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InfraSpace News

Friday Dev News #56 - Traffic Light Settings + Update Release Date

Hello everyone,

if you want to use traffic lights, you can just turn them on and they'll be set up pretty decently for most situations. But if you have specific needs, you'll be able to edit the details:



You can add and delete traffic light phases at will and adjust their timing. The progress bar on the left shows the current phase and can be used to switch through phases quickly during editing.

The checkbox on the top makes it a little more efficient: High traffic intersections in real life use weight sensors in the street or cameras to detect if cars are waiting on a specific lane and adjust the light cycles dynamically. Similarly, with this checkbox enabled, the intersection detects if traffic is through on one side and skips the rest of the light phase.



For each phase, you can select which lanes are supposed to go. If you want, you can select conflicting lines on the same phase, but then cars may have to wait on each other to go!

[h3]Major Update Release Date[/h3]

We want to fill the next major update with more stuff, but also let you know about when you can expect to play with it, so here you go: The traffic control update is scheduled for February 25th.

Traffic control is the main topic, but that's just traffic lights + traffic signs. We'll spend the next weeks until the release on quality of life stuff in our list (thinking about UI scaling + more grid building tools, as requested by you).

[h3]Today's Minor Update[/h3]

This week I didn't get to all new saves that have been sent to me to check out, but today's update features:
  • A fix that prevented players from deleting adamantine mines
  • A fix where trains would lose cargo on their way (reason was: habitats were upgrading and goods on delivery didn't reroute to new upgraded habitat properly)


Happy playing!

Friday Dev News #55 - Traffic Lights

Hello everyone!

Today I'm happy to announce our next big roadmap item: Traffic lights!



You will be able to configure them in detail, down to which lane shows which color at which point in time. To make things easier, traffic lights will get sensible default settings that are ok for most situations. Together with the existing lane config tool, this should allow you to manage high traffic intersections much more closely.

Closely related to this are traffic signs to make cars yield or give them right of way. This is both an easier way of prioritizing roads as well as a necessary tool to make proper roundabouts.

Next week, I'm planning to show more of the configuration interface for both.

Small extra: Today we saw our first player city with 58k population - so it's fitting you're getting a loading screen progress bar with the next major update:



And finally, for this weeks update, I fixed another save loading issue for the 2 players who reported it on the forum and we also added the Thai translation.

Happy playing!

Friday Dev News #54

Hello everyone!

It's already late here, so I'll keep it short.

While we work on background tasks, please enjoy this week's fixes & features:
  • Trains now select unoccupied platform in train station instead of taking the closest one
  • Fixed leftover issue with road building performance
  • Added a back button in the main menu when you click on "new game" (I guess this was overdue :)
  • Added Romanian translation (thanks community translators!)


Also, this year we want to delve more into the challenges of creating a human city on a faraway planet. Here is a first sneak peek for you (work in progress, not finished yet):



Happy playing!

Friday Dev News #53 - Major vs Minor Updates, Bugfixes

Hello everyone,

after this week, the holidays are officially over for most of us and we're back to full time work on InfraSpace. Still, I uploaded a couple of fixes for you already today, see the end of the post.

Last year we spent most of our time getting the basic building blocks of the game together so we could have a proper Early Access release. After release, we kept up weekly update releases to address QoL issues and bugs quickly. All of that worked well, but when we released the trains update, we had to wrestle with more bugs than we would have liked - and those messed with the experience more than they should have.

I think for 2022 it is wise to not do small weekly updates as the norm, but instead spend more time on the large feature updates. That being said, I still want to keep up the weekly devlog to keep you informed on the progress and keep us open to feedback.

Friday updates may still occur from time to time, but they will focus on bugfixes instead - which is the case today! I went through the bug reports over the holidays and fixed the following:

  • Fixed performance issue where the game would start to lag when building roads through areas with a lot of neighboring roads
  • Fixed an issue were car traffic could get stuck for no visible reason in areas with a lot of factories very close to each other (like microchip factories rotated by 90 degrees to make them smaller)
  • Fixed an issue where you couldn't move roads after building rails and vice versa


Happy playing!

Friday Dev News #52 - One Year of InfraSpace Development

Hello everyone!

2021 is coming to an end and with that, InfraSpace has finally finished its first year of full time development with our small team of 3. It has been a time of a lot of hard work and also a lot of progress. I thought the new year and InfraSpace's one year dev anniversary would be a good time to look back at everything that happened.

So, I went through all the work and picked out roughly one big feature per month. There is a lot I couldn't include, but these are the most interesting ones.

