we just uploaded a small hotfix that should fix a few issues from the big update yesterday.
Fixed / Changed
Rollercoasters: Roller coasters sometimes didn't park properly
Rollercoasters: The restraints were sometimes not closeable
Roller coasters: Slight adjustment to the calculation of the costs
Roller coasters: The fences sometimes did not change theming properly
Rollercoasters: The add node function was not activated properly if you already had a node selected.
CyR: The control panel did not work properly in the "Create Your Ride" editor.
CyR: In the park overview plates were displayed without texture / completely in white
Some environment parts could reach into halls
Some smaller environment models did not disappear in pause mode, although a hall was placed over it
In some environment variants wrong fences were displayed
The new entertainment halls now have their own selection sounds
A few tooltips had a ! in front of the text
- Your Team Pixelsplit
Update 0.10 - Rollercoasters, Events & More (and a release date!)
Hi,
today we finally have another big update for you. But before we start with the changes a big announcement.
Release date!
We will be releasing the game from Early Access on 10/14/2022. Remember the date, tell your friends and acquaintances. And now enjoy the latest trailer:
Rollercoasters (Open Beta)
Today is the day: we present you roller coasters in "Indoorlands"! For the beginning, there is a roller coaster hall where you can build your own roller coasters. Currently you can choose from two different types of roller coasters.
The editor is node-based, meaning you position nodes and set them up. For example, you can set that the coaster should accelerate towards a node or slowed down to a certain speed.
The editor is not 100% finished yet, but we want to collect your feedback and give you the possibility to show your creations in the workshop. Among other things we are still working on a 3D representation of the track section types (lift, LIM, brake), track validation and more coaster types.
Of course we also have a STEAM Workshop support for roller coasters. Accordingly, we would like to invite you to participate in our community challenge and show off your coasters: https://store.steampowered.com/news/app/1378890/view/3390670295076721509
Orders, Milestones & Trends
Up to now there were milestones in "Indoorlands", which were automatically fulfilled as soon as certain conditions were met (e.g. a certain number of visitors in the park). Rewards were given automatically for this and new stuff was unlocked.
These milestones now need to be actively confirmed. There is now an event overview, where you can find the milestones and collect your rewards if you want.
However, the event overview still shows you your orders. From time to time, you will be shown job offers in the game, then you have to select a job. If you fulfill the order, then you get a reward.
But in the window you can also find ongoing passive events (temporary changes in the park, e.g. x% more visitors for a certain time), as well as trends. Trends are temporary changes in the demand of visitors. I.e. sometimes visitors want especially many fries or certain theming. Then, if you want, you can react to it and profit from it.
Weekly Community Build Challenge
Dear Indoorlands Community,
following our big rollercoaster update we would like to start a new Community Build Challenge. This time it's not only about deco, but also about rollercoaster tracks!
Make sure you have the latest version of Indoorlands installed and familiarize yourself with the coaster editor. Below is a little tutorial to get you started. For decorations make sure one theming is over 75%. Keep in mind it's the first implementation and still in beta! We are really looking forward to your submissions and feedback!
The most creative submissions will be integrated into the game as a default blueprint and the creator will be mentioned by name in the game. Do you want to support us in this project?
Send your STEAM Workshop link to the appropriate Discord channel or post it here in the comments. The deadline for entries is 10/02/22. Don't be shy and let loose! Here is the tutorial:
We are very excited about your participation and are totally looking forward to it.
- Your Team Pixelsplit
Week 4: Last Week of the Community Build Challenge!
Dear Indoorlands Community,
this week ist going to be the last challenge week - for now. Thanks to everyone who participated so far. It's the last chance to become a part of Indoorlands in terms of default hall blueprints this week!
This is the halls, that are open to blueprint submission this week:
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate an 11x11 ride hall or a 5x4 deco hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like. The challenge will run until 16.08. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Winning blueprints from last week:
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited.
– Your Team Pixelsplit
Grab 20% off before upcoming price change
Hi there,
as described on our store page, we would like to notify you about our upcoming price change.
Currently, there is another 20% discount on the Early Access price of "Indoorlands". If you want to grab the game for yourself (or your loved ones) at a great price, now is the time. https://store.steampowered.com/app/1378890/Indoorlands/
We will raise the price to our final price after the sale (on 15.08.).
- Your Team Pixelsplit
Weekly Community Build Challenge & Winners of Last Week
Dear Indoorlands Community,
this weeks challenge is about the NEW HALLS from the update, that was released this weekend. Since those halls are completely new to the game there are not many blueprints available yet. Can you help us out?
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate the new 7x11 ride hall or a 7x7 hub hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like. The challenge will run until 07.08. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Winning blueprints from last week:
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited.
