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Approaching Infinity Away Team Guide — Crew and Ground Missions

Approaching Infinity Away Team Guide — Crew and Ground Missions

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Away missions are where Approaching Infinity is won or lost. Beam down a well-equipped crew, watch for hazards like spreading fire and decompression, use seeing distance to fight on your terms, and protect your officers — they are far harder to replace than gear. Push when it is safe, retreat when it is not, and a careful away team brings back the galaxy's best rewards.

Summary

Away missions are where much of Approaching Infinity's danger and treasure live. This guide shows you how to beam teams down to planets, derelicts and stations, how your crew and officers fight on foot, how hazards like spreading fire and decompression behave, and how to bring your team back alive. Equip your crew, watch your surroundings, and know when to push and when to retreat. A well-led away team turns risky ground missions into the richest rewards in the galaxy.

Who This Is For: Approaching Infinity players running away missions and ground combat Intermediate

Key Points

Key Points

1

Away missions hold the loot — planets, derelicts and stations are where the richest rewards and dangers live.

2

Protect your crew — officers are valuable and far harder to replace than equipment.

3

Hazards are real — fire spreads with the atmosphere and hull breaches cause decompression.

4

Fight smart — seeing enemies first lets you choose your battles and retreat when needed.

Where the galaxy is won and lost

If your ship is your life in Approaching Infinity, your away team is how you reach out and touch the galaxy. Beaming down to a planet surface, a drifting derelict or a station is where you find much of the game's treasure, complete its quests, and face some of its sharpest dangers. These ground missions are optional — you are never forced to leave the ship — but they are also where the richest rewards and the most memorable moments live, so learning to run them well is a core skill. This guide covers how away missions work, how your crew and officers fight on foot, how the game's simulated hazards like spreading fire and decompression behave, and how to bring your team back alive with the loot. Master away missions and you unlock the galaxy's best rewards; mishandle them and they will cost you your hardest-to-replace crew.

The mindset to carry down with you is caution rewarded. Away missions are dangerous by design, but they are also generous to the prepared. The captain who equips the team, reads the environment and fights deliberately comes back rich; the one who rushes in loses people.

Away missions are turn-based, just like ship play, so there is no time pressure on the ground. You can survey each room, weigh hazards and enemies, and plan every step. Use that freedom to explore carefully rather than charging through unknown corridors.

Running an away mission

When you spot a planet, derelict or station worth investigating, you beam an away team down to explore it on foot. Each location is procedurally generated, with its own layout, hazards, enemies and rewards, and you make your way through it turn by turn, much like navigating the ship map. Your goals are usually some mix of gathering loot and resources, completing objectives or quests, and uncovering whatever the place holds — before returning safely to your ship. Because these environments are generated fresh each time, every away mission is a small unknown, which is a large part of their appeal: you never quite know what is behind the next door, for good or ill.

The smart approach is to explore deliberately. Move carefully, scout ahead where you can, and read each new area before pushing into it. Decide whether a room's rewards are worth its risks, and do not feel you must clear every location to the last corner — sometimes grabbing what you can and leaving is the wise call. Away missions reward curiosity tempered with caution, and the captains who explore thoughtfully come back with the best hauls and the most crew still standing.

Don't over-extend on a single mission. It is tempting to push deeper for more loot, but each step takes you further from your ship and safety. Know when you have what you came for, and pull out before a rich mission turns into a deadly one. Greed gets crews killed.

Crew, officers and ground combat

Your away team is made up of your crew, and building a good one is central to thriving in Approaching Infinity. You start with a modest team, but over a run you can recruit up to five additional officers from different divisions to serve alongside your captain, and each brings their own abilities, able to equip two ship and two away-team skills at once. A well-chosen crew — fighters to hold the line, specialists to handle specific threats, support to keep everyone going — can cover far more situations than any single class, so think about how your officers complement each other as you recruit. These officers are valuable and hard to replace, which makes protecting them one of your most important jobs on the ground.

