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InfraSpace News

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!

Friday Dev News #156 - Inactive Volcano Map

Hello everyone and welcome to the April update!

This time, we have 3 main news for you:

Volcano Map


It's been a long time coming and today we're finally releasing the Volcano Map!



The map is designed to be a little challenge for more advanced players. There is not so much building space and the terrain is very sloped, so you have to be more selective about how you organize your city. This becomes more important in the mid- to late-game as the industries are getting more complex and the layout of your roads matter more.





Localization Update


Most of our translations were done by the community so far, which we are really thankful for! But that also means, that not all localizations were at 100% done all the time. Now that InfraSpace is pretty much done, we worked with a localization company to get the languages with the most players up to snuff. That's why German, Spanish, Japanese, and Russian should be at 100% completion now. French will probably be done with the next update.

Mac Crash Fix


I'm sorry this has been plaguing mac players for a while. There was a crash that could happen sometimes when you upgraded the adamantine mine. If a car was currently on the way to the mine as it upgrades, the car would try to reroute to a building that is no longer valid (because it has been replaced by the new mine stage). This would crash our routing algorithm, something which was graciously ignored by the windows version of the library because of different compile settings.

In any case, it's fixed now, so let us know if you're having any other issues!

As always,
Happy playing!

Friday Dev News #155 - Big Bugfixing Update Released Today!

Hello everyone and welcome to the March Bugfixing Update!

In the last post, I announced that we will take more time for updates from now on. They used to be weekly, now it's around a month or so. Since then, we have fixed a lot of issues, big and small.

The most interesting change is that the worker distribution algorithm has changed now. You can now easily set industries to a certain worker number without the game trying to fill up industries with any remaining unemployed people. What you set, counts.

Also, worker distribution now takes some time. You can see this probably only in large cities if you change hundreds or thousands of jobs at once. This change was made for better performance during normal gameplay.

[h2]Full List of Changes[/h2]
  • Changed the algorithm that distributes workers to jobs
  • Fixed superHighways category sometimes needing two clicks to get selected)
  • Fixed replace/reverse buttons staying on outside of road/rail categories
  • Fixed being able to replace rails w/ roads
  • Fixed missing Japanese letters
  • Fixed collection/distribution center UI buttons having background text
  • Removed car resource from collection/distribution center's resource list
  • Fixed logistics visualization not counting pipes as connections
  • Fixed an issue where deleting a building in district caused an internal issue
  • Fix in encyclopedia entry for districts
  • Fixed bridge piers colliders being too short (not colliding after a certain height)
  • Fixed buildings w/ multiple producable resources not showing missing road connection when it has only 1 pipe
  • Fixed tutorial buttons having "Production" text instead of "Got it"
  • Fixed production panel tutorial throwing not assigned error
  • Updated localization
  • Fixed noAccessToRoad not showing in PowerUpInfoPanel upon having no road connection (for recycling center and soil fertilizer)
  • Fixed moving AOE upgrade buildings not applying their upgrade to their neighbors (for recycling center and soil fertilizer)
  • Fixed producers out of range of collection centers making deliveries to them
  • Fixed gondola connectors throwing NullReferenceException
  • Fixed highlighting a save file's name while renaming it throwing an error


There is a high prio mac issue on our list, we'll address this with the next update. Sorry it didn't make it into this one!

I hope you are having fun playing InfraSpace. Let us know if there is anything else you need fixed.

Happy playing!

Patch 1.35.425 fixes save loading issue

Hello everyone,

in last evenings patch, some players reported a save loading issue.
We fixed it and found it was connected to an issue between collection centers and their connected distribution centers. We also fixed that.

Happy playing!

Friday Dev News #154 - Monthly Updates

Hello everyone and happy new year!

We are back to work and have spent the last week fixing a bunch of more issues here and there.

This is the list:
  • Fix delete save button not working
  • Fix reverse road tool bringing back foliage
  • Fix UI scale slider jittering the graphics settings
  • Fix preview road (road that hasn't been built yet) touching a rail breaking the game
  • Fix spaceship view not showing laser
  • Replace cursor while replacing/reversing roads
  • Fix intersection rings (blue rings) not disappearing after canceling deletion
  • Fix deleting all rails of a train line, which has at least a train, throwing an error
  • Fix collection/distribution centers not disconnecting upon resource change


[h2]Updates now monthly instead of weekly[/h2]

From our 1.0 release on Sept 22nd until christmas we have released updates every week. This was really great for fixing bugs quickly and improving the most obvious quality of life issues.

But it's a lot of extra effort because each week we have to go through some quality assurance testing to make sure we didn't accidentally break anything while fixing a bug!

That's why from now on, we'll release our updates monthly. We are going to spend the whole month fixing this, and improving that, and then do a big QA test where we check the whole game at once.

If you want to help us playtesting or experience new changes early, you can join our discord server and ask to help with playtesting by pinging the @Developer role.

Let us know if there is anything else you need and as always,
happy playing!