About the Game
Produce Everything you Consume
Out on the edges of human space, you can't build a city by spending credits. Instead, you'll have to put your first astronauts to mining work and get some raw materials. Once you have some iron, carbon, sand, and sulfur, it's time to set up your first steel mill and concrete factory to start laying down some infrastructure. Even necessities like food and oxygen require a steady production chain that must not be broken!Transport Infrastructure
InfraSpace simulates every. single. car. Each resource you ever produce needs to be transported to a factory for processing and each product needs to go to a habitat for consumption. Your road network can handle a lot, but without your oversight it will grind to a halt and drown in traffic eventually. Build highways, roundabouts, and multi lane roads to ensure the production heart of the city keeps beating.Trains, Pipes, and Cargo Lifts
Your road network might be versatile, but it's not the right choice for every kind of resource - or the most fun one. Build rails and train stations to haul massive amounts of goods. Build underground pipes to pump liquids and gases all over the city. Build cargo lifts to reach the highest mountain tops and traverse even the most rugged terrain.Population Growth
Your first colonists will be astronauts, the best and the bravest humanity has to offer. Give them food and shelter and they'll keep your outpost running no matter what. As your settlement grows, you need to cover the increasing workload by employing scientists and engineers, which require a few more creature comforts. Any city of sufficient size will sooner or later be home to more and more families as well, so make sure your schools can handle it and you are able to deliver the latest VR-edutainment products as well.Terraform the Planet
Living on a desert planet can be harsh - but you have your eyes set on the dream: Terraform the planet, make the desert green and the atmosphere breathable. It's a huge undertaking, requiring a colossal amount of resources. Don't despair, because by the time you're starting this project, you have all the technology, infrastructure, and manpower necessary to make this dream a reality!You don't have to play hard
Traffic management can be fickle and survival can be tough. You can adjust the difficulties of both to make your city management experience as easy - or as hard - as you want it to be.Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Hello everyone!
Thanks to everyone who playtested the update in the last days. I just moved it to the stable branch for everyone to download.
Changelog
Managed to make a bit of a breakthrough in simulation performance.
We observed speedups on the CPU between 17 - 320% in very large cities.
It probably depends a lot on your actual city, please don't have too high expectations. Some traffic setups might be unaffected. Test and let us know if it made a difference for you!
If your game is GPU-bound (meaning graphics settings make a big impact on the frame rate), then this won’t do much. But, if you’re building large cities and are hitting a CPU limit (fast forward slows down your game), this should help.
Added a slider for UI volume in the settings (link).
Fixed a bug where the passenger deck bonus to habitat consumption would not be saved properly (reported by AronJerda on Discord).
Fixed an issue where the traffic light tutorial would not open the encyclopedia on the correct page.
Fixed an issue where it was possible to build tiny, 0-length streets, which didn’t do anything except show a red error (reported by yogomove on Discord).
Updated some translations.
Fixed an issue where some tutorial messages would be titled like “Tutorial: Tutorial: …” (reported by zytukin on Discord).
When placing buildings, it takes a couple of frames to switch into drag-building mode. This should reduce the number of times people drag-build by accident (suggested by Bayonette).
Special shoutout to InfraSpace modder Bayonette, who worked with us on the following 3 improvements. Thanks a bunch!
Fixed a bug where some cars could get deleted in traffic jams on the small outgoing roads of buildings, leading to lost resources.
Rebalancing so that buildings with integrated roads ask for more deliveries at once (especially buildings like the large storehouse or the mega-buildings used to take in items slower than their connects would allow).
Fixed an issue where some objects would not be marked red when selected for lasering.
As always, a note on the state of InfraSpace:
InfraSpace is finished, but still getting maintained. It will receive bugfix updates indefinitely, but no new features. Please report any issues you see with the game. We check back in every couple of months, and when enough issues have accumulated, we release a small update to fix them all at once.
We are currently making our next game, taking a lot of learnings into account! If you're interested, news are available on our website.
Thanks, and happy playing!
Security Update
A security vulnerability has been discovered in the Unity game engine (info). A ton of games on Steam are affected, so you might see many games updating lately. This update fixes the issue for InfraSpace.
Am I at risk?
Probably not. There are no confirmed cases of the vulnerability being exploited and Valve, Microsoft, Apple, etc. have been taking additional security steps behind the scenes already. Now game developers are updating, too. Also, this vulnerability is only exploitable in combination with other vulnerabilities. Still, it's important for devs to fix these issues to keep players as safe as possible.
What about content updates?
