1. InfraSpace
  2. News

InfraSpace News

Patch 12.4.256 Fixes Magnetic Field Generator, Loading Freeze, Save Loading

Hello everyone,

thanks for your reports so far.
This is just the first of a couple of bugfix updates that are going to come throughout the next days.

This time we fixed:
  • Fixed an issue with the game freezing while loading (if you still get any issues or crashes, please report!)
  • Magnetic Field Generator no longer turns into Adamantine Mine
  • Fixed a save loading issue that
  • might* fix an issue some players had with placing buildings and roads. Let us know if issues persist and send us your save for investigation


Thanks for your reports and for your patience. More bugfix updates are on the way.

Happy playing!

InfraSpace Terraforming Update Released!

Hello everyone and welcome to the Terraforming Update!

Terraforming the area around your city is our new large end game goal.

This update doesn't only feature terraforming, but also some improvements and fixes, see changelog below. Also: all of your saves are compatible!

Terraforming


In order to terraform the planet, you will have to research a bunch of new technologies, build up some new production chains and build five different buildings to deal with the different aspects of terraforming.

[h3]Dust Particle Filtering[/h3]

This is the first and easiest step of terraforming. The atmosphere on your planet is filled with some very fine dust. If your citizens are exposed to the fine dust for longer periods of time, the dust settles in their lungs, causing long term health problems. You will need to supply the dust particle filtering building with fresh filtering meshes to continue operating.



[h3]Soil Fertilization[/h3]

In order to enable more plants to grow on this planet, the soil composition needs to be improved over a large area. In order to spread the fertilizer, you can use flying drones - as long as you provide them with tons of fertilizer!



(Note: currently the drones are not flying around the map yet, just a little above the building. Maybe in the next update!)

[h3]Ground Acidity Regulation[/h3]

When you arrive, the ground water is way too acidic to sustain the kind of plants we know on earth. The ground acidity regulator reaches down to the ground water and removes the acidity in a large radius.



[h3]Ammonia Extraction[/h3]

This building needs to reach high up in the atmosphere to extract all the ammonia necessary to make the air safe for humans. It requires expensive advanced filtering meshes to operate, but it covers a large area.



[h3]Magnetic Field Generation[/h3]

Your planet does not have a protective magnetic field like the earth - and is therefore subject to way too much radiation. There is one solution: You can build a huge electromagnet that covers the whole map. You will need to construct this monument in multiple stages, like the huge adamantine drill. Once it's done, you will need to supply it with superconducting coils and huge amounts of electricity.



[h3]Terraforming Panel[/h3]

The terraforming panel will give you information about your current terraforming progress and what you need to accomplish in each category.



You can even turn on visualizations to quickly see your progress on the map and any spots you might have missed:



Performance: VAT and Impostors


This update we have taken game performance more seriously and started with some core optimizations. There are two main things:

First, we a technique called impostors to reduce triangle counts and draw calls in the distance. These are basically advanced billboards that look good from any angle. For example, trees in the distance are not rendered in full detail, but just as a simple plane.



Second, we optimized our animations to run almost solely on the graphics card. This technique is called Vertex Animation Textures (VAT) and reduces load on the CPU. Check out our huge animation test scene, where we can animate thousands of buildings with almost no performance hit:



There is a caveat though: These techniques require a little more memory. We will keep an eye out to see if this becomes a problem or not. Also, you can now change your memory consumption through the graphics settings. Finally, these improvements have nothing to do with simulation performance, which we'll look at in the next update!

Changelog


Here is the list with the most important changes:
  • terraforming!
  • 5 terraforming buildings, 3 new resources
  • terraforming panel with visualizations and stats
  • fixed a couple of save loading issues
  • fixed production priority panel resetting on load
  • added a bunch of new building sounds (park, arena, school, water buildings, methane buildings, terraforming buildings, solar panels)
  • some gondola pathfinding fixes (a piece of cargo used to take the gondola instead of faster alternatives)
  • VAT (animation performance)
  • Impostors (graphics performance)
  • RAM work (VAT and impostors take more RAM, but texture streaming optimizes RAM usage)
  • some small general performance improvements
  • some localization fixes


We're excited to hear about your experiences with the Terraforming Update!

Happy playing!











Friday Dev News #112 - Terraforming Update Next Week!

Hello everyone,

after 2,5 months of work, we're happy to release the Terraforming Update next week at 2pm CET!




The biggest news are:
  • Build 5 different buildings to handle the different aspects of terraforming
  • Handle the production chains for 3 new resources
  • Lots of improvements when it comes to GPU performance, namely Impostors and the VAT technique for animation. If you have a huge city, it might be CPU bound instead. Improvements for CPU performance will come in the next update after terraforming!
  • Fixed a bunch of save loading issues


And important side note: your saves will stay compatible with the Terraforming Update!




This week we started playtesting with a couple of fans on our Discord Server. If you still want to join playtesting to look for bugs, check out our Server and ping @Developer.

We have already fixed a couple of issues and will spend the next week polishing the update and finishing the last remaining bits and pieces

See you on March 10th, and happy playing!



Friday Dev News #111 - Terraforming Update releases March 10th!

Hello everyone,

today I'm excited to announce that we're going to release the Terraforming Update in two weeks on March 10th!




We are planning to start some beta playtesting in the middle of next week. Ping @Developer on the discord server if you're interested in participating in the playtest. As a beta playtester you need to be willing to report bugs and deal with issues while we finish up the update for release!


Check out the current look of our new, terraformed biomes:









The former desert does not feature any grass yet, we hope we'll be able to include it before release, but no guarantee.



Which biome is your favorite?

Next: Bugfixes and Polishing Update


The Terraforming Updates includes some bugfixes, especially fixing some save loading issues and some performance things.

But there is a lot more to be done and since we want to keep improving so we can leave Early Access properly in a couple of months, the next update is going to be just for bugfixing, polishing, and optimization.

We might also include some smaller features like the billboards or some decorations, but programming will focus on improving what's there.

Happy playing!

Friday Dev News #110 - Terraforming Building Art

Hey everyone,

It's time for our weekly update on InfraSpace progress. We've got a bunch of news to share, so let's dive in:

Terraforming Buildings


Andreas has been working hard to finish the art for our terraforming buildings. These include the buildings that help you terraform the planet as well as some factories that provide parts for it. Here's a sneak peek:






Moss Shader and Terraformed Landscape


Lasse has been working on making the terraformed planet look more natural. He has created a moss shader for the terraformed rocks, and he's also added some new bushes to the landscape. Check it out:






Different Trees in Different Biomes


Sepehr has been busy implementing a feature that allows for different trees to spawn in different biomes when the areas are terraformed. This required a bunch of work since not every piece of data necessary was saved in the current save files. Plus, Sepehr has also made it so that these trees disappear when you place a building on them, making it easier to build your city.




Besides these, Sepehr and I investigated some small memory leaks which should help out with performance.

Futuristic Roads


Adriana has been busy creating concepts for some new futuristic roads that fit the sci-fi setting of InfraSpace. These roads should fit better with the sci fi vibe of InfraSpace.




That's it for this week's update. Thanks for tuning in, and we'll see you again soon with more news on InfraSpace!