In Strange Adventures In Infinite Space the game players explore a "plausibly implausible" fictional region of the Milky Way galaxy called The Purple Void.
In each play session, players embark on a 10-year mission aboard a starship, visiting various stars that trigger a variety of dynamic, pre-designed events.
[2] Each star provides an opportunity to encounter alien species, discover valuable artifacts, recruit mercenaries, or even collect exotic lifeforms.
The aliens are diverse and include inscrutable artificial intelligences, uplifted animals, and strange plant-based beings, often inspired by the works of famous science fiction authors such as Isaac Asimov, Arthur C. Clarke, and Roger Zelazny.
Players may also face obstacles such as falling into black holes or encountering space whales, adding an unpredictable layer to each journey.
[1] The game’s modular narrative structure ensures that every playthrough is unique, with new events, discoveries, and challenges emerging based on the stars and species players encounter.
Ultimately, the goal is to return to the homeworld at the end of the mission, but how players choose to interact with the galaxy and what they bring back will shape the story they’ve experienced.
Stars, black holes, planets, nebulae, artifacts, alien patrols, gadgets, lifeforms and dozens of events and encounters are randomized for each game session.
[4][5] Players would explore the galaxy, encounter bizarre aliens, discover artifacts, and manage their starship, all while completing a journey within a time limit.
[2] The game also introduced a simple trade system where items could be swapped without worrying about prices, adding to its fun, boardgame-like quality.
[4] Digital Eel followed Strange Adventures In Infinite Space with a self-funded sequel, working on the game for one and a half years part-time.
In 2020, Strange Adventures in Infinite Space was reissued by Digital Eel and Chris Collins with support for contemporary Windows, macOS, and Linux operating systems.
[23] Adams later noted Strange Adventures as an example of retro 2D top down gameplay, as well as having a sense of humor that sidesteps the need for a coherent science fiction world.
[26] Upon the game's free re-release, Kotaku praised it as "an excellent mix of Master Of Orion-lite strategy and Star Control-inspired arcade combat".
[31] Kieron Gillen from Eurogamer praised the game for its "variety, excitement, thought and pace all in tiny bundle you can wolf down in a sandwich break".
[33] Neal Roger Tringham felt that Weird Worlds was "much expanded and refined" compared to Strange Adventures, praising for adding more unique elements and richer detail.
[34] Weird Worlds won the award for Innovation In Audio at the 2006 Independent Games Festival,[35] and was nominated for the Seumas McNally Grand Prize that same year.
[39] Writing for PC Gamer, Jody McGregor called Strange Adventures the "original spaceship roguelike", tracing its lineage from the Star Control series to FTL: Faster than Light.