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Indoorlands News

Major Update 0.6.0 - Level Up Your Entertainment

Hi,

it took a little longer than planned, but today it's done. Our first big Early Access update is here! There's a lot to discover, so let's get started with the patch notes:

Decorating in the park overview

We've often heard from you that you'd also like to be able to decorate the park in the overview. We took that to heart and included completely new ways to design the look of your park.

You can now choose colors for floors and walls when building paths. It is also possible to set ground textures and place path decorations (e.g. flower beds).


Designed paths also have a positive impact on the park impression of your visitors. We will continue to add more content to the system in the future, but we think you can get a lot more out of your park visually now.

Entertainment Halls

As already announced there are now entertainment halls in Indoorlands. You place them analog to stores, but they satisfy the ride needs of your visitors. They are hybrids of stores and rides.

Here you can see the current 6 integrated entertainment halls:


Shop Management
Upgrading stores.
Previously, your stores leveled up based on the number of customers you processed. This gave small bonuses, but they were hardly noticeable. We have come up with a completely new game mechanic. Now when your stores, restaurants and entertainment halls level up, you get the chance to choose one of three upgrades. Choose wisely, the effects can be very different.


On the map you will see arrows above the buildings when new upgrades are selectable.


We will also be adding more upgrades here in the future so you have even more choices.

Configuring buildings
A big feedback from you guys was that it should be possible to set prices on buildings. Shopping stores, restaurants and entertainment halls can now be configured in terms of price and their individual qualities (e.g. for the popcorn stand, how much butter is used). Depending on how you push sliders, it will affect the reaction of your visitors. If you overdo it with price and bad quality, your visitors will lose patience and leave the store angry. On the other hand, your visitors will gain patience if they go to cheap stores with high quality. However, you should keep in mind the increased costs.



So your goal is to make your stores ideal for your purposes, but a starting point is probably to increase the price at most to the point that your visitors are still in the green zone.

Completely redesigned user interface

We got a lot of feedback about the user interface and have completely reworked it again, especially visually the interfaces now take less space on the screen.


New ride

Of course, we also added a new ride. A GIF says more than 1000 words here.


New decoration package

For those who like to decorate their halls this update also holds plenty. There is now a completely new decoration package with over 150 new objects. The theme is: Nature. In the package you will find new rock formations, plants and the like. In the process we have also included new floor textures, wall paintings and hall "music".



Other changes

In addition to all these major changes, we have also made many minor adjustments.
Added
  • Your park visitors are now in the queue of rides in the park overview and also sit in the ride
  • Added two new blueprints
  • Building specific sound effects are now played when selecting buildings
  • New loading screen background
  • More loading screen tips
  • New Supporter Edition names included (Thanks!)
Balancing
  • Ticket price now affects how demanding your visitors are. With a higher ticket price, your visitors will expect more from the park (i.e. they have more needs).
  • A too high ticket price now leads to visitors not entering the park at all, but leaving the entrance area angrily.
  • Your visitors now tend to have fewer needs, so it should be easier to build a park that is satisfactory to your visitors
  • As part of the park decoration options, we have now included that tiles with 0 park impression also count in the park impression. So better make sure the park impression is good everywhere :)
Improved
  • Completely reworked visualization when placing halls.
  • Completely redesigned visualization when placing decorative items.
  • Description when no more land pieces are available for purchase
  • Ride halls now show the interaction time (regarding the economic simulation) of the used rides
  • The different cameras can now be used outside of controlling the rides (in the hall).
  • The AI navigation map is now generated faster when loading the park map.
  • The quality need is now called "luxury".
Fixed
  • Too many toilet needs were generated.
  • Visitors always lost patience when looking for a toilet, even though they found one.
  • Heatmaps popped back up when using the cleaning tool.
  • Research buildings generated research even though they weren't connected to a valid path.
  • Tooltips that sometimes do not disappear.
  • The "Swing" ride could be parked without correct gondola rotation.
  • The heatmap sometimes showed red color when it should have been grey.
  • Quality levels in the settings were not localized.
  • Cars floating in the air.
  • Particle effect clipped through the hall walls.


We hope you like the new features and changes. We are also available to you on our Discord ( https://discord.gg/2X8WWaK ) and also read the STEAM Discussions. Also a big thank you to everyone who submitted so much feedback and bug reports! Reminder: the red button with bug icon in the top bar is the fastest way to submit feedback. Together with you we get the best out of the game, thank you! ːsteamhappyː

- Your Team Pixelsplit

Small Patch - 0.5.7 - Cleaning tool & bugfixes

Hi,

we're still working on the major update, but in the meantime we wanted to fix a few issues we've received reports from you.

Changes
Added
  • The cleaning tool is back! (some players had complained about it) But please remember to use cleaning buildings as well if you don't want to clean manually all the time.
  • The ride stands now have a 3D model of a control panel
  • New supporter names
Improved
  • The dirt heatmap reflects the current value, instead of over a 3 minute period as before. (The heatmap updates every 5 seconds or every second when you clean).
Fixed
  • When entering the hall in paused state, the loading screen did not disappear
  • The introduction could sometimes hang when pausing the game
  • The camera could cross the map boundaries in the park map


Thanks for your constructive feedback and bug reports! The red button with bug icon in the top bar is the fastest way to submit feedback. Otherwise, we are also available to you on our Discord ( https://discord.gg/2X8WWaK ) and also read the STEAM Discussions.

- Your Team Pixelsplit

Patch - 0.5.6 - Utilized buildings, many small things & bug fixes

Hi,

today we have the next patch. Here we have focused on comprehensibility and usability improvements. At the end of the patch notes we talk a bit about the upcoming major update.

