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Indoorlands News

Indoor theme park builder Indoorlands is out in Early Access

You've built theme parks before but not like this. Indoorlands changes the way you design parks, with everything inside huge customizable halls and it's now in Early Access.

Read the full article here: https://www.gamingonlinux.com/2021/07/indoor-theme-park-builder-indoorlands-is-out-in-early-access

We finally released in Early Access!

Hi!

Today is the day: Indoorlands is finally available in Early Access! Feel free to spread the word. For us, the further development of the Early Access version starts now, which we will do in cooperation with the community.

Roadmap

You can now find the following roadmap on the store page:


This roadmap is not complete (the list of ideas and possibilities is quasi-infinite) and we can't promise 100% that every entry will eventually be implemented, possibly things will be replaced. But we will definitely do our best to get the maximum out of the game.

Our plan is to release a smaller patch every 2-3 weeks with improvements and bug fixes. Then every 4-6 weeks we want to release a bigger patch with new features and content.

With the next update we will work on balancing and integrate our new entertainment halls. These are somehow a mixture of rides and stores. Here a gif (work in progress):


Supporter Edition

Here is a short note about the optional addon to the game. It serves to support our studio further. As benefits you can have your name added to the game, choose a fountain entrance statue and get access to concept art, wallpapers and the game music. We would be happy if one or the other becomes a supporter.


What changes have there been since the last status update?

It's been a while since the last status update, as we've been focusing on the release & in-game improvements. Here is a list of all changes since the last status update (entries marked with beta were already in the last beta patch):

Added
[expand]
  • Added VIP visitors: These are more demanding, but sometimes increase the patience of surrounding visitors and can give significantly more satisfaction points when satisfied.
  • First financial overview: income, expenses, profit
  • Heatmap for dirt: Here you can see at which places there was the most dirt over the last minutes.
  • Entrance statue in Pride variant.
  • Button to skip the closing of the hangers.
  • When selecting visitors, a line to the next destination is now displayed
  • Parking capacity can now be set in 8 levels. 100% = open (as before) and 0% = closed. This can be useful in the current endgame when you want to satisfy all visitors.
  • Added a lot of blueprints for halls.
  • Added new hall music
  • Hotkeys for speed control
  • Button for Discord in the main menu
  • Visitors now have favorites. These are optional needs that - if satisfied - give bonus points (was in beta)
  • Set ride programs now affect the need points that halls / rides give (was in beta)
  • Support for Linux operating systems (was in beta)

[/expand]

Improved
[expand]
  • UI completely reworked so that it now renders much smoother AND the large panels no longer cover the whole screen
  • The need reports now update regularly
  • Placing decoration and buildings now has animation and particle effects
  • The 3D models of the rides are now displayed in the park in increased detail
  • All menus should now have escape functionality so you can quickly close them with the keyboard
  • The category for utility buildings is now higher up in the research menu
  • Parking lot upgrades in the research menu now show the additional capacity
  • Parking lot upgrades are now displayed as the first transportation research tree
  • The construction menu has been reordered slightly (building paths is now at the top)
  • When selecting halls, the buttons are now highlighted in color, so that they are easier to recognize
  • First ride hall "Hill" the lateral few shortened
  • Tooltips open faster
  • Wall paintings now have less visible cuts
  • Button to return directly to desktop (was in beta)
  • New visualization for dirt feedback (was in beta)
  • Name hygiene changed to cleanliness (was in beta)

[/expand]

Fixed
[expand]
  • First research category was sometimes not displayed correctly
  • Sometimes buildings could not be selected until you build a new one
  • A few viking decoration objects had a wrong pivot
  • The park capacity increased every time you switched from park view to detail view
  • Crash when moving rides halls
  • Several rides could be spawned broken into each other

[/expand]

Thanks to everyone who has contributed to the game so far, to everyone who will contribute to it in the future, and of course to all those who have supported us along the way. Special thanks go to the beta testers and all the streamers who helped us on the way towards the release.

