Infitnite Wins First Place in PixelPicked Launch Week

 
 

Infitnite officially took first place in PixelPicked Launch Week. 🏆

If PixelPicked isn't familiar to you, it's a platform built around mobile game development and discovery. Developers can share their games, build an audience, recruit testers, publish development updates, and participate in launch campaigns while players discover and support new mobile games.

Launch Week gives games releasing around the same time an opportunity to compete through community voting. After our week wrapped up, Infitnite finished at the top and officially received PixelPicked's #1 Launch Winner badge.

Considering Infitnite 5.0 had only just launched globally on August 3rd, that feels pretty damn good.


You Guys Helped Put Us There

What makes this win especially meaningful is that people had to actually show up and support Infitnite.

You voted. You shared the competition. Some of you have been part of this community for years, while others discovered Infitnite around launch and decided this strange combination of fitness and role-playing games was worth supporting.

Enough of you did that to put us at #1.

That's a big part of why I don't really look at this as just Infitnite winning something. Everyone who supported the game helped make it happen, and the visibility that comes from it creates opportunities that benefit the entire community.

More people can discover Infitnite. More people can play it. And more people can help us figure out how to make it better.

Sharing the Stage With Other Indie Developers

That last part might actually be what I appreciate most about the PixelPicked experience.

We had an opportunity to share the stage with other indie game developers and put Infitnite in front of people who make games themselves. Some of them discovered Infitnite, played it, and gave me feedback on the experience.

There was positive feedback, which is obviously always great to hear. But I also received feedback about ways we could improve the game, and that's just as valuable to me.

Listening to players has been the number one priority since launch. Getting 5.0 into people's hands means we can finally see how people actually interact with everything we've built, where something works the way we intended, where it doesn't, and what needs more attention.

Having professionals who make games look at Infitnite through that same lens adds another perspective to that process.

Someone coming from fitness might immediately notice something about the training systems, nutrition, coaching, or behavior change. Someone who develops games may notice something completely different about progression, onboarding, presentation, interaction, pacing, or how the RPG experience comes together.

I want both.

Getting Closer to a True Fitness Fantasy RPG

That gaming perspective matters even more because of where Infitnite is going.

Over the past five years, Infitnite has been on a journey toward becoming more and more of a true role-playing game. The RPG concepts have always been central to the idea, but earlier versions leaned much more heavily toward the fitness side of that equation.

With Infitnite 5.0, those lines are getting much harder to separate.

Fitness still matters. It always will. The entire game is powered by what you're doing in real life.

But the goal isn't to build a fitness app with some RPG terminology and XP layered on top of it. We're continuing to build the game side until fitness and role-playing feel like parts of the same experience.

That's why having more indie developers and gaming professionals discover Infitnite is so valuable to me. They're able to look at what we've built from the gaming side of that equation and help identify where we're getting closer to that vision and where we still have work to do.

PixelPicked didn't just give us a first-place badge. It helped introduce Infitnite to more of the community I've wanted it to stand alongside.

And now some of those people are becoming part of the feedback loop that helps us grow.

This Is a Win for All of Us

There's still a ridiculous amount I want to improve and build, and we're already taking what we've learned since launch and putting it back into the game.

That's what makes this kind of exposure valuable.

More people discovering Infitnite means more experiences, more perspectives, and better feedback. When we can turn that feedback into improvements, everyone already playing Infitnite benefits too.

So to everyone who voted, shared the competition, downloaded the game, gave feedback, or helped someone else discover what we're building: thank you.

You helped put Infitnite at #1.

Now we take the extra visibility, the new people joining the community, and everything we're learning from them and use it to keep making Infitnite better.

But I'm also going to stop long enough to enjoy this one.

Infitnite is the #1 PixelPicked Launch Winner.

Pretty damn cool.

Enter the Nexus

Infitnite is available now on iPhone, iPad, and Android. You can create your Warrior and start playing free with Pathfinder.

Your real life powers the game.

 
 
 

ABOUT THE AUTHOR:
Walter Chambers aka WuBu is the Founder, Game Director, and Master Trainer at Infitnite, with nearly 15 years of professional coaching experience and more than 20 years in training. He holds certifications as a Master Pain-Free Performance Specialist (PPSC*M), NSCA Certified Personal Trainer, Certified Mental Performance Mastery Coach, Certified Conditioning Coach, and Certified Metabolic Nutritionist. A lifelong gamer and fitness professional, Walt created Infitnite, the world's first Fitness Fantasy RPG: an all-in-one fitness app and mobile role playing game where real training, nutrition, and learning power your character's progression. He built it for anyone who wants their fitness efforts to count for something bigger.


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Infitnite helps Gamers transform their mind, body, and spirit to unlock infinite growth with our Fitness RPG System.