Changes
Added
  • Capacity Heatmap: Shows you an overview how busy your buildings are (for this the capacity popups above the halls have been taken out, they were duplicated with the visitor feedback with clock icon anyway).
  • The upper left corner now shows an icon and the name of the hall the mouse pointer is over.
  • Buildings can now be rotated by clicking the middle mouse button
Improved
  • ATTENTION! Cleaning tool removed, instead cleaning buildings unlocked from the beginning
  • Feedback report now also shows percentage values
  • Tooltips added when inspecting visitors
  • Tooltips for decoration tools added
  • Tooltips now have some distance to the mouse pointer and follow it
  • Particle effects and sounds added when changing rides
  • Visitors are now loaded into the ride and ride queue when entering the detail view
  • Blueprint confirm button is now green and slightly animated when selecting a blueprint to preview
  • Added hint for changing parts / areas when coloring
  • Introduction texts shortened a bit
  • Added hint for research menu in the introduction
  • Machine has a wider threshold for gondola rotation when opening restraints
Balancing
  • ATTENTION! Research buildings are now no longer limited by research unlocks, but by the number of purchased land areas. So you can build 3 research buildings from the beginning.
  • Research income is spread over day now (with 2 research buildings: instead of 2 research at the end of they day you get 1 research at 50% of the day and 1 more when the day ended)
  • The cleaners now move 16% faster.
  • The decoration halls now have a decoration attractiveness maximum of 35
Fixed
  • Sometimes the ride control toggles did not display the correct state
  • The default ride program sometimes gave bonus stats (which is supposed to be the case only with custom ride programs)
  • It was possible to save ride programs without names, which broke the UI a bit
  • Too many research buildings could be built
  • (Potentially fixed) Hall selection could sometimes stop working
  • Rides programs list and blueprint list were not scrollable
  • No shadows on Pendulum and Machine ride


What is still being worked on

We are currently still working on finishing the entertainment halls, which we already mentioned in the release news.


In addition, we are still working on the following:

Shop Management
We hear again and again the wish that players would like to individualize stores more regarding their characteristics, like price and the like. Here we are currently working on different possibilities to choose a suitable implementation for Indoorlands (not too complicated, but still enough depth).

Park decorations
This is about making the park more attractive outside of halls. We want to give the player more possibilities to design the look of the pathways in the park. We are thinking of different flooring, wall paint and objects that can be placed on the pathway. Again, something of a challenge is to make this system as easy to use as possible and not impose too much of a penalty on people who don't feel like doing this.

Balancing
Especially in the lategame the balancing of Indoorlands is currently not fully developed. We are working on improving this. In the course of this we will also adjust the price mechanics, so that the chosen park price has more influence on the visitors.


We hope you like the changes. The next major patch (see above) is planned in about 2-3 weeks.

Many thanks to everyone who submitted so much constructive feedback and bug reports! The red button with the bug icon in the top bar is the fastest way to submit feedback. Otherwise, we are also available to you on our Discord ( https://discord.gg/2X8WWaK ) and also read the STEAM Discussions.

- Your Team Pixelsplit

Hotfix 0.5.5

Hi,

we just released an unplanned hotfix since we received quite a lot of bug reports regarding one issue.

Fixed
  • Hall not selectable when "Outside" music was selected
  • Eastern music not visible in list
  • Loading indicator not spinning when time paused
  • Escape key not working in ride control
  • German "Lagerraum" typo


- Your Pixelsplit team

Minor Patch (0.5.4f1) - Twitch Integration & Bugfixes

Hello all,

we are super happy about the release and the positive & constructive feedback so far. Thank you! We are all still a bit (positively) exhausted from the release, but we have a first small patch for you today.

Twitch Integration (experimental)

With our last game "Deadly Days" the twitch integration was well received and we thought "Why not build one for Indoorlands?". If you're up for streaming the game (be it for an audience or your friends), you can now enable Twitch integration in the settings. On the one hand you can choose if VIP visitors should get names of viewers. On the other hand, we have implemented that viewers can actively spawn themselves as visitors. After that, they can tell their character in your park which destination to go to. The viewer players can throw dirt on the ground and pop smileys in the world. If the feature is fundamentally well received, we'd also like to expand it with more ideas. Feel free to give us your thoughts on it.

Bugfixes and small improvements

Here are the other changes.

Added
  • First batch of supporter names was added to the game. Thank you!
  • Roadmap in the main menu
Improved
  • The camera can now be zoomed with the page up / page down button
  • When hovering items in the research menu (and in the purchase preview) you can now see the prices of buildings and rides
  • + - buttons removed from ticket price slider
  • In the research overview you can see now the sum of the daily research production
  • The sound effects when placing halls should now be heard more clearly
Fixed
  • A ride hydraulic noise was still audible, even though the ride did not exist anymore
  • In rare cases a new park was not created but an old park was loaded
  • Capacity increase not shown for transportation research
  • Sometimes the milestone level tooltips were not unfolded properly
  • Deco objects were sometimes shrunk a bit by selecting them
  • Left sidebar disappearing when re-placing building
  • Decoration objects sometimes disappeared under the blueprint when decorating the hall
  • A few decoration halls displayed the same texture on all four walls (instead of the set of 4 textures)
  • Notifications for favorites were generated, but they are optional


Thanks to everyone who sent us feedback & bug reports. Remember, you can always do that directly from the game (red button with bug icon in the top bar). Otherwise we are also available on our Discord ( https://discord.gg/2X8WWaK ).

- Your Team Pixelsplit