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InfraSpace News

InfraSpace Tiny Update

  • Steam Cloud is now cross compatible between windows and mac.


(Steam Deck Windows has always been compatible and continues to be)

As always:

InfraSpace is a completed game, but we still support it with bugfixes.
If you encounter bugs, let us know in the comments or on our forum or discord and we'll fix them in the next major update.
If you encounter a game breaking issue, email [email protected].


Thanks, and happy playing :)

Patch 1.50.448

Hello everyone,

This update fixes an issue where a player was unable to load their save.

I also posted a little FAQ post today so that it's easy to find an official answer for the most common questions in the discussion forums:

https://steamcommunity.com/app/1511460/discussions/0/592887534192691505/


Let us know if you run into any issues and as always, happy playing!

Patch 1.49.446

There was a small rendering issue with the ambient occlusion effect that got introduced with the engine version upgrade. This was most visible on the grass in the procedurally generated map and is now fixed.

InfraSpace Mountain Map Update!

Hello everyone, it's time for another InfraSpace update!

New Mountain Map


While this update is mostly about improving bits and pieces in InfraSpace and fixing bugs, there is one big new thing: The Mountain Map!



This one is meant to be a map for advanced players. Building space is at a premium which means a couple of things are harder now:
  • You can't get production bonuses as easily. Because you have so little space, you need to make choices about which buildings you put next to which for the neighbor bonus.
  • There are only a couple of flat valleys. Do you mix the residential area and industiral area somewhere? Keep it apart? What about area of effect buildings?
  • Traffic is harder to route, especially if you want your roads and rails to fit to the terrain
  • Sometimes you need to rebuild and enlarge an intersection for better throughput. With less space, you have to think twice about how exactly you want to do it.


Some of the resources are also hidden below rocks now. You'll have to use the big space ship laser cannon to remove those first, so it can make sense to rush the tech tree towards space ship repair.







[h2]Terrain Placement Rules Changed[/h2]

When I playtested the new mountain map, I found that it was a big pain to put down power poles, because a lot of the terrain was too steep. Wind turbines had a similar issue: It would make so much sense to place them on mountains, but it was too steep.

That's why I changed the terrain placement rules a little
  • Can place power poles and wind turbines anywhere, no matter how steep
  • Wind turbines no longer flatten the nearby terrain (power poles never did)
  • However: Solar power plants are now only placeable on 10° slopes (earlier it was the default 20°)


The last change made sense because solar parks take a lot of flat area, which is exactly the tradeoff that should exist here. Sprinkling them all over the mountains also would look terrible with their auto terrain flattening.

If you load an old save, you might have to adjust some solar parks' placement a little.



Better Logistics Centers


Buildings can now connect to multiple collection and distribution centers!

Earlier, they could only connect to one center, but this was confusing to a lot of people, that's why we're trying this change. This should also make the behaviour a little more consistent, because before it could be little random which logistics center buildings would connect to if there were multiple availble.



Another small change is that we added made the list of connected collection and distribution centers scrollable, so you can hook up more without having to mess with the UI scale (that's what some players did earlier as a workaround).



Save Loading Performance


If you've been building large cities in InfraSpace, you might be
famililar with the "Update Road Decals" loading screen text:



It's on of the last step of loading a save, and used to take a long time. We optimized the code and properly multithreaded it, so in a particularly large save we were able to go from 39.37 seconds of loading time to just 2.02 seconds for this loading step. Yay!


Better Stats Panel


In order to fix a bug, we had to revisit the city stats tracking and as I was working on this, I also improved the stats panel a little. The graphs now show 200 data samples instead of the previous 50.



Small Changes
  • Spaceship tab can now be exited with escape
  • Train signals tutorial now only triggers when trains are actually unlocked
  • Updated Engine Version


Fixes
  • Fixed grass not disappearing when building a road on top of it
  • Fixed an issue where the "total industrialization" achievement would not trigger in some circumstances (produce all resources)
  • Fixed a host of Mac-Steam issues: Achivements not triggering, mods not loading
  • Fixed other Mac issues, like mod folder not opening or mod config files export not working
  • Fixed different font size in german in some UIs
  • After playing the intro cinematic, the world settings UI would show again for a second. Now it doesn't
  • Removed old messages about city level up
  • Fixed some localization and text issues


Thanks to everyone that reported issues and shared their save files with us for reproducing the issues!

Future


As you know, InfraSpace reached 1.0 in October last year and is now considered a finished game. Since then. we have provided some extra feature updates for it and a bunch of bugfixes. Our plan is to continue providing bugfixes for a long time, like with our other game Founders' Fortune. However, unless there is some critical issue, we will wait for a couple of months for a bunch of minor bug reports and other feedback to accumulate, track them all, and then fix them all at once in a big update.

Currently we're hard at work on our next game. We learned a lot with InfraSpace and want to improve a lot of things. The new game is still under wraps, but we do have a mailing list if you enjoyed one of our games and want to be notified once there is news.

Thanks a lot for all the support. Let me know if you have any issues, and as always,

Happy Playing!!

InfraSpace Update 1.45.436 + Future

Hello everyone!

I just released Update 1.43.435 with some fixes, mainly localization related.

One more content update


InfraSpace is getting close to being a finished game. We hit 1.0 in October and have fixed almost all of the bugs since then. We will continue to fix bugs that come up for a long time, so please keep posting about them when they happen to you.

In terms of content, there is 1 more update coming: It will release our 4th map for InfraSpace, which will require a lot more usage of the spaceship laser cannon and gondolas to traverse the terrain. More details in a future post.


New Game in the Works


Since InfraSpace is pretty much finished now, but it's not a "forever game" that we can afford to update indefinitely, we have been cooking up our next game in the background for the last 5 months.

With InfraSpace we learned a lot, especially regarding software quality. We want to apply a lot of these lessons and have built a really good foundation, that should lead to a lot less bugs than InfraSpace had at some points in it's development.

The next game will be a bit closer to our first game, Founders' Fortune, but there are definitely going to be some production chains and some opportunities for optimization if you're so inclined.

Let me know if there is interest in the InfraSpace community to join a closed Alpha or a mailing list and I'll see what I can do once the game is ready :)


Thanks again for the feedback and the support. Let me know if you find any more issues with InfraSpace or something that needs to be fixed and as always,
Happy playing!

Edit: People have been asking me how to sign up, so here is a link: https://dionicsoftware.com/alphaSignup

It will take some time until the alpha is ready!