Infraspace cover
Infraspace screenshot
Genre: Simulator, Strategy, Indie

Infraspace

Patch 9.1.202 fixes Hotkey Issue, Park Traffic

Hello everyone,

I just released some fixes for you:


  • The hotkey "R" now does not toggle the research menu when you try raising a road
  • Decreased park and stadium traffic
  • Fixed a bug that caused schools to not spawn any traffic


Happy playing!

Friday Dev News #66 - Hotkeys

Hello everyone!

We have now got more than 70 applications to join our team and I've spent a lot of time this week interviewing to find the right candidate to help us work on InfraSpace.

While all of this is going on in the background, we decided to help you through the wait to the next major update by releasing a small surprise update: Hotkeys!

Hotkeys



Because of popular request, we added a bunch of new keyboard shortcuts and made some old ones accessible in the settings menu:



You can now:

  • Press shift to enable fast camera mode and just zoom across the map
  • Press R for the research menu
  • Press P for the production menu
  • Press C for the city districts menu
  • Press V for the visualization menu
  • Press T for the transport line menu
  • Press M to move roads and buildings
  • Press Delete to remove roads and buildings
  • Press shift and any number key to quickly open your construction menus
  • Configure the time speed keys as well as the quicksave keys


We hope you enjoy our small quality of life update, let us know if we missed any keys!

Antares



As a special extra, check out the Antares space ship in orbit above your planet:



Happy playing!

Friday Dev News #65 - Antares

Hello everyone

I know some of you are eagerly awaiting the next big update, but we have to get through some non-game work first. Specifically...

Hiring Progress



Last week we posted our new job positions and have received a bunch of applications. Thanks!
I've done 9 interviews this week already with a couple more scheduled for next week.

Part of the reason this has kept me busy is that we're also gearing up or studio to facilitate fully remote work, which means documenting a lot of the inner workings here at Dionic and tidying up our large task database (to which the community has contributed to no small part :)

Meet Antares



While Dávid is busy implementing the pipe system and making the pipes visible and buildable through the terrain surface, Andreas has finished the model for the large passenger ship Antares.

It's fitted for deep space travel and it's what brought you to this planet in the first place. You might be able to check it out in-game with the next major update ;)




(Disclaimer: Texture coming soon!)

As always, happy playing!

Friday Dev News #64 - Hiring

Hello everyone,

New Features for the Next Major Update



Lots of people have been asking for it, so here you go: a production overview for your districts!



Some players love creating spreadsheets and calculate supply and demand down to the last item, so to make it a little easier, you'll get more information in the factory tooltips, like resources produced per minute:




Hiring!



InfraSpace has been doing well so far, so we're looking to expand our team and add more content. If you are or you know a skilled software engineer or environment / prop artist, check out the details:

https://dionicsoftware.com/work.html



Community Screenshots



Unfortunately, our artist has been sick for the past 2 weeks, so you're not getting any new art to look at today. While he's at home getting better (best wishes!), I thought it would be a good idea to highlight our community cities instead.

You can find them either on this InfraSpace forum thread, on the Steam forum, or on our Discord server.

My personal favorite at the moment is this amazing city by BenBen on Steam:




Link to his post here: https://steamcommunity.com/sharedfiles/filedetails/?id=2735121436

And as always,
happy playing!

Friday Dev News #63 - Bugfix Update

Hello everyone,

a couple of bug reports have been piling up, so I thought it's time for a small bugfix update:


  • New: Train line list is now scrollable! No restrictions on number of train lines.
  • New: Moved train stations automatically connect to neighboring roads, if they align very well. This feature is mostly meant for when you accidentally move the station or want to replace it with a different size station.
  • Fixed priority panel UI text cut off
  • Fixed "research completed" message positioning at high UI scale settings
  • Fixed issue where road replacement costs were not properly calculated and applied
  • Fixed pink traffic sign textures on the road after loading an existing save with signs
  • Fixed a rare rail building issue where the system would accidentally spawn a zero-length rail sometimes


A big reason for this bugfix update were game freezing reports, like these.