– Your Team Pixelsplit
Update 0.9.0 - Innovations and Renovations
Hi, after a while of silence we have a slightly bigger update for you today.
Grab a refreshing drink and, in case you are interested, dedicate 5 minutes to read the patch notes, because a lot has changed... Let's go!
Visual makeovers
We have invested significant time to overhaul the look of the game and make it more beautiful. Pictures are worth a thousand words.
Visitors (incl. animation)
Facades + Rooftops
Entrance area
UI We have also completely redesigned the UI to improve usability. Here is a small excerpt.
Maintenance of rides and buildings
Buildings and rides in your park now need maintenance. Each visitor causes some wear and tear, which reduces the condition of the building. If the condition reaches 0%, the building / ride will break down. You can then repair the building manually by clicking on it and holding down the wrench. To save you this work and just keep your park running smoothly, there are now maintenance buildings. Place them in your park and maintenance workers will swarm out and keep your buildings and rides in good shape. Should there be a breakdown, it will be fixed automatically by the employees. Attention! Make sure that your park is properly covered with maintenance buildings. Accordingly, it is recommended to place maintenance buildings afterwards, if you want to continue playing an existing park.
There is also now a maintenance heatmap: (In sandbox mode you can of course turn off the wear).
New visitor logic: demand, tags, states and reactions
We have fundamentally revised the logic of visitors in the game.
The whole system is no longer based on number-based values (e.g. three ambience points), but on properties / tags. Buildings and rides now have just such properties. Visitors demand these properties. Visitors try to "check off" as many properties as possible during a visit. The more demands the visitor has been satisfied, the happier the visitor will be at the end of the visit.
Furthermore, visitors now have the states Hunger, thirst, toilet and boredom. On the one hand, these go up or down with time, but on the other hand, they sometimes go up or down when certain demands have been fulfilled (Drinking -> Toilet). This always results in new demands during park visit:
There were effects in the game earlier that visitors liked (e.g. having seen a VIP) and disliked (e.g. having seen dirt). But there was no proper feedback and no consistent system for it. Now visitors have "reactions". You can see them when inspecting the visitor and cumulated over the whole park in the evaluation overview.
To get a proper progression into the game we have now also added visitor types. When you inspect a visitor you can see that he or she has a visitor type. Over time you will unlock new visitor types, which in turn have new needs for your park. In the course of this we have also introduced children as a visitor type.
New research system
Another major change is the revision of the research system.
New research point generation So far, you could build research buildings anywhere and they would generate research points over time. Our goal was to make the placement of research buildings more relevant. With the new version, visitors walking past the research building will be surveyed and observed. Each passing visitor gives some progress in the generation of research points. The more the visitor has already experienced in the park, the greater this progress. Attention! Please reposition your research buildings accordingly if you wish to continue playing existing parks.
New research tree structure Overall, we were a bit unhappy with our research tree. It was too fragmented and didn't give you a good feeling of progress. Therefore, we have completely rebuilt and compressed the research tree. The individual points in the trees now unlock several things that also match the progress of unlocking new visitor types. Also, the complete decoration can now be unlocked in only 3 research nodes. Attention! In the course of this we had to include a slight reset of your existing research progress. For any nodes that you had previously unlocked but now no longer exist, you will get your research points back. Just remember to go through the research tree again so you can build the buildings again.
Content, content, content
Probably the update could already end with this, but: nope. We have added plenty of new content as well, on top of that.
New Halls Among other additions, there is a new ride hall with an innovation: two entrances/exits. In addition, some "hub halls" have been added, which offer some connection possibilities.
New restaurants, stores and entertainment halls Otherwise, there are now over 10 new restaurants, 9 new stores and over 10 new entertainment halls, including a new subspecies, the "Game Shops". Visitors line up in front of these. Here you can see an incomplete excerpt of the new buildings:
New "Create Your Ride" Parts Of course, "Create Your Ride" may not be neglected, so we have added more parts to it. We are curious to see what you make of it!
Other changes
Added
New blueprints for the new halls
Various new building upgrades
The research tree now shows captions for the content, as well as a preview hover (similar to the store).
New supporter names added. If you also want to appear with your name in the game:
Visitors should now utilize buildings better and prefer buildings more that are nearby instead of far away.
Visitors now ride in rides and entertainment halls in the park overview (so you can inspect them while they are inside, for example)
The constructible buildings have been distributed into more subcategories
The balance of the whole game has been reworked (capacities, costs, revenues, etc.)
New loading screen background
Revised design & icons for the in-world feedbacks (e.g. money transfers, visitors' reactions, etc.)
When inspecting a building or buying a new building, the number of building instances of the building type is displayed.
