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InfraSpace News

Friday Dev News #76 - New Planet Concepts

Hello everyone!

first of all, tiny update today:
  • Fixed a bug where 2 players couldn't load their saves
  • Added Japanese translation (thanks to the community translators!)


New Planet Concepts


That's right , in the next major update you'll be getting a complete planet overhaul to play with!

(Note: we will try to keep your old maps playable. the next major update will also take 2 months or so)

It's still a work in progress, so today I'd like to show you some of our concepts and ideas.

Our first attempts started by modifying the terrain we already had - what if we added a couple more interesting biomes? How about a volcano? An ancient dried up river?

This thought process got us to the following sketches:



Still looks familar, for sure... but also with some interesting twists.

Then we thought what if we expanded on the idea. Made the dried river an actual deep geological feature that you could even build part of your city in?



Looks pretty good for a quick sketch, but we have this featuer on our roadmap called "cargo gondolas". How about we not only use them in the river, but make an entire feature out of it where you need to traverse height to access resources?



That's nice! But we also need some big open a
reas for players to build their city in - lot's of people just want space to build freely. How about a big crater?



Ok, cool, but I mentioned volancoes earlier. What about them, are they just for decoration? Or do they hold precious resources at the top that you could maybe gather with a mining outpost and transport to your main city?



Interesting, so that's a lot of new ideas, but what *could* they look like put together? Just a quick sketch?



The sketches you see here are still far from the final result, but they should give you an overview of the kinds of ideas we are working on and what might be coming to InfraSpace in the next major update.

Next week, you can look forward to seeing the first 3D scenes of the new terrain and I can tell you, you can look forward to them because they look good :D

Also, the terrain is not the only thing we're working on - but you'll have to wait a little longer for that to be revealed...

Until next week and happy playing!

Friday Dev News #75 - Pipes Fixes

Hello everyone!

Last week we saw the release of the pipes update and in the last 7 days you've already seen 3 small bugfix updates. Today, you're getting another one:

  • Added messages for completed spaceship parts to let you know which bonus you unlocked or which technology got boosted
  • Improved pipes building so they more easily merge with neighboring pipes
  • Improved pipes building so that unconnected pipes in the same location collide and let you know something's wrong
  • Improved pipes handling so you can't click on roads and buildings in pipe mode and can't click on pipes in any other mode
  • Fixed an issue where bonus immigrants from completing part of your spaceship would vanish instantly
  • Fixed an issue where methane pipes wouldn't connect to the Adamantine Drill
  • Fixed a bug where a save was stuck in pipe edit mode
  • Fixed a bug where you could keep building some spaceship parts infinitely
  • Fixed a bug where spaceship efficiency bonuses wouldn't be applied


What's next for InfraSpace?


Even before the latest update release, some of us have already been working on and preparing for the next update after pipes. You'll find out the details next week - one hint: it's going to involve the planet.

Until then, happy playing!

Patch 10.2.216 fixes Pipe Connections, Save Loading, Rebalances Pipe Efficiency

Hello everyone,

I just uploaded Patch 10.2.216 with a handful more fixes:

  • Methane Pipes now connect to Yellow Science Pack Factories and High Tech Workshops
  • Fixed an issue where a player could not load their save
  • Fixed an issue where players were unable to delete saves in game
  • Rebalanced pipeline operation efficiency impact: From now on, only producers of liquid / gas resources connected to a pipe system pay the operation costs of 33%. Consumers operate at full efficiency


Happy playing!

Patch 10.1.214 fixes Methane Spawn, Round Trips

Hello everyone!

The Pipe Update seems to have been received quite well, but a number of bugs have been reported.
I've taken some time to provide you with a quick Sunday evening hotfix update for the possibly game breaking issues I've seen:

  • Fixed a bug where loading maps from previous versions would generate methane once, but then skip the methane generation on subsequent loads. Now you should always have methane patches in your saves.
  • Fixed a bug with the new round trip cars feature, where they would generate infinite cars and not drive back to the proper source.


I'm making a list of all the other bugs and will deal with them in the coming week during normal working hours.
I want to thank everyone for the concise reports, any saves you send to me for reproduction ([email protected]) and for your patience.

Happy playing!

Pipes Update Released!

Hello everyone!

I'm happy to say the wait has ended and as of right now Alpha 10, the Pipes Update, is out!

Pipes, Water, Methane


This is the big news and core of the update: Pipes now open another alternative to truck and train transport.

It's a lot easier to deal with pipe logistics, but you'll pay a hefty price in efficiency since buildings have to bear the cost of pipeline operation. You'll have to decide in which situations it makes sense to use pipes and when to use trucks and trains.



With the pipes update, we also introduce 2 new resources: Water and Methane. Water is an essential resource necessary for survival. In the beginning, you can filter it from the atmosphere, but once you've got enough power, you can operate a ground extractor to get water from the planet's crust.



Methane is found in certain locations on your map or can be produced by processing organic waste from your advanced farms. The main use for methane is power generation, but it also has some industrial applications.

All pipe-able resources can be stored in large tanks which give you some reserves for hard times.



Sandbox Mode


It's long been a communtiy favorite feature and now it's here: Sandbox mode.

What's more, you can select *which kind* of sandbox you want and turn off building costs, citizen needs or research all techs. Further, you can even change this in a running game!

Finally, there are two bonus settings regarding traffic:

You can turn off traffic jams completely *OR* you can enable round trips to make your traffic problems a lot worse. Your choice!



Spaceship & Backstory


The backstory is slowly coming to InfraSpace and your spaceship is the first piece. After a failed warp jump, your damaged ship is stranded somewhere in the galaxy. You need to repair it to get back to earth.

You can already repair all of your ships components, but what happens after that will be revealed during Early Access!



Per-District Production Overview


Another community favorite, this time for hardcore players:
You can now check out the production stats for all of your districts and see if your production is balanced the way you want it to be.



Other News

- Holo Displays are now used for VR-Edutainment Glasses
- Increased max bridge build height by a lot
- Added a tiny train station for those narrow places
- A bunch of fixes

Your Old Save Works


All of your saves should be compatible and even spawn the new methane resource on the ground - no collision issues.

You will need to make sure to provide your citizens with water quickly, but I filled up your habitats and you can turn on sandbox mode to bridge the gap if needed.

If, despite all of that, you want to continue playing an old version, you can do that with the Steam Betas feature.

What Next?


First of all, I'll be watching the forums closely for any new bug reports. If nothing major pops up over the weekend, I'll go through minor bugs from the update and all other reports next week.

Let me know how you like the update and if you run into any issues.

Happy playing!