1. InfraSpace
  2. News

InfraSpace News

Friday Dev News #57 - UI Scaling & Settlers

Hello everyone!

It has probably been our most requested feature so far if you don't count items on the roadmap: UI Scaling!

https://steamcommunity.com/app/1511460/discussions/0/4580716151548060155/

Well, I'm happy to report that not only are we working on it, but we also plan to ship it with the next major update on Feb 25th. Have a look at the screenshots!


Default UI Scale:



Large UI Scale:



We're also thinking about whether it makes sense to slightly increase the font size for all small texts, since it seems like bad readability of those is where most of the complaints come from.

[h2]Settlers[/h2]

Finally, since UI screenshots can't really be used for news post cover art, I'm glad I can also share some progress on our secret character-related side project with you. Character model, space suit are finished, textured, and set up to be ready for animation:



Happy playing!

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!