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InfraSpace News

Friday Dev News #43 - Trains & Roads

Hello everyone and welcome to the first Dev News post after Early Access release!

[h2]1 Week after Early Access[/h2]

We want to extend a warm thank you to everyone that has bought InfraSpace, played it, provided feedback and became part of our community this week. When I check Steam's screenshots section or the Discord server, there are some pretty amazing city designs out there and I'm happy to see them realized :)

[h2]Today's Update[/h2]

The game has been received very well so far with a 92% positive rating at the time of writing. Still, there have been a couple of bugs and annoyances and it's our job to take care of them. I already released 4 small patches during the release weekend and the beginning of this week, and today, you're some more fixes and additions:

  • Habitats now show how much products they have in storage exactly and how quickly they are consumed
  • The demolish and replace tools now can demolish/replace multiple roads and buildings at once when you drag your mouse over them
  • Road height no longer jumps up or down when moving an intersection
  • You can press shift to adjust the road height more precisely (using R and F)
  • Fixed a bug where building a road from the side of an existing road would not snap to 90°
  • Fixed a bug where pathfinding could break down in very large cities
  • Fixed a bug where signs would collide with nearby buildings after loading a save even though it was fine when the save was created
  • Fixed a bug where moving a wind turbine and then exiting the move tool would disconnect the turbine from nearby power poles
  • Fixed a bug where stopping to build a row of power lines would exit the power line build tool altogether
  • Added Polish language (thanks to the community translators!)


[h2]Sneak Peek: Trains![/h2]

Thank you to everyone who has cast their vote on the roadmap already!

The most requested feature by far was trains, so we got right to work:



For now, these are just graphics without any programming behind them, but you can still let us know if you like how they look!


[h2]Screenshot Contest on the Subreddit[/h2]

Community member Casiteal is running a screenshot contest on the subreddit /r/infraspace

The winner is getting Reddit Gold or Discord Nitro, so if you want to participate and show off your city, check it out!

[h2]Final Words[/h2]

That's it for this week. Thanks again for playing and keep the feedback coming, we read everything.

Patch 7.2.127 brings power line auto-connect, road direction tool, and fixes

Hello everyone,

lot's of people have been confused by how to connect power lines, so now they just connect automatically :)

  • Power lines and power plants now automatically connect to other power-related buildings
  • Added a tool to change road directions in the construction menu
  • Fixed a bug where buildings were not powered even though they should be in range of a power substation
  • Fixed a bug where you couldn't unlock adamantine drilling even though you've unlocked red science


Happy playing!

Patch 1.7.125 fixes load, freeze issues, adds Japanese characters

Hello everyone,

this patch just fixes some issues that are quite rare, but high priority since they were game-stoppers.

  • Fixed an issue where the game can't load a save
  • Fixed an issue where the game would freeze if you managed to build something outside of the map
  • Added Japanese characters, so our translator can test their translation in-game


Power-pole autoconnect coming tomorrow!

Happy playing!

Patch 7.1.124 fixes resource names, delivery issues, increases storage

Hello everyone,

  • Fixed an issue where full factories wouldn't deliver to nearby buildings
  • Fixed an issue where the resource names would be wrong in the habitat info panel
  • Fixed an issue where the slider would respond to A/D keys and arrow keys even though those are used for the camera
  • Increased resource storage in all buildnigs by 50%



Background:

We got 3 bug reports saying that full factories don't deliver to nearby buildings. After looking at a player's save it turned out the building was expecting deliveries from other factories far away, so it didn't order any more.

To solve this, the game now prioritizes delivieries from closer factories and I increased the storage size so factories don't run out of materials so easily while new ones are on the way.

Thanks for the reports and happy playing!

Patch 7.1.120 fixes power, collisions, delivery

Hello everyone,

welcome to the first hotfix update:

  • fixed an issue where power wasn't linked to buildings within the radius properly
  • fixed an issue where habitats start colliding after upgrading
  • fixed an issue where building roads on top of roads led to invisible roads that collided with everything
  • fixed an issue where items were not delivered properly. Items were stacking up in factories even though consumers needed them.
  • added a small tooltip to show you how many cars are on the way to deliver goods




With these fixes I finished everything on my "most important bugs" list. I'll now move on to things of lesser importance and quality of life things.

Please keep the feedback coming and let me know if you have any issues!

Best,
Daniel


EDIT: Patch 7.1.122 fixes a save loading issue

EDIT: Patch 7.1.123
  • improved power pole placement so they don't ever collide with each other when dragging a line of poles
  • fixed bottom of research tree not visible on ultrawide screens
  • fixed tutorial notification visuals broken on ultrawide screens