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InfraSpace News

Friday Dev News #129 - Balancing Update on Friday July 14th!

Hello everyone!

We are going to release the Balancing Update next week on Friday, July 14th and it's time to let you in on 2 secret new features we've been working on alongside the new production chains: A new user interface and better space ship upgrades!

New User Interface


We have kept our second user interface, the blue dashboard for a while and are quite happy with it. Still - there are some things we wanted to improve:



First of all, since we added so many new buildings for this update, the construction interface was getting really crowded. We now have subsections for categories with a lot of buildings. We also moved the most common buildings, like habitats into a "basics" category with no subcategories for easy one-click access.

By the way - did you know you can quickly select categories with the keyboard shortcut left shift + number? This is already in the game!

Also, we changed the category order themselves and made 2 buttons for direct access to rails and pipes. The buttons for advanced building options have been moved to the top of the interface and should be a little more easy to understand.

You used to see city statistics in the bottom right, which got super cramped especially on small screens. So we took it out from there, but don't worry! It now sits on the top right of your screen, always visible.

We hope we made a nice little step forward with this UI, but if you have any trouble let us know. We haven't added animations yet, might be a nice idea for 1.0?

Better Spaceship Upgrades


When you finish repairing a part of the spaceship, you get small bonuses. But ever since we introduced these bonuses, many of them have actually felt a little weak, some players didn't even think it was worth unlocking all of them.

This is about to change!

Every spaceship part now makes one or two recipes of your factories much more effective, producing one or two additional resources each time. Check it and see if it is overpowered! :D

Heat Exchanger


And finally I'd like to end with some pictures of the new heat exchanger factory. It's not completely finished yet, but should be done in time for the Update next Friday.





The heat exchanger is used on advanced products that need some cooling or heating, like the superconductor.

I hope you're ready for the update next week and until then,
happy playing!



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