We are looking forward to the upcoming time and to unleash the full potential of Indoorlands. Now hurry up and get the game :D

Feel free to join our Discord: https://discord.gg/2X8WWaK

- Your Pixelsplit Team

Indoorlands Early Access Release Livestream

Hi,

we'll start our livestream on 14th of July. The schedule is (timezone UTC+2):


On 15th of July we'll mainly show pre-recorded footage ( https://www.twitch.tv/verowak ), but we'll do an AMA on 06:00 PM (15th of July).

The schedule can change.

- Your Pixelsplit team

Indoorlands is a special kind of theme park builder arriving July 14

Indoorlands from Pixelsplit is an upcoming game about building theme parks. It's piqued our curiosity due to the idea of everything being inside, and the way you design things.

Read the full article here: https://www.gamingonlinux.com/2021/07/indoorlands-is-a-special-kind-of-theme-park-builder-arriving-july-14

Status update: We have a release date!

Hi,

Today we have a new status update and great news.

We have a release date!

As some of you may have noticed, we have been in "coming soon" status for quite some time now, but without a concrete date when "Indoorlands" will actually be available in Early Access. That is supposed to change today!



So on July 14, we will be releasing "Indoorlands" in Early Access! In the course of this we have also created a new trailer for you:
[previewyoutube]Indoorlands Early Access Trailer[/previewyoutube]

OMG what's next?

We are still in beta, collecting feedback, implementing feedback and fixing bugs every day. This is how it should continue in Early Access ːsteammockingː.

At the beginning of the Early Access phase, we will then also share information about our further planned roadmap.

What other changes were there in the beta?

[h2]Attractiveness map and park impression[/h2]
Currently, halls and decorative objects give "attractiveness points". The sum of these points is the so-called park attractiveness. This value determines how many visitors at most want to come to the park (the researched level of your transport area determines how many visitors can come).

But we wanted to give the attractiveness some more meaning and create incentives to build small "decoration halls" (decoration halls are small decoratable halls - but without rides - where visitors can marvel at the sceneries created by the player). For this purpose, we have included a park impression mechanic. Visitors continuously observe their surroundings and get impression points when they walk in a nice region and lose points again when they walk through an ugly region. Especially supply buildings are ugly and should therefore be built a bit far away from the actual flow of visitors, so that the park impression is not disturbed. If you manage to leave a good overall impression on your visitors, they will be more satisfied. We have not included a malus for the time being.


To help you optimize your park with respect to this system, we've included an attractiveness map that shows you which areas of your park have which values.


[h2]Balancing[/h2]
We have made some more adjustments regarding balancing, especially how visitors prioritize places, but also that they can revisit places if there are no better options. This all leads to a better utilization of places in the park, so the choice of buildings by the player should have more and more direct influence on the satisfaction of the visitors.

[h2]This and that[/h2]
  • Revised building controls (before it was a bit cumbersome, now it's easy place with mouse, rotate with keyboard R and with shift you can quickly build multiple objects
  • Ambient Occlusion effect for more depth
  • Attractiveness display while decorating
  • You can now zoom in a little closer
  • Added first tips in the loading screen
  • and much more ːsteamhappyː


What is still being worked on?

Currently, we are still working on many small tasks to improve accessibility and comprehensibility. In addition, we are still testing a system of so-called VIP visitors, who have special requirements, but are also particularly generous and can give many satisfaction points.

For our release, of course, we also want to reach many people who want to report and stream about the game. So we are currently evaluating some ways to build Twitch integration into the game so that viewers can interact with the streamer. Are you a streamer and would be interested in playing "Indoorlands"? Then feel free to send us an email at [email protected] with some info about you and your channel.


Feel free to let us know in the comments or on Discord what you think of the new trailer and changes. And if you haven't already: Be sure to put Indoorlands on your wishlist so you'll be notified when it's released. This is especially relevant since there will be a very special discount during the first week, so you - the early backers - can get Indoorlands at a price you won't otherwise see on our STEAM page for a while.
https://store.steampowered.com/app/1378890/Indoorlands/

We would like to thank you for supporting us so far and hope that you will make "Indoorlands" a great game together with us!

- Your Pixelsplit Team