Sit back and enjoy :)

[h3]January 3rd - First Screenshots[/h3]



Before we switched to full time development, I did some initial tests to see if a game like this would even be possible for us to make and fun for players to play. In the screenshot you can see a bunch of programmer art and floating roads, but the basics of production chains, traffic mangement and city building were already somewhat there.

[h3]February 26th - Some terrain, some buildings, decent roads[/h3]



Once we started working with an actual artist, the look started to improve quickly. Sure, we would need a couple of iterations to refine it, but you can see a lot of the details already giving a first taste of what it could look like.

[h3]March 12th - First Alpha Release[/h3]



I am a firm believer in letting players check out your game as soon as possible. It's one of the only ways to know if you're actually working on something that has potential. If random strangers on the internet won't play your game for free, how could you ever sell it? So, we released a rough dev versiosn and were greeted with excitement and positive comments as well as a ton of feedback, suggestions and bug reports. We would include a lot of those over the months to come.

[h3]April 30th - One way roads[/h3]



After the first Alpha release we first spent a lot of time fixing bugs and other issues. It also became clear that we needed more tools to control traffic and one way roads were one of them. Now, I've seen players build whole cities out of one way roads!

[h3]May 7th - Power[/h3]



One of the major features to make the then-bland production a little more interesting. Back then, power plants required worker and a careful player to deal with death spirals when you ran out of power and workers at the same time!

[h3]May 21st - UI Overhaul[/h3]





Many of you won't know the old interface, but for the first 5 months it was pretty bad. No icons and a ton of grey buttons with tiny font. We were really happy with the results of our work (though I know players are asking for UI scaling or larger fonts, it's on the list!)

[h3]June 25th - Lane Configurations[/h3]



While not really necessary for beginners and small cities - we knew that planetary capitals and other megaprojects *needed* more advanced tools to deal with traffic. Configuring which lanes should go where may not seem like much, but can have an enormous impact.

[h3]July 30th - Prioritization[/h3]



One of the most viewed menus in the game. Back then it didn't include the production and consume stats that make it so useful today. Still, the ability to allocate your workers would help a lot in higher difficulties. In the background, you can still see the old terrain, which was due for a replacement.

[h3]August 6th - Procedural Worlds[/h3]



Since you start on an empty planet, the terrain is one of the most important graphical topics for InfraSpace. One of the challenges was that it was so large that creating details manually would not be possible for a team of our size. That's when we switched to procedural generation with cliffs and rock fields to make it more interesting than our previous sand planet.

[h3]August 27th - Different Road Types[/h3]



It's almost hard to believe, but it took 8 months until we got the time to add different road times to InfraSpace! They are essential to make cars take the longer, faster way around the city and keep traffic out of the center.

[h3]September 3rd - City Districts[/h3]



City districts turned out to be a feature that is heavily used by some players and completely ignored by others. It's a little bit of a pro tool to make traffic routes flow the way you desire and in large cities or with difficult settings, the extra traffic rules can make a large difference. We have some ideas on how to make it easier to use ;)

[h3]October 8th - Colossal Miner, Visualizations[/h3]



Shortly before the Early Access release, we managed to add a ton of new features. The visualizations are pretty useful and look great, but our colossal miner takes the cake! If you got a city that supports adamantine mining: Respect, you made it. Now, see how much you can get per minute :D

[h3]October 15th - Early Access Release![/h3]



On October 15th InfraSpace saw its Early Access release on Steam, GoG, and Humble! We were lucky to be treated to very positive reviews as well as enough sales to safely keep going with the project. Also, a big release and a new, more demanding audience brings a ton of fresh feedback, new bug reports, and quality of life suggestiosns. We would spend most of the next 2 months polishing the core of InfraSpace, like road building to make it more accessible and less frustrating.

[h3]December 10th - Trains Update[/h3]



Finally, we released the trains update in December. It was by far the most requested feature on our in-game roadmap and we've seen players come up with a lot of interesting designs to keep the goods flowing nicely.


InfraSpace in 2022


It's been a long year for InfraSpace and we've got big plans for 2022. I won't spoil any of them here today, but you can be assured the roadmap will play a role, the feedback is on our list and some secrete extras are in our notes.

I would like to thank the rest of the team, who have worked so hard, our first Alpha testers, who have been patient with us, the community translators, who localized InfraSpace into 15 languages already, the content creators, who gave us a chance, and, of course, the players, whom we do all this work for.

I wish you all a happy new year and happy playing!
Daniel / Ponzel