Unfortunately, I haven't quite figured out the cause yet. So instead, I extended our automatic error reporting tool to report this type of bug as well. Throughout the next days, the tool should give us more information to track down the issue. Rest assured that it's high priority for us!

One final thing...



Since you guys always want to hear about the new things we're working on - we'll be adding a small backstory to InfraSpace: Why are you on this planet and why should you build a city?

No spoilers yet, but this concept art can give you an idea of what you might see in the game at some point:



Happy playing!

Friday Dev News #62

Hello everyone,

today, you get two pieces of news, a small one and a big one!


The small news...



... is that our female colonists are finished, check them out!



Just as their male counterparts, for new they just live in your buildings.



The bigger news...



... is right here:



You might have guessed it from the vote counter in our ingame roadmap, but the our next major update is going to feature pipe systems!

In contrast to the featured dev screenshot, they are going to be constructed underground. Also, for certain resources, they will be able to replace truck transport. We will release more details about the mechanics and the (new) resources affected by this as we develop the system throughout the coming weeks.

We'd love to hear your thoughts on the upcoming pipe system and, as always,
Happy Playing.

Friday Dev News #61 - Sandbox Mode and Roundtrip Trucks

Hello everyone,

I hope you've been having a great time building with grids and using the traffic lights and traffic signs to get your cars flowing the way you want.

I also hope, you picked a solution for your saves before the update. Reminder: You can keep playing an older save with an older version of the game if the conversion is too tedious for now.
Tutorial here: https://infraspace.dionicsoftware.com/howToChangeGameVersion.html

We are in Early Access, but save compatibility is important to us as far as it's possible!

That being said, we are releasing our third small post-update patch today, which

  • fixes narrow buildings like the basic farm jittering when placing on road corners
  • removes city levels from the background of the research tree since some players thought the unlocked
research tree was a bug :) It's an experiment to see if players change their playstyle with an unlocked research tree!

Sandbox Mode and Roundtrip Trucks



Disclaimer: Sandbox Mode is not released yet and will be in the next major update. This is a progress post!

While we are not sharing the theme for the next major update yet (give us some time!), we can already share some progress on something that's near and dear to many of our player's hearts:



With the next major update, you'll not only be able to play sandbox mode, you will be able to pick exactly how "sandboxy" your game should be.

Also, for the traffic fanatics, we got another setting: Roundtrip trucks. This will improve realism, but also almost double traffic on your roads!

For anyone without the desire to manage traffic, you will also be able to disable that part of the game completely: Turn off traffic jams by allowing cars to pass through each other if necessary.

That's it for this week and as always,
happy playing!

Patch 9.0.197 fixes world loading issues

Hello everyone,

it's not Friday yet, but you're still getting a small patch.
After the last update, there were 2 different world loading issues left, which are now fixed with Patch 9.0.197.

Thanks to everyone who sent me their save to reproduce the issue.

Happy playing,
Daniel

Patch 9.0.196 fixes loading issues and more

Hello everyone!

After every update we watch the forums and Discord vigilantly to see if any issues pop up. This patch fixes the following issues:

- Fixed 2 errors that lead to some players not being able to load their world
- Fixed an issue where placing a stadium in a sea of habitats could break the stadium to be undeletable
- Fixed an issue where you couldn't leave the outgoing storage visualization
- Fixed a lightning rail typo

Also, parks, stadiums, and schools now cause 58% less traffic.

I have fixed all loading issues where players sent me their saves.
If your save still doesn't load, go to settings -> open saves folder -> send it to me at daniel@dionicsoftware.com
Bugs happen sometime, but you shouldn't ever lose your save!

If anything else comes up, let me know.
Happy playing,
Daniel

Traffic Lights Update Released!

Hello everyone!

And welcome to… the traffic lights update!
It might be named after traffic lights since they are the head roadmap feature for this update, but there are a slew of other new features, especially in the quality of life department. So buckle up and check them out!

Disclaimer: Since we added a grid, we had to change a lot of building sizes. If you want to keep playing your old city for now, you can either try converting it or revert to a previous update. Check in-game for details.


Traffic Lights


This is our headline feature!
Click on any intersection to choose between traffic lights, traffic signs and no special traffic control.
Traffic lights have an additional control panel so you can adjust phases and lights to your hearts desire!



Tip: Take some time and watch how traffic behaves. Sometimes, traffic lights are the best solution, sometimes a sign is enough, and for irregular traffic, no traffic control can be the best decision, too!

Traffic Signs


Traffic Signs have pros and cons. They are perfect if you need to prioritize one direction over an other, but since they never change, you need to be careful you don’t starve the other directions by mistake!



Grid


This is something we underestimated initially! We put it on our list like any other community request. But once we announced it, players were super excited! That’s why I’m especially happy to bring you not one, but two grids to align your city perfectly: 0° and 45° global grids.



You can always turn off grids (with hotkey!) so you can build as freely as you’re used to!

Showing Factory Exports


One of the biggest problems for new InfraSpace players can be: Why is my factory not exporting their goods? What does “Outgoing storage full” even mean?

That’s why we added a new visualization for you to see where each factory can deliver goods to:



Green buildings consume the resource in question and are ready for delivery.
Yellow buildings consume the resource in question, but are already full.
Red buildings are not connected to the selected factory by road or rail.

Area of Effect Parks, Stadiums, and Schools


Parks, Stadiums, and Schools no longer “produce” their products like factories. Instead, they provide their effects to habitats in their range. You still need a road connection and you still need to take care of traffic, though!



Rail speed upgrades


Our surprise feature for this update!
People have complained about the trains’ usefulness since they moved slower than superhighways. They still had use in controlling traffic (one train does not get into gridlocks because of lane switching), but you needed the right situation to get the most out of it.

Now, we’re introducing two more speed upgrades: From originally 150 speed, you can now go to 250, and then further to 450!



Also, trains now display their speed when you click on them, so you can check it out!

And finally, since we are on train-related news: Train stations now show their storage, so you have a better overview of your goods.

Straight buildings


It’s been a fun experiment and some players liked our slanted buildings, but on the other hand they could look a little extreme on mountain ranges. Also, habitats sometimes collided with each other after upgrading to taller buildings if they were slanted just slightly towards each other.

That’s why after this update buildings will be standing upright. The terrain will adapt to the shape of the building.

Before:



After:




Terrain changes


Maybe a little unexpected, but we found that uneven terrain in the desert prevented people from building a nicely aligned city and made their job harder unnecessarily. Besides making the desert flat, we also reduced the height of the highlands slightly.

This only affects new saves.

Drag building


My most favorite quality of life feature!
Check it out and build allll the buildings:



UI Scale


By far our most requested quality of life feature.

We added UI scaling from 80% - 125% and increased the default text size, so now everyone should be able to play without issues here!

Characters


Our small little side project. For this update, they just life in your habitats and work in your factories. However, in the future your citizens might take a more active role…



Free Science


Small change, big impact! Science is no longer blocked by your city level. We are curious to see how this changes the way players approach the game.



Loading Bar


Small extra since some players have made huge cities with 50k people and more: A small loading bar to let you know how about the progress.

Bugfixes



  • Fixed an issue where deliveries above the storage limit would go to waste in easy mode
  • Fixed another issue were rocks would still be on roads after loading
  • Fixed an issue were tiny segments of roads would get bugged visuals
  • Fixed sign collider size - now they fit much closer to the letters
  • Smaller stuff


That’s it for the InfraSpace traffic lights update!
As always, let us know if you run into any issues, we are keeping an eye open on the forums.

Thanks a bunch for the continued support and happy playing!
Daniel