Infra is an atmospheric first-person adventure/exploration/puzzle game by Loiste Interactive, the first part of which was released in January 2016. The game sees the player character, Mark, sent to investigate the state of the rusting and neglected infrastructure in the fictional Finnish city of Stalburg. However this routine assignment soon turns into a fight for survival as Mark is faced with collapsing tunnels, broken machinery and a conspiracy from the past that threatens the entire city. It features a game world with very high attention to detail, and well researched infrastructure designed to resemble the real thing. Rather than relying on fantasy or science-fiction elements, or having any combat, the game's main sources of danger and puzzles are the city's own tunnels and machines.
Originally released in three parts on Steam, with each subsequent part being available for free to owners of the previous parts.
A DLC expansion taking place after the game and a spinoff title have been announced.
INFRA contains examples of the following tropes:
- Absurdly Spacious Sewer: Usually averted in that you're forced to crouch and crawl through passages, but the overall size of the tunnel system is vast.
- Air-Vent Passageway
- Always a Bigger Fish: The reason why Alex Hartman starts his personal revenge against Jeff Walter. Walter's company was just a front for a shadow government group.
- Apocalyptic Log:
- You find dozens of documents and tapes about the city's collapsing infrastructure.
- Your own phone calls and photographs, if you don't make it back out, giving a record of your literal descent into danger.
- A written record of something behind a particular door, in a secret area.
- Arc Words: S.N.W. appears almost everywhere in the secret bunker, but it's never spelled out. It doesn't take long before the player realizes that stands for Stalburg Nuclear Weapons.
- Black Site: The Bunker is this. Nuclear research, Uranium enrichment, an army garrison, secret cameras and wire taps on every appliance, and intruders execution
- Body Horror: Yes, even in a game about engineering disasters, it still finds ways to scare the living daylights out of an otherwise stoic structural analyst.
- Equipment Upgrade: After finally making it back to the office, Mark obtains a new flashlight, with an unlimited battery life and the ability to temporarily increase the brightness to see further.
- Explosive Instrumentation: Due to malfunctioning electrical systems, steam leaks, fires, and all sorts of other environmental hazards.
- Failsafe Failure: Who designs a nuclear reactor where you have to manually insert the control rods from the bottom? Sane reactor designs have them inserted from the top. In case of a fault gravity will insert them.
- Last Villain Stand: Made both by Hartman and Walter: the former sets up bombs at the entrance of the latter's bunker, while Walter tries to leak to the population the truth about the nuclear weapons program, but is silenced by the government before he could make anything
- Leave No Witnesses: When a metro train takes the wrong track and crashes inside a secret bunker, every passenger becomes a liability. Even children. Made worse by the reports that state that everyone survived the crash.
- Mood Whiplash: For every serious and dangerous engineering flaw you come across, it's usually followed by some hilarious setpieces that may add levity (or confusion) to anyone playing.
- Special mention goes to the flood door mechanism in Chapter 7, which was somehow reappropriated into a coffee and tea maker. And Mark finds the tea delicious anyway.
- Another goes to an experimental car in Chapter 8, which is able to autonomously avoid getting parking tickets.
- Multiple Endings: Interestingly, the game is full of multiple endings that not only depend on how many photos you take, but also how many optional puzzles you choose to undertake.
- No OSHA Compliance: Justified: the game's premise is that after decades of citywide corruption and mismanagement, you're the structural engineer who walks into the city's power plants, dams and other facilities to document how thoroughly decrepit and dangerous they are.
- "Nothing" is Scarier: Travel alone through dark tunnels where there's no one to help you and no sign of life.
- Plot Twist: Walter's tape, found inside his office along with the documents in the hidden room, show that Walter is being manipulated by a shadow agency. Lampshaded by Mark. Oh, and this is before you find out that there is a secret bunker built for designing nuclear weapons. And the passenger that mysteriously disappeared in a train crash decades ago were executed in said bunker.
- Room Full of Crazy: Some rooms are covered in a lot of weird graffiti probably due to the psychedelic mushrooms growing in Stalberg
- Running Gag: "An elevator that didn't fall down?"
- Scenery Porn: Despite running in the ageing Source engine and being produced by a small indie studio, the game features many gorgeous and stunning environments.
- Special mention to the full 360 degree panoramic view of Stalburg afforded from the top of the blast furnace.
- Schmuck Bait: An unexploded WWII bomb, an opportunity to throw a brick at a cracked dam...
- Secret Government Warehouse: there are two of those in the Bunker:
- The first one stores the bodies of the executed civilians.
- The second one is used for uranium enrichment.
- Super Drowning Skills: Walking into deep water spells death. Even if it's not electrified or terrifyingly filthy.
- Ten-Second Flashlight: You'll need lots of spare batteries for this and the camera.
- The Tetris Effect: Playing lots of Infra will have you trying to take photos of any damaged concrete you come across in real life.