InfraSpace is a finished game and we only fix bugs or bigger issues. We usually wait for a bunch of reports to come in and address them all at once. There are only minor changes on our list at the moment, so the next minor patch is still a while out. If you are looking for new content from us, check out the work on our next game. This update is only about the security fix, so the game should work the exact same. Let us know if there are any issues, thanks.
As always, happy playing!
Hello everyone!
This update has been on the testing branch for a while. It's now stable and is released to all players.
Fixed an issue where the achievement "total industrialisation" took a long time to trigger on very long saves. It has to check if you have produced all resources ever and used to only check 200 time points. If your save was many hours old, it could take a long time for the achievement to trigger.
Improved the city stats chart to always show the current production on the right edge. This is related to above: With long saves, we only show 200 data points out of all city stats, and the latest changes could be invisible, because they're not part of the 200 shown data points yet.
Fixed an issue where terraforming production would not be recorded in the city stats charts properly.
If any of you experience problems with this update, let us know.
Thanks, and happy playing!
Update 1.52.450 has been uploaded to the testing branch.
If nobody finds any issues with it, it will be released to all players at the end of the week.
Fixes
- Fixed a save loading issue regarding pipes
- Fixed a save loading issue regarding gondolas
- Improved achievement handling: It used to be that population achievements only get checked every 5 minutes, leading to some players getting confused as to why their achievement does not trigger. Now it checks every couple of seconds (efficiently).
How to playtest the update
If you want to help us test this update, you can switch to the playtesting branch by clicking on InfraSpace in Steam -> Properties -> Betas -> change the beta branch to "preview-test".
If you find any issues, let us know either in the comments here, on Discord, or via email: [email protected].
Thanks!
(Note: InfraSpace is in maintenance mode and will receive bugfix updates indefinitely, but no new features. We are currently making our next game, taking a lot of learnings into account! If you're interested, news will be posted soon on our website.)
Thanks and happy playing!
This update fixes an issue where a player was unable to load their save.
I also posted a little FAQ post today so that it's easy to find an official answer for the most common questions in the discussion forums:
https://steamcommunity.com/app/1511460/discussions/0/592887534192691505/
Let us know if you run into any issues and as always, happy playing!
New Mountain Map
While this update is mostly about improving bits and pieces in InfraSpace and fixing bugs, there is one big new thing: The Mountain Map!
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This one is meant to be a map for advanced players. Building space is at a premium which means a couple of things are harder now:
- You can't get production bonuses as easily. Because you have so little space, you need to make choices about which buildings you put next to which for the neighbor bonus.
- There are only a couple of flat valleys. Do you mix the residential area and industiral area somewhere? Keep it apart? What about area of effect buildings?
- Traffic is harder to route, especially if you want your roads and rails to fit to the terrain
- Sometimes you need to rebuild and enlarge an intersection for better throughput. With less space, you have to think twice about how exactly you want to do it.
Some of the resources are also hidden below rocks now. You'll have to use the big space ship laser cannon to remove those first, so it can make sense to rush the tech tree towards space ship repair.
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Terrain Placement Rules Changed
When I playtested the new mountain map, I found that it was a big pain to put down power poles, because a lot of the terrain was too steep. Wind turbines had a similar issue: It would make so much sense to place them on mountains, but it was too steep.
That's why I changed the terrain placement rules a little
- Can place power poles and wind turbines anywhere, no matter how steep
- Wind turbines no longer flatten the nearby terrain (power poles never did)
- However: Solar power plants are now only placeable on 10° slopes (earlier it was the default 20°)
The last change made sense because solar parks take a lot of flat area, which is exactly the tradeoff that should exist here. Sprinkling them all over the mountains also would look terrible with their auto terrain flattening.
If you load an old save, you might have to adjust some solar parks' placement a little.
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Better Logistics Centers
Buildings can now connect to multiple collection and distribution centers!
Earlier, they could only connect to one center, but this was confusing to a lot of people, that's why we're trying this change. This should also make the behaviour a little more consistent, because before it could be little random which logistics center buildings would connect to if there were multiple availble.
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Another small change is that we added made the list of connected collection and distribution centers scrollable, so you can hook up more without having to mess with the UI scale (that's what some players did earlier as a workaround).
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Save Loading Performance
If you've been building large cities in InfraSpace, you might be
famililar with the "Update Road Decals" loading screen text:
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It's on of the last step of loading a save, and used to take a long time. We optimized the code and properly multithreaded it, so in a particularly large save we were able to go from 39.37 seconds of loading time to just 2.02 seconds for this loading step. Yay!
Better Stats Panel
In order to fix a bug, we had to revisit the city stats tracