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InfraSpace News

Friday Dev News #122 - What's Next?

Hello everyone!

One week has passed since the Improvement Update got released!
Overall I think it was well received. In the first couple of days there were still some bugs to iron out, but after 3 quick patch updates in the first 2 days these seem to be ironed out. If you still have issues, let us know.

What's next?


We're preparing InfraSpace for leaving Early Access, but before that happens we decided to take some extra time for an additional improvement update, which will focus on 4 things:

  • Balancing
  • UI Overhaul
  • World Update
  • More Bugfixes


That's right, we're trying to give you a better game world! The new map in the Environment Update in December was not super well received, so we're giving it another go. I can't promise that it will satisfy everyones dreams and wishes, but we'll give our best.

The Balancing change might sound like a small thing, but it's actually pretty big! I'll give more information in the coming weeks, but you can expect multiple new production chains ;)

As for the UI Overhaul, we already have some concept ideas, let us know what you think:



There's lot's of changes here, but focus on the changed menu on the bottom, the info panel and the info numbers on the top right. What are your thoughts?

Happy playing!

Patch Beta 1.5.284!

Another small bugfix patch:

  • Improved resource delivery prioritization which fixes resource starvation
  • Brought back missing intro cutscene subtitles

Happy playing!
Sepehr

Patch Beta 1.4.283!

Hello again everyone!

This small patch fixes the following issues:
  • Power poles should now behave as before the update
  • Fix sometimes getting stuck in build/move mode
  • Visualization mode will now kick in when moving a building


Again thanks for the reports.

Happy playing!
Sepehr

Patch Beta 1.3.281!

Hello everyone!

Thanks for the reports so far.

This small patch fixes the following issues:
  • Resource starvation bug
  • Far side roads getting deleted when their connected road gets updated


Happy playing!
Sepehr

Improvement Update Released!

Hello everyone and welcome to the InfraSpace Improvement Update!

This update has been in the works for 2 months and we're bringing you lots of bugfixes, performance improvements and even some new decoration buildings and small extra features!

Special surprise: We got a small Intro Cinematic!

Intro Cinematic


[previewyoutube][/previewyoutube]

In InfraSpace, you start out as a ship stranded in space. If you start a new game, you will now get a small movie to introduce you to the situation. Our 2d artist Adriana has been working on it for a while, so I hope you like it!

New Features


  • “Pixel buildings” so you can highlight parts of your city
  • Color wheel for pixel buildings and trains so you can have them in any color you want
  • Lots of new decoration buildings for your enjoyment, like crashed ufo, ferris wheel, new parks, fences, parking lot, …


We added lots of new decoration buildings, this screenshot only shows a couple:



The new pixel buildings can be used to make any kind of shape ingame:





You can use the color wheel to customize pixel buildings, fences, and trains:



Performance Improvements


Improving the performance of the game has been one of the primary focuses of the Improvement Update. And I think we were quite successful: especially in large saves, your fps could increase by 50% or even 100%, depending on your city layout and city size.

  • Pathfinding Performance has been vastly improved, which is especially relevant for large saves
  • We removed one source of regular stutter (Visualization mode verification ran every 5 seconds)
  • No hanging when placing long roads, especially in large saves
  • Improved terraforming buildings performance


Bugfixes


  • When you place roads they are now built in the shape you expect
  • Fixed terrain decals below roads not being rendered correctly
  • Fixed green grass not appearing in grasslands and forests after terraforming
  • Fixed a bug where you could connect different types of pipes
  • "Road missing" icon no longer appears when a pipe is connected to a building
  • You can now exit move and delete mode with escape
  • The targeting station now has an animation
  • Fixed the price calculation when placing gondolas. Now dependent on distance
  • Fixed height and length of roads not being shown anymore


Even very long and steep roads are now built in the shape you expect them to be:



That's it for this update, let us know how you like it! We hope the Improvement Update improves your InfraSpace experience.
Stay tuned for more news next week!

Until then, happy playing!