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InfraSpace News

Friday Dev News #64 - Hiring

Hello everyone,

New Features for the Next Major Update


Lots of people have been asking for it, so here you go: a production overview for your districts!



Some players love creating spreadsheets and calculate supply and demand down to the last item, so to make it a little easier, you'll get more information in the factory tooltips, like resources produced per minute:




Hiring!


InfraSpace has been doing well so far, so we're looking to expand our team and add more content. If you are or you know a skilled software engineer or environment / prop artist, check out the details:

https://dionicsoftware.com/work.html



Community Screenshots


Unfortunately, our artist has been sick for the past 2 weeks, so you're not getting any new art to look at today. While he's at home getting better (best wishes!), I thought it would be a good idea to highlight our community cities instead.

You can find them either on this InfraSpace forum thread, on the Steam forum, or on our Discord server.

My personal favorite at the moment is this amazing city by BenBen on Steam:




Link to his post here: https://steamcommunity.com/sharedfiles/filedetails/?id=2735121436

And as always,
happy playing!

Friday Dev News #63 - Bugfix Update

Hello everyone,

a couple of bug reports have been piling up, so I thought it's time for a small bugfix update:

  • New: Train line list is now scrollable! No restrictions on number of train lines.
  • New: Moved train stations automatically connect to neighboring roads, if they align very well. This feature is mostly meant for when you accidentally move the station or want to replace it with a different size station.
  • Fixed priority panel UI text cut off
  • Fixed "research completed" message positioning at high UI scale settings
  • Fixed issue where road replacement costs were not properly calculated and applied
  • Fixed pink traffic sign textures on the road after loading an existing save with signs
  • Fixed a rare rail building issue where the system would accidentally spawn a zero-length rail sometimes


A big reason for this bugfix update were game freezing reports, like these.

Unfortunately, I haven't quite figured out the cause yet. So instead, I extended our automatic error reporting tool to report this type of bug as well. Throughout the next days, the tool should give us more information to track down the issue. Rest assured that it's high priority for us!

[h2]One final thing...[/h2]

Since you guys always want to hear about the new things we're working on - we'll be adding a small backstory to InfraSpace: Why are you on this planet and why should you build a city?

No spoilers yet, but this concept art can give you an idea of what you might see in the game at some point:



Happy playing!

Friday Dev News #62

Hello everyone,

today, you get two pieces of news, a small one and a big one!


[h3]The small news...[/h3]

... is that our female colonists are finished, check them out!



Just as their male counterparts, for new they just live in your buildings.



[h3]The bigger news...[/h3]

... is right here:



You might have guessed it from the vote counter in our ingame roadmap, but the our next major update is going to feature pipe systems!

In contrast to the featured dev screenshot, they are going to be constructed underground. Also, for certain resources, they will be able to replace truck transport. We will release more details about the mechanics and the (new) resources affected by this as we develop the system throughout the coming weeks.

We'd love to hear your thoughts on the upcoming pipe system and, as always,
Happy Playing.

Friday Dev News #61 - Sandbox Mode and Roundtrip Trucks

Hello everyone,

I hope you've been having a great time building with grids and using the traffic lights and traffic signs to get your cars flowing the way you want.

I also hope, you picked a solution for your saves before the update. Reminder: You can keep playing an older save with an older version of the game if the conversion is too tedious for now.
Tutorial here: https://infraspace.dionicsoftware.com/howToChangeGameVersion.html

We are in Early Access, but save compatibility is important to us as far as it's possible!

That being said, we are releasing our third small post-update patch today, which
  • fixes narrow buildings like the basic farm jittering when placing on road corners
  • removes city levels from the background of the research tree since some players thought the unlocked
research tree was a bug :) It's an experiment to see if players change their playstyle with an unlocked research tree!

[h2]Sandbox Mode and Roundtrip Trucks[/h2]

Disclaimer: Sandbox Mode is not released yet and will be in the next major update. This is a progress post!

While we are not sharing the theme for the next major update yet (give us some time!), we can already share some progress on something that's near and dear to many of our player's hearts:



With the next major update, you'll not only be able to play sandbox mode, you will be able to pick exactly how "sandboxy" your game should be.

Also, for the traffic fanatics, we got another setting: Roundtrip trucks. This will improve realism, but also almost double traffic on your roads!

For anyone without the desire to manage traffic, you will also be able to disable that part of the game completely: Turn off traffic jams by allowing cars to pass through each other if necessary.

That's it for this week and as always,
happy playing!

Patch 9.0.197 fixes world loading issues

Hello everyone,

it's not Friday yet, but you're still getting a small patch.
After the last update, there were 2 different world loading issues left, which are now fixed with Patch 9.0.197.

Thanks to everyone who sent me their save to reproduce the issue.

Happy playing,
Daniel