So now I have a little breathing space to think about all the other projects that I want to work on.
I can tell you that I do have a second game on the back burner. This game too uses the Infinity Core, but with some changes. I could characterise the Infinity Core in Dark Stars as being very "Cinematic", the abstracted way in which conflict is handled works really well for the style of game, but its not to everyones taste.
The other Infinity Core project that I'm working on is called "c.War", and its a hard science fiction setting with no faster than light communications or transport. It tells the story of mankind's early attempts at interstellar colonialism and warfare. What makes this setting interesting from my perspective is the kind of stories that can be told and how it aims to simulate the disjunction between those who have gone to war and then return to those who haven't.
c.War will offer the opportunity for GMs to run adventures in each of three distinct 'zones'; at Home, in Transit, and on Mission. The use of all three are critical to getting the right feel to c.War. The purpose is to really hammer home the disjunction between home and warfare.
The Infinity Core will see a fairly major revision between Dark Stars with its cinematic approach and c.War with its hard gritty approach and part of that will be a revision of the conflict mechanics away from the abstraction of a conflict turn back to a more traditional role-playing game turn sequence, featuring "combat time" a system that will track actions and reactions in time. How fast a character's reactions are and how quickly he is able to recover from an action that targeted him.