Ground combat itself is turn-based and tactical, and like ship combat it rewards seeing the enemy first. Use your team's vision to spot threats before they close, soften enemies with ranged attackers, position your people to protect the vulnerable, and take advantage of the time a turn-based fight gives you to plan each move. Charging your whole team into an unscouted room is how good crews die; advancing carefully, fighting on your terms, and keeping your key officers safe is how they grow into a formidable away team over a run.

Hazards, retreat and reward

What makes Approaching Infinity's away missions special — and genuinely dangerous — is that they simulate real hazards rather than just placing enemies. Fire can spread, and crucially how it spreads depends on the atmosphere of the area, so a small blaze in the wrong environment can erupt into a deadly inferno. Hull breaches cause decompression that affects movement and can be lethal if you are caught in it. These systems mean the environment itself is a threat you must read and respect: avoid igniting dangers you cannot control, treat breaches and fires as serious as any enemy, and let the hazards shape how you move through a location. Surviving the place is as much a part of the mission as surviving its inhabitants.

All of which comes back to a simple principle: know when to push and when to retreat. Away missions hold the galaxy's best rewards, but no haul is worth your crew. If a mission turns against you — overwhelming enemies, a spreading fire, a breach you cannot escape — pull back to your ship. A retreat costs you some loot; losing officers costs you far more, because crew is much harder to replace than gear. Play your away missions with that balance of boldness and caution, and they become the richest, most rewarding part of the game. For who to bring along, see our classes tier list; for the vessel that carries them, our ship guide; and if you are new, start with the beginner guide. To decide whether the game is for you, read our review.

Your crew is your most precious resource. Gear can be bought, crafted and replaced; a lost officer is a lasting blow. Watch hazards as closely as enemies, never send your team somewhere you cannot pull them out of, and retreat the moment a mission stops being worth the risk.

FAQ

FAQ

When you find a planet, derelict or station worth exploring, you beam an away team down to investigate it on foot. These environments are procedurally generated, each with its own layout, hazards and rewards, and you explore them turn by turn much like the ship map. Your team fights enemies directly in personal combat, gathers loot and resources, and completes objectives before returning to the ship. Away missions are optional but vital — they are where much of the galaxy's treasure, danger and discovery lives.
Ground combat is turn-based and tactical, and like ship combat it rewards seeing the enemy first. Your away team — your captain, officers and crew — fights on foot using their equipped weapons and abilities, and vision range matters because spotting threats early lets you choose whether to engage or avoid them. Position your team, use ranged attackers to soften enemies before they close, and keep vulnerable crew protected. Preparation and positioning beat charging in, since a turn-based fight gives you time to think every move.
Away missions simulate real dangers. Fire can spread, and how it spreads depends on the atmosphere of the area you are in, so a blaze in the wrong environment can become deadly fast. Hull breaches cause decompression, which affects movement and can be lethal if you are caught in it. These systems make ground missions genuinely hazardous and reward awareness: read your environment, avoid igniting dangers you cannot control, and treat breaches and fires as serious threats rather than scenery. Surviving the hazards is as important as surviving the enemies.
Your crew makes up your away team, and over a run you can recruit up to five additional officers from different divisions to join your captain. Each officer brings their own division's abilities and can equip two ship and two away-team skills at once, so a well-chosen crew covers more situations than any single class could. Your away team starts modest, so building and equipping a capable, complementary crew is a major part of growing stronger — and keeping those officers alive is one of your highest priorities.
Equip them well, fight smart, and know when to retreat. Use seeing distance to spot enemies and hazards before they reach you, soften foes at range, and protect your most valuable officers rather than throwing them into danger. Watch for environmental threats like fire and decompression as carefully as you watch for enemies. And if a mission turns against you, pull back to your ship — a retreat costs you some loot, but losing officers costs you far more, since crew is much harder to replace than gear.

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