years, I’m genuinely intrigued to see if this game delivers on its big promises-especially since so many “indie AAA” pitches end up feeling like tech demos with little heart. But with Infinitesimals, I’m seeing signs this could be the real deal.

Infinitesimals: The Micro-Scale Sci-Fi That’s Punching Above Its Weight

Here’s what matters most about this announcement, and why Infinitesimals might actually earn a place on your 2025 watch list.

  • Indie Ambition Meets AAA Visuals: Infinitesimals is the rare indie that genuinely looks like it could run with the big studios in terms of presentation—Unreal Engine pushes the visuals hard, with lush environments and detailed alien fauna that dwarf your insect-sized protagonist.
  • Tiny Perspective, Huge Gameplay Potential: Navigating the world from a bug’s-eye view isn’t just a gimmick—it has real mechanical promise. Jetpacks, customizable vehicles (the “POD”), and an arsenal of weapons suggest a playground for creative problem-solving and traversal.
  • Small Dev Team, Big Heart: Only eight people are building this, but early footage already oozes personality and polish. It’s bold for Cubit Studios to chase “AAA feel” without the safety net of a publisher juggernaut—gamers know that’s usually a recipe for disaster, but what they’ve shown so far is shockingly solid.
  • Risks and Red Flags: If you’ve been burned by gorgeous, empty indies before, you’ll want to watch for potential pacing and technical hiccups. Early demos did show some framerate dips, and “AAA-like” frequently gets thrown around as a marketing buzzword.
FeatureSpecification
PublisherCubit Studios
Release Date2025 (exact date TBA)
GenresThird-person action-adventure, Sci-fi, Exploration
PlatformsPC (Epic Games Store), PlayStation 5, Xbox Series X/S

So, what exactly is Infinitesimals promising? The short version: a sci-fi adventure that’s equal parts Honey, I Shrunk the Kids and classic open world action, only this time you’re a bug-sized alien fighting to survive on a planet where a blade of grass is a skyscraper. The hook is immediate—because let’s be real, we’ve seen enough space marines stomping through generic alien ruins. This is a world where a puddle is an ocean and a beetle is a boss fight.

What’s really interesting is how the game seems to play into that scale: verticality is a core mechanic, with your jetpack opening up traversal options that wouldn’t make sense in a traditional action game. The “POD” vehicle looks like a cross between an armored bug and a hot rod—think Tinykin meets Halo’s Warthog, if Halo’s Warthog was the size of a paperclip. You’ll scavenge for your lost crew while evading (or hunting) massive native fauna, and the combat appears to mix standard third-person shooting with environmental navigation challenges.

For me, the most promising sign is the sheer attention to detail in the environments. Even compared to larger indie sci-fi projects I’ve played—titles like The Signal From Tölva or Journey to the Savage Planet—Infinitesimals is aiming for a tactile, lived-in feel that’s rare outside of big-budget studios. You can see the love for the genre and the art style oozing out of every frame. If Cubit Studios can keep this up for an entire game, it’ll be a genuine achievement—and I have to admit, the prospect of exploring a world where every leaf is a mountain scratches that curiosity itch I rarely get from more formulaic sci-fi fare.

Of course, the big question is whether this indie studio can actually deliver a full, compelling narrative and keep the gameplay loop fresh. “AAA ambitions” have sunk more than a few small teams—just ask anyone who waited for the next No Man’s Sky at launch. And those framerate hitches during the showcase? They’re a red flag, especially for a game selling itself so heavily on spectacle. Still, I’d rather see a team reach for greatness than settle for safe, and there’s enough raw talent here that it just might work.

Why Gamers Should Have Infinitesimals on Their Radar

If you’re tired of reheated space soldier tropes or just want something visually and mechanically fresh, Infinitesimals honestly looks like one of next year’s most compelling indies. The premise alone is enough to set it apart, but it’s the team’s clear passion and willingness to experiment with scale and traversal that sells me. Still, I’d advise everyone to keep expectations in check: we’ve seen plenty of beautiful indies fizzle on depth and performance.

But here’s the real reason I’m rooting for this game: it’s a rare example of an indie swinging for the fences with both scope and heart, at a time when the market’s flooded with “safe bets” and games that play it by the numbers. If Infinitesimals lands even half of what it’s aiming for, it’ll be a must-play for anyone who loves sci-fi, creative world design, or just wants to see what a gutsy, talented small team can achieve in the Unreal Engine era.

TL;DR: Infinitesimals is the sort of wild indie sci-fi experiment we desperately need right now—gorgeous, ambitious, and genuinely new. I’m rooting for it, but keeping my hype in check until we see if Cubit Studios can turn their minuscule heroes into a full-sized hit.