FREE US SHIPPING ON ORDERS $175+

Translation missing: zh-CN.general.language.dropdown_label

Translation missing: zh-CN.general.currency.dropdown_label

0 Cart
Added to Cart
    You have items in your cart
    You have 1 item in your cart
      Total

      News — Game boy

      Indie Retro Homebrew Showcase Interview: Infinity

      Indie Retro Homebrew Showcase Interview: Infinity

      Today’s feature from our friends at the Indie Retro Homebrew Showcase at Super MAGFest 2025 highlights Infinity, a gripping RPG-strategy hybrid developed by Incube8 Games!

      Originally designed for the Game Boy and Game Boy Color, Infinity takes players deep into a richly woven tale of war, loss, and ancient evil. As a forsaken knight, you'll traverse a fractured land plagued by dark powers and political unrest, uncovering a sinister plot that threatens to consume everything. With over 50 locations to explore, 100+ items to discover, and a tactical combat system that rewards thoughtful planning, Infinity delivers a grand adventure in classic 8-bit style.

      Curious how this long-lost gem finally saw the light of day? Dive into the development story behind Infinity and the passion that brought it to life!

      Tell us about how your game was born.    

      Incube8 Games: "The journey of "Infinity" began in the late 1990s when developer Justin Karneges helped by  Hideaki Omuro set out to create a Game Boy Color-exclusive RPG as a spiritual successor to Justin's popular TI-83 calculator game, Joltima. The game was groundbreaking on TI calculators and gathered a dedicated following. "Infinity," originally named Joltima 2, was designed to build on this success, retaining elements like class-based characters and trailing party dynamics while evolving into a much more ambitious project. The game gained momentum at Affinix Software, but as the market moved to the Game Boy Advance, development was halted and the game remain unpublished. Thanks to a resurgence of interest and a successful Kickstarter in 2021, Incube8 Games revived Infinity, bringing the dream full circle with the backing of original creators and new talents."

      What was the development like?

      "(Development is still ongoing) Developing Infinity is both inspiring and complex. We’re working with decades-old code, a unique challenge for both the original team members and new developers. From porting old tools to modern systems to crafting tools for efficient testing, the process has been incredibly involved. Fun highlights include adapting the original battle system and creating visually detailed environments that fit within Game Boy Color limitations."

      What's your favorite memory as a gamer?

      "The first game I finished—and in fact, the first game I ever purchased—was The Legend of Zelda: Link's Awakening on Game Boy. I remember each time I obtained a new Instrument of the Sirens, I’d rush to the giant egg to hear how it enriched the melody. It all culminates in that unforgettable moment when you gather all eight Instruments, play the Ballad of the Wind Fish, and open the giant egg for the first time—defeating the boss and finally uncovering the truth!"

      What games influenced Infinity the most?

      "Infinity draws inspiration from many classic RPGs, particularly Final Fantasy and Dragon Warrior. The original team admired these games for their rich stories, character-driven adventures, and complex battle mechanics. Our goal was to capture the same magic but tailor it to the unique hardware of the Game Boy Color."

      Any fun stories or wild moments during development?

      "One of the biggest moments was the addition of legendary composer Yuzo Koshiro to our soundtrack—a thrilling milestone! Another memorable event was discovering and revamping our original tools and assets, a true time capsule of early 2000s development quirks and nostalgic challenges. And there’s been plenty of debugging fun with the Game Boy Color’s very limited hardware, which has brought out the team’s creative problem-solving side."

      Do you think preserving older gameplay mechanics in new games is important?

      "Absolutely. Older gameplay mechanics carry a timeless appeal that resonates with players of all ages. Preserving these mechanics, while enhancing them with modern polish, allows players to experience a blend of nostalgia and fresh excitement. Infinity captures this spirit, preserving turn-based battles and retro pixel art while adding a modern layer of quality of life improvements."

      What makes this game unique?

      "Infinity stands out as a full-fledged, modernized RPG on a retro console, the Game Boy Color. It’s a labor of love that merges 20-year-old assets and code with fresh updates in art, music, and gameplay mechanics. Plus, the journey of bringing an abandoned game back to life adds a special history and appeal for players and collectors alike."

      Anything else you'd like to add? Promote?

      "Infinity’s journey highlights the passion behind game development, and we can’t wait to share it with you on platforms from Game Boy Color to Steam and Switch. If you want a taste of classic RPGs reimagined, Infinity is the game to watch! Plus, our amazing backers made this all possible, so thank you for believing in Infinity and helping us bring it to life."

      ---

      Infinity is a tactical role-playing game for the Game Boy and Game Boy Color, set in a world teetering on the edge of war and consumed by an ancient evil. As a disgraced knight, you’ll navigate political turmoil, personal grief, and dark forces in a rich 8-bit world featuring over 50 explorable areas, 100+ items, and a unique turn-based combat system.

      Originally developed by Affinix Software between 1999–2001, Infinity was shelved due to shifting market trends. Two decades later, Incube8 Games—alongside members of the original team—has revived and completed the game for its long-awaited physical release.

      Follow Incube8 Games on X to get more updates about the game and check out Infinity on their website

      Watch the trailer:

      Deflemask October Showcase

      Deflemask October Showcase

       

      It may be November already, but we hope you're ready for a treat for your ears alongside all that leftover Halloween candy. We're up for another round of showcasing artists from both Soundcloud and YouTube who work in Deflemask!

      Click on the pictures to hear about the masterpieces they made!


      Fizzled by Aleksandar Milović

       

      This piece is based on a mix by Abstract64 that was made for Battle of the Bits, Summer Chip 11, and as a unique twist, it also happens to be one of the demo songs included in Deflemask. It's fun, inspiring, and incredible to see how each artist can add their own unique style.


      Stage by Verum Corner


      This piece was made for a homebrew game project called Space Cobra. It's a 2D pixel art, platformer, and action game about space pirates. Before you know it, this song will have you hyped to Swashbuckle your way across the galaxy.


      Impossible Love by Tane

       

      This is an original song heavily based on endless love from the 3DS Port. It's borrowed the style of Fantasy Zone II DX and has other influences thrown in as well. Give it a listen and see what you think.


      Veritas by Xiggy

      This version was made in Delflemask by Xiggy and was composed by Presti. Deemo is a score-based music video game. The plot centers around a little girl who falls from an open trap door in the sky and a mysterious black being who plays piano music to help the girl return to her own world. The retro style of this cover lends an extra air of mystery and intrigue.

       

      Quick Race by Ethan Quach

      This is a 16-bit cover of Battle Quick Race from Sonic Heroes. It was made in Deflemask using instruments from Sonic 3 and Knuckles Balloon Park, which is also by the same original composer. What a fun way to showcase a composer's unique style.
       
      Gunky Thing by Rayjkayj

      Are you ready for a funky little looptoberjam? Rayjkayj brought us a little neo- geo inspiration with this fun and original little gunky thing loop, and we can't wait to see what it turns into.

      Space Battle by Scowsh

      Put your astronaut costumes back on! This is an original piece that was composed using the NES sound trip by Scowsh. It's exciting, mysterious, and absolutely out of this world.

       

      Tidal Rush by Ethan Quach. 

      This is a 16-bit cover of Tidal Rush from Splatoon two. It's done in the style of Sonic 3 and Knuckles. And honestly, it feels like we really missed out on having a 16-bit version of Splatoon

      Check out the video here with Mimi! 

      Oh before you go, do you like chiptunes? Cats? Maybe Mimi or the Sega Genesis? Well, if you do, let's have a catjam together! Join us on Discord and subscribe to us on YouTube!