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InfraSpace News

Friday Dev News #128 - Uranium Enrichment, Release on 14th of July

Hello everyone!

Getting the Balancing Update ready for July 14th


We are spending most of our time now getting the Balancing Update ready for release. This week, we integrated a lot of our playtesters' concerns and fixed a couple of bugs.

One of the bigger bugs we fixed was related to grass that wasn't getting properly removed when you placed buildings on roads nearby existing structures. Should be good now!

This week we also did much of the translation for English and German. The community translators are going to work on the other languages later.

Industrial Chemicals


Two weeks ago I only shared a concept, this week I can already present to you 2(!) finished buildings!

Chemicals are a new basic resource produces in the chemicals lab. It's required for all kinds of products, but especially for science.



Chemicals can be further developed in the industrial chemicals lab. These high-concentration substances are required to make advanced materials like nanotubes or iridium alloy.



Uranium Enrichment


The Uranium Enrichment Facility is not completely finished, but you can already see a lot of progress!
This was the concept:



And this is the current state of the facility:



Enriched uranium is more radioactive and it's required to power the fast neutron reactor and produce radiation cores.

That's it for this week. We're going to release the update on July 14th, I hope you're stoked!

Happy playing!

Friday Dev News #127 - Bug Fixes

Hello everyone, and welcome to another week of dev news!

We're preparing the balancing update for release and are aiming for July 14th. It's looking good! Today we released a first version of the update to some playtesters on our Discord server. If you also want to help us playtesting, come join!

Bug Fixes


In preparation of the update we fixed quite a number of issues:
  • Fixed an issue where schools did not produce traffic
  • Required parks, stadiums, and schools to have a valid path to and from those buildings
  • Important: Reduced traffic for parks, stadiums, and schools by 67%
  • Fixed an issue where clicking on move or delete while building roads or rails gave you free resources or otherwise broke the game
  • Fixed an issue where replacing rails with upgraded versions didn't work properly
  • Reduced gondola collider size so you can place them on cliffs
  • Fixed an issue where pipes could be visible above ground after loading a game
  • Fixed an issue where the game tried to autosave in the main menu


Map Editor almost done


We are nearing completion on our map editor for our artists!



Sepehr only needs to get the maps to save and load correctly and make them playable and then we're done!
Unfortunately, I don't think we'll manage to give you a new map for the balancing update, but should be ready for the 1.0 release!

New Production Chains: Heat Exchangers & Stem Cell Labs


First of all, the plastic factory I showed you last Friday is now done:





Second, we have 2 new products: The heat exchanger will be necessary to cool superconducting coils, but you'll get screenshots of that next week.

The stem cell lab is our first futuristic biological product! More details to come in the coming weeks.



I hope you're looking forward to the balancing update!
Let me know what you think and if we're forgetting anything important to get InfraSpace ready for 1.0.

Happy playing!

Friday Dev News #126 - Chemical Industry

Hello everyone!

This week we've got more progress to share on our new industries as well as some map editor news!

Plastic


The next update is going to be the balancing update and overhaul a lot of InfraSpace's industries and also add a bunch of new industries. Last week, we introduced the oil industry to you and today we're showing the next processing step: Plastic!



Adriana's concept looks pretty cool, but Lasse has also started making it. Textures are still missing, but you can get a sense for what's to come:



Copper Mill


Last week we showed you the copper mill that was supposed to add a higher tier to your copper production. This week I'm happy to show you the final building!



These buildings are not animated yet, because we'ret trying to be quick and hit the update deadline of July 14th, but we're making good progress!

Chemical Industry


And finally I'd like to introduce our final new factory for this week, which will produce industrial chemicals, which will be used in all kinds of products:



More details and hopefully a screenshot of the finished model next week!

Map Editor for our Artists


Since a lot of people would like to see one or more different maps with some more elevation changes and interesting terrain, we're making a map editor. For now, only to be used by our artists.

It's been taking a while, but thanks to Sepehr this week I can share a nice little gif: First, an artist can use Unity's built in terrain tools to create a terrain with some grass. Then, they can switch to our map editor and see the terraformed version as well as paint some trees.



This kind of functionality is important because our InfraSpace maps essentially have 2 versions: default and terraformed.

That's it for this week, I hope you're as stoked for the balancing update as we are.

Happy playing!

Patch Beta 1.6.285 Fixing save loading issue!

Hello everyone!

This small patch fixes a save loading issue that @gamernature reported on our discord server.


Thanks for the reports.

Happy playing!
Sepehr

Friday Dev News #125 - Oil Industry

Hello everyone!

This week I've got lots of updates for you!

Oil Industry


The plants on our planet Neper-3 have been growing their for millions of years, so if you just dig deep enough, you can find oil in the lower layers of the ground.

This is lucky for your small extraterrestrial community because they can refine the oil into plastic to make industrial parts that would be hard to make otherwise.



Since oil is another liquid, you'll be able to store it in tanks.



One of the big reasons for the balancing changes is so that you don't have to place thousands of electronics factories in the late game anymore. Instead, there will be more varied production chains.

Copper Mill


Also copper production is getting some upgrades. Here you can see our first concept for the copper mill:



Map Editor Progress


The map editor for our artists has taken a while, but we are finally finishing up with the most time consuming things! We're hoping to finish it next week, so that we can get back to bugfixing and quality of life improvements.



We hope we can create some more interesting maps for you, but not sure if we'll make it in time for this update.

Bonus: We fixed a save loading issue and a possible crash. Still needs to be released though.

Holo Cinema


And a final extra: Welcome the new holo cinema, an alternative source of entertainment besides the huge stadium!



Those were a lot of news this week. Let us know what you are most looking forward to!

Happy playing!