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InfraSpace News

Friday Dev News #117 - InfraSpace's Future + Road Shape Fix

Hello everyone!

Future of InfraSpace


This week I just wanted to take some time and update you all on the progress of InfraSpace and when we're gonna hit 1.0 and release Early Access.

InfraSpace has been in Early Access for almost 2 years now and we have long finished all of the promised roadmap items as well as a bunch of extra features and stuff that wasn't on the roadmap. During development we prioritized dev speed over stability and performance, but it's time to change that and improve the game we already have. Let's make it an experience fit for a mature 1.0 release, probably leaving Early Access in 3 months or so.

That means less focus on new shiny features and more focus on fixing bugs and performance issues as well as tutorials. And I want to be clear that we will not make huge changes like adding "Area 02" for making another city in the same save or multiplayer or anything like that. That is in the realm of "InfraSpace 2" or whatever may happen in the future ;)

I have heard some people complain about "how can you work on a ferris wheel when bug X is still there?". The reason is that artists will not fix programming issues. The ferris wheel does not require programming, so this is something our artists can do to improve the game, while our programmers work on other issues in the background.

The terrain is an open question. Of course we have heard your feedback especially regarding the love for the old terrain. The thing is, working on terrain takes a large amount of time and currently I feel it's better spend on fixing multiple smaller things instead. We'll see!

As for how much content comes after updates, I've said in the past multiple times it depends on how many players will play it at that point. For now we focus on improvement and getting it ready for 1.0.


Fixing common road placement bug


In that bugfixing spirit:

It's long been a gripe of players that placed roads do not always have the shape their draft shows before they're placed, especially on hills.

Well, our programmer Sepehr just fixed it:



Balance


InfraSpace's production ratios have alwyays been a little whacky and unpredictable. Andreas is working on finding a new balance for the production chains so you can much easier calculate how many mines you need to supply a factory.

Also, we're planning to do away with huge fields of nanotube factories or electronics factoriers. To that end, we might introduce 1-2 new resource chains. More info on that to come later!

Playtesting Pixel Buildings


On Discord we have a small group of playtesters playing our in development version trying to find bugs. This week, they've already had a go at the new pixel buildings (screenshots are from AaronJerda):





If you also wanna help us find bugs, join the Discord here.

That's it for this week. I hope you understand that we'll not focus on huge new features for the forseeable future, but if you got bugs, performance, or broken gameplay issues, let us know!

Happy playing!

Friday Dev News #116 - Pixel Buildings

Hello everyone!

Easter time is here, so we had a little shorter week this time and we hope all of you are enjoying the holidays if you have some. This week we already released a small bugfix update on Monday to make sure the magnetic field generator is working properly for absolutely everybody.

So now, I wanna reveal a fun little thing we've been making, called pixel buildings:

Inspiration


It's always been great to see players use the signs in their cities for all kinds of purposes. Sometimes they declare districts names, remind players of future plans, or are just plain little funny messages.

Another cool thing we saw is that some "road building artists" on our discord server made some absolutely amazing things. Check out the adamantine icon made out of roads in this city by AronJerda on Discord:




So we thought with relatively little effort it might be possible to give you way better tools besides pre-made decoration.

Pixel Buildings


"Pixel Buildings" are just some buildings that are exactly 1x1 unit wide and come in some different shapes like rectangles, slops, and circles.



You can use them for all manner of purposes. You could make pixel art or just fill up some space. We're just gonna give them to you and see what happens :D

All the colors can be set with the new color picker, implemented by our programmer Sepehr:



Unfortunately, because of some tricky issues, implementing the color picker took longer than expected. We haven't forgot that we want to focus on polishing, fixes, and performance as well this update and will get back to it soon.

On a positive note though, the color picker automatically also works with trains and any future thing that might be editable:



Check out next week's post to hear some more news about balancing!

Until then, happy playing!

Patch Alpha 12.7 Updates Old Magnetic Field Generators

Hello everyone!

A couple players still complained about their magnetic field generators turning into the adamantine drill. With this small update we change the save game loading so that old, broken magnetic field generators from the time before our terraforming update hotfix are get fixed as well.

If anyone still has issues with these, let us know.

Happ playing!

Friday Dev News #115 - Big Ferris Wheel

Hello everyone!

our studio has a lot to do right now with a mix of refactoring, polishing, adding some new buildings, and a visit to the Game Developers Conference.

This week, I'll show you some of the new decorative buildings thanks to Lasse, while the rest of the team are working on improvements on things in the background.

Big Ferris Wheel


This Ferris Wheel let's your citizens see the plant from a whole new perspective! For now this is just a decorative building, but we might make it an alternative to the stadium for people to get entertainment. What do you think?



Crashed UFO


Where could this have come from? Seems like it's been here for a long time.






Building Variations


InfraSpace's industrial districts frequently look a little bland cause many players group buildings of the same product together in large areas. To improve the look of these zones, we're adding some variations to many often-used factories:









That's it for this week's updates. Let us know what you think and happy playing!

Friday Dev News #114 - Bugfix Update

Hello everyone,

one week has passed since the Terraforming Update and we've been busy with bugfixes for you.

A big reason for some of the new bugs was a multithreading issue that happened because we cleaned up a huge chunk of our codebase, about 40%. This should make future dev easier, but during that cleanup, we also made a last minute performance improvement. It worked, but sometimes led to issues with other threads, breaking a bunch of things.

That threading issue was fixed with the Monday update and that's where most reported bugs have been eliminated. Some were still left, so today you're getting another update:

  • fixed keybindings that were not working
  • fixed animations not playing properly if they were not using VAT (immigration spaceship). Some players thought this meant immigration was broken
  • fixed animations and particles out of sync when placing roads next to building
  • fixed red dots not disappearing when placing first couple of buildings


On Monday we fixed the bug where the Magnetic Field Generator turned into the adamantine drill. However, you need to place a NEW generator, because old generators still have the wrong values inside of them. If you are sure you have placed a new generator and you still see it turning into the adamantine mine, send us the save.

That's it for this week. You're going to hear more about our plans for the next update next week.

Best,
Daniel