fixed an issue where you couldn't load some old saves from before the 1.0 update
fixed an issue where the collection / distribution center storage would not clear after switching resources
fixed some german localization issues as well as some missing ones
centered the main park building on it's foundation
From all the comments it seems that the #1 complaint is clunkiness. We're working to address this. Tomorrow, you're probably gonna get graphics settings and next week, you'll get a lot more descriptions and infos when you select buildings for construction.
Happy playing!
Patch 1.4.366 improves Pipe Building
Hello everyone and welcome to another patch.
Fixed an issue where building pipes would lag the game or even crash it on super long pipes
Fixed an issue where you couldn't lay pipes of different types on top of each other comfortably
Thanks for the reports and happy playing!
Patch 1.3.364 adds map panning with right click
Hello everyone,
Saturday morning patch for you!
added map panning with with right mouse click
fixed a bug where long roads would get wobbly during building
fixed a bug where collection centers would send the wrong resource to distribution centers
factories can now store 20 blue and green science packs, up from 5 previously
Let us know if you find more issues, we're reading everything!
Happy playing!
Patch 1.2.362
Hello everyone,
we've been refreshing the forums every ten minutes to see if there are any problems and have been fixing stuff that has been reported:
fixed a bug where you could get infinite resources with the distribution center
fixed a bug where you couldn't select a second spaceship part to repair
fixed a translation that was missing in the tutorials
Let us know if you find more, happy playing!
InfraSpace Full Version is Now Available!
Hello everyone!
I have been writing Friday News Post for more than 140 weeks now and today is probably the most special one of all: INFRASPACE HAS FINALLY REACHED ITS FULL RELEASE!
Thank you
I want to especially thank two groups of people for making this possible:
First, there is the Dionic Software team who has worked tirelessly with me to try to make this game as good as possible: Thanks Andreas, Lasse, Adriana and Sepehr!
Second, there is the community that has been with us throughout the last 2 years of Early Access and before. Thanks for all of your feedback, your bug reports, and also the support and encouragement! Special thanks also to the community translators who have worked hard to translate InfraSpace into so many languages.
The Long Road to 1.0
InfraSpace started in 2020 as an attempt to marry city builders and production line games. Many city builders have a great building and simulation experience, but don't focus so much on the production chains and logistics and we wanted to change that.
This is one fo the first screenshots of InfraSpace. Oh how far it has come!
By the time we reached Early Access, it looked like this:
The Early Access launch was a great success for us with lots of new players and lots of new feedback. Every 2-3 months we released an update with a big new feature, like the trains:
Or many traffic control settings like the traffic lights:
Soon after we added the origin story with the stranded space ship Antares and an intro cinematic:
Later we added more logistics systems like pipes and cargo lifts:
Or the giant laser from your space ship to clear your map from rocks and plants:
One time we failed! We tried to add a large procedurally generated map and it didn't turn out so well. The development took long and in the end, it was too flat and boring. Our community gave us their feedback and we listened, so now we have a great handcrafted map!
And finally, we also added terraforming, the huge end-game project:
There are so many more improvements and changes to mention here, like the balancing update with so many new industries or the countless bugfixes and performance improvements. It's been a long journey and I'm grateful for everyone's support that allowed us to pull all of this off.
Oh, and we have just added Mac support!
Final Words
I hope you'll have a lot of fun with the Full Release Version, whether you're a new player trying InfraSpace for the first time or an old fan curious to check out the new map and distribution centers.
As always, let us know about your experience in the forums and the discussions. We read everything and will be around to hotfix any serious issues if you should have them or note down feedback for the next updates.
Happy playing! Daniel
InfraSpace 1.0 Release on Friday, Sept 22nd!
Hello everyone!
First, important note: We have moved the release date from Sept 19th to Friday, Sept 22nd. We're finishing up the last few tasks, and these couple extra days really help with getting it done properly and making sure no last minute bugs sneak in.
Main New Features
Let's have a look at the main new features this update.
New Map
This has been by far the most asked-for single feature in our community - and now we deliver! The new map is gonna feature some mountains, some flat areas, beautiful shapes and enough space. And we're planning at least another map for the 1.1 update. (You can still play the old one, too).
Distribution And Collection Center
The most powerful logistics feature to come to InfraSpace in a while. with Collection and Distribution Centers you can store resources and guide traffic the way you want to.
Tutorials & Encyclopedia
Very important for the 1.0 release since a lot of new players are going to get into InfraSpace for the first time. But even for veteran InfraSpace players the encyclopedia is worth a look! There are lots of entries about how to optimize traffic to get the best performance out of your logistics network.
Achievements
Another community wish now realised. Gotta get them all ;)
New Trailer in the Making
For the most part we've spent our time fixing bugs and polishing the last rough edges, but it's also time to update our store page. The last trailer is almost 2 years old by now!
