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InfraSpace News

Friday Dev News #26 - Lane Configuration

Hello everyone!

First a quick reminder: If you found InfraSpace through Steam Next and would like to continue playing you can sign up to be an Alpha Tester on our website. It’ free and you get to play newer versions, but there might be more bugs.

This week, we added the lane configuration traffic tool for traffic management, as well as some volumetric lighting, new park and research lab models and some performance improvements for large cities.

Full Post here: https://forum.dionicsoftware.com/t/friday-dev-news-26-lane-configuration/1665

Happy playing!

Bugfix Update and how to play InfraSpace after Steam Next

Hello everyone!

I just finished uploading an update that fixes a bunch of things and adds 2 new languages (thanks to the community translators!).

If you find any more bugs, please let me know! If you send your save file to me ([email protected]), tracking it down will be easier. Thanks!

Changelog
  • Fixed 2 bugs that prevented you from loading your saves
  • Fixed a bug that disconnected power networks by mistake
  • Fixed translation issues
  • Camera can now move closer to the edges of the map
  • Small performance improvements for larger cities
  • Added Italian Language
  • Added Chinese Language


What comes after Steam Next?


If you've discovered InfraSpace through the Steam Next Fest: Welcome!
We hope you enjoyed our demo! If you did, don't forget to wishlist it :)

We are going to keep working on InfraSpace to add more features, work on quality of life issues and fix bugs to prepare it for release.

We've been releasing updates every week to our playtesters and we plan to continue doing so in the future. You can sign up to become a playtester on our website: https://infraspace.dionicsoftware.com/

We run our playtests off Steam because our newest versions will contain some bugs and we don't want to make a bad impression to the Steam audience. If you'd like to check out the newest developments and are not deterred by some bugs, you can sign up as a playtester.

We also post our update notes each Friday, so you're welcome to check back here anytime!

InfraSpace Alpha 6 released!

Hello everyone!

Yesterday, we released Alpha 6 for the Steam Next Fest. To celebrate the occasion, we also made a new Trailer!

[previewyoutube][/previewyoutube]

If you've been following the game lately, you know that for the past 3 months we've been releasing updates every week to playtesters already. InfraSpace has come far during that time, so I wanted to take a moment to summarize some of the biggest changes.


[h3]New road models, bridges, left turns, one way roads[/h3]

At it's core, InfraSpace is about city building and transport management. Back in Alpha 5.0 cars couldn't even do left turns to move into or out of buildings. Now, cars do a much better job finding their way through your city and you can use one way roads to guide traffic how you see fit.

Now that cities can get large enough that traffic actually becomes an issue, we're looking forward to adding more tools for you to get it under control :D



[h3]Power System[/h3]

The first prototype of the power system only took a week to implement and it has turned out to complement the existing gameplay very well! You can choose between 3 different power sources with different pros and cons and need to make sure your city gets the energy it needs.



[h3]Upgrades, larger research tree, different city levels[/h3]

In order to add some more flavor to the gameplay instead of just "unlock the next level", we added a bunch of upgrades, like the recycling plant, the soil enrichment facility, industrial robots, larger mines, and so on. Most of these upgrades come into play mid- to late-game and can be useful to make your city easier to provide for.



[h3]UI Overhaul[/h3]

At first, playtesters had to be brave to even touch InfraSpace - the UI was hard to learn and some might even call it ugly :D

Once we released the new UI, people have adapted to it quickly, and I think it's correct to say that the act of playing it is just more enjoyable now.



[h3]Loads of new building models[/h3]

During all the gameplay improvements, we've also kept upgrading our test-art into a more and more mature look for the game. Each week, some new models are being replaced and the look of InfraSpace is slowly evolving.



[h3]Multithreading and performance improvements[/h3]

We invested some time laying a good foundation for the traffic simulation. Now, simulating thousands or even tens of thousands of vehicles is no problem anymore and simulation performance is more than enough for the cities players build currently. But who knows - maybe we can go even larger...?

[h3]All the other stuff[/h3]

Of course there have been tons of other changes. Hundreds of bugfixes, quality of life changes, and visual improvements are too many to list here, but often it's these small things that are essential for you to be able to enjoy the game and not get annoyed by little issues here and there. Please keep reporting any issues you find and we'll be sure to integrate as many improvements as we can :)

The Future


InfraSpace has grown into an exciting project for us and we have tons of ideas to extend the game before we release it officially. As always, we're not promising any specific feature, but at the moment we're thinking about adding more tools for traffic management and we're also experimenting with the look of large late-game cities.

I'd like to thank everyone who's been with us during the past few months, continually playtesting the game and providing feedback. We're planning to keep up our weekly update cycle, so please, keep the feedback coming!

Happy playing!

Friday Dev News #24 - New Habitats

Hello everyone!

We've been busy with preparing for Steam Next and our new trailer is almost done!
Release next Wednesday.

This week you get more fixes and a small amount of new features and changes, check it out:
https://forum.dionicsoftware.com/t/friday-dev-news-24-new-habitats/1621

Also, we're experimenting with the look of the city. The following are our first tests. I wonder how it'll turn out when it's done ;)