CyR: When deselecting engine components, the engine rotates back to the original position.
CyR: Added categories for the different components.
CyR: Angle pieces are now scalable
CyR: Motors now allow double speed (20 -> 40)
Fixed
Sometimes hall height wasn't updating properly, so deco was peeking out the top.
Upgrades of the buildings were reset when reloading the park
Price settings were not updated correctly when reloading the park.
Sometimes halls and buildings could not be found properly by visitors.
The visitor selection window was sometimes open while other windows were open.
Visitors could sometimes walk through walls of adjacent halls.
"Pendulum" was always controlled by the drive program, even when in control panel mode.
Various shadow artifacts in the park overview.
In sandbox mode there was still the "open research menu" button on research buildings.
CyR: When repositioning parts, the set rotation was not applied afterwards.
CyR: The backward function on the hydraulic part didn't work (+ typo fixed)
Community Challenge
As you may have noticed, there is now a community challenge every week. The first winners have also already made it into the game:
We would be happy if you continue to participate diligently and especially in the latest challenge. https://store.steampowered.com/news/app/1378890/view/3418812719509988207
What's next?
Our roadmap now looks like this. Around the circle you can see which major topics we are working on next (besides other small improvements).
We hope you enjoy the new features. Thank you very much for your feedback and bug reports. Remember, you can always submit bug reports in-game by pressing the button with the bug in the upper left corner. We would also be happy to welcome you on our Discord server (https://discord.gg/2X8WWaK).
- Your Team Pixelsplit
Weekly Community Build Challenge & Winners of Last Week
Dear Indoorlands Community,
Due to the fact that we really liked the submissions, we want to start another challenge this week. Last week's winners will already be integrated in the next update! The principle remains the same, but this time it's about different halls:
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate a 9x9 ride hall or a 3x3 deco hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like. The challenge will run until 31.07. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Winning blueprints from last week:
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited.
– Your Team Pixelsplit
Weekly Community Build Challenge
Dear Indoorlands Community,
for as long as Early Access is ongoing, we want to give you the opportunity to participate in the development. That's why we want to launch the Community Build Challenge this week.
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate a 9x11 ride hall or a 2x3 deco hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like.
The halls to choose from are:
The challenge will run until 24.07. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited.
– Your Team Pixelsplit
Work In Progress - Upcoming Update - Infos and Insights
Hello,
since you haven't heard from us for a while, we would like to give you an impression of the current state of development.
Last time we asked you to participate in a feedback questionnaire. Many of you did so. Your answers helped us a lot and will be taken into account in the development. Thanks a lot to all of you who participated!
What we are currently working on
We are currently working hard on the next Indoorlands Early Access update and want to give you a little preview: The park overview has become more beautiful. Instead of gray boxes, there are now handsome halls with glass roofs. Also the models of the stores and restaurants have been redesigned. Take a look at it yourself:
Maintenance in your park
Buildings, rides and shops/restaurants can now break down. You can repair them manually, but ideally you should build repair buildings and let your staff do the regular maintenance and repairs.
New, improved & more in-depth visitor simulation
There are now various types of visitors that will show up at your park during the course of the game. To better understand what their needs are and what is necessary to satisfy those needs, we have integrated a new system. Here is an example of how it works:
The new system is not only supposed to be more intuitive, but also provides for more game depth. There are now more options to influence the level of satisfaction of your visitors. Adjustments to price and quality of restaurants, for example, have an effect on their tags. Salty food will increase the demand for drinks from your visitors, and so on.
Speaking of visitors, we are currently working on their appearance as well
Our goal here: beautiful looking diversity with few polygons, so that performance remains stable even with way over 1000 visitors.
Create-Your-Ride with new possibilities
The choice of parts was very limited. As you can see in the STEAM Workshop, you've built some fantastic custom rides despite the limited options. We are totally excited to see what you will create with the new parts.
Last but not least...
The roadmap item you're most excited about, according to the survey: roller coasters. Our original coaster prototype included static coaster halls, meaning halls with different pre-built models that you could have unlocked and placed.
Now we've managed to implement a new prototype where you can build your own coaster! We're still in the middle of the development process here, there are still some operational issues to be solved for instance, but our internal tests already show: it's a lot of fun to freely design the track and let your creativity run wild!
The feature won't make it into the next update yet, but we wanted to give you a little insight on the current state and hope that you already like what you see:
As you can see, we are working in parallel on different aspects of the game and are very much looking forward to letting you experience the first new features for yourself in the next update.
As we continue to develop Indoorlands in the Early Access phase along the roadmap, adding new content and fixing bugs, we would like to once again say thank you for your support and that we appreciate any feedback you may have, be it on our discord, the STEAM discussion forums or on Facebook.