We're going to reveal the full trailer next week, but here are some scenes:
Special thanks to community members snek and oMqngo for helping out with creating some nice looking maps for the trailer!
That's it for this Friday Dev News, I hope you're excited for release. See you next Friday! Happy playing!
Friday Dev News #138 - Mountain Roads
Hello everyone!
We're hard at work preparing for the 1.0 release in 2 weeks!
In last weeks comments I saw mention of a car stacking issue on intersections. I can confirm we have fixed this bug and the fix is gonna be released with the 1.0 release.
Mountain Roads
We created a big new map for the 1.0 release. The good news is that it looks way better and more interesting - but the bad news is that our road system was not really equipped to handle mountains like these. Just look at what happened if you tried to build a road from one side of the mountain to another, brute force:
It looks funny, but actually makes the game worse. Mountains would not be the obstacle they're supposed to be and it'd be too hard to place buildings on the roads that just ignore the shape of the terrain.
So we had to spend some time to create a road placing algorithm that adapts to the terrain. If you're a long-time fan you'll remember that roads used to snap to the terrain in the past. This was an issue because the roads turned out differently than what you expected to build.
We fixed this now: while you drag the road or rail, it will adapt to the terrain and you will see what you get, just like you'd expect:
There is a chance that a change this bug introduces some bugs, so we're gonna do extended playtesting and keep our eye open for reports. But we hope this will be a good solution for building even on tilted terrain.
Terraforming Adjustments
This is just a quick update from the art side! With the new map, we also had to adjust terraforming to make it look good and these are the results. We hope you like them!
Other than that, our team has been busy with a large amount of bug fixes, finishing the achievements programming, and working on a new trailer. You'll see more soon!
Happy playing
Friday Dev News #137 - Preparations for 1.0 on Sept 19th
Hello everyone,
the 1.0 release is coming ever closer and we're busy fixing up loose ends here and there and fixing issues. We're going to focus on the most important things for 1.0 and are going to keep going for at least a 1.1 update after that.
Available Maps
I saw players getting really curious about which maps are going to be available with the new map selection, so here you go:
The randomly generated world you are used to now
A completely new map with some great looking mountains and more verticality
If we have time a third map, that is more difficult to play on, with more mountains.
Some people said they'd like to have some of the very old maps back. Currently there is no plan to bring them back directly, but rather fill the void with new, hopefully better maps. But we'll see after 1.0 what should be highest prio.
Post Processing
Color grading is easily overlooked when talking about a game's graphics, but it makes a big difference. I won't go into detail on all the iterations the artists went through this week, but here is the final look of the new map:
Bugfixing
Other than that the programming side has been busy fixing bugs and issues here and there. And it will stay like that with the small exception of finishing the distribution and collection centers for better traffic control.
Most recently, we're fixing an issue where sand would clip through the road after loading a save.
I hope you're looking forward to 1.0 and we'll see you on release day! Happy playing!
Friday Dev News #136 - Achievements almost done
Hello everyone!
Today's update is on the quicker side: The gist of it is that we're making a lot of progress on the map and can probably start filming for our new trailer soon.
Our playtesters have started playing the map - currently some have difficulties with the raised terrain, but we're hoping to improve that before release. In general, it does look much better than our old map.
Check out this screenshot:
We also made a new map selection menu so you can choose what kind of settling experience you wanna have:
Achievements are almost done and we have just published them today!
Hello everyone, it's time for another Friday Dev News post!
Reminder: InfraSpace 1.0 is scheduled for release on September 19th!
Story
InfraSpace's story is not a big part of the game, but it still could use some improvement. Specifically, it is confusing, because at first you want to repair the spaceship, and once you're done repairing it, you decide to stay on the planet and make a prospering colony out of it.
We're going to add some in-game messages to explain the switch and the story of your city a little better. Here are some of the artworks for the messages:
Billboards
We've shown these to you a long time ago and they're finally ready to use in your cities: Billboards!
New map almost ready for playtesting
Our first new map is almost ready to be checked out by our playtesters. We wanted to release it to them today, but ran into some additional bugs that need to be fixed first. Maybe we'll still make it in the evening, or on Monday instead.
The new map is looking great, but also has some challenges. For example, many players complained that the old map was too flat. That's why the new map features more hills and mountains as well as subtle elevation changes. This looks great, but can lead to situations such as these:
We're trying to include enough flat areas for you to build, but there might be some situations where you'll have to be more careful when building roads in the future.
Also, we're playing with the idea of a second map that has more difficult terrain and makes it more of a challenge to create a city with good layout:
Less Crashes
Also, I'm happy to report that all of our work on bugfixing has paid off and we're getting _waaay_ less crash reports now. There are still some, but a huge reduction. We'll focus on other issues for now, but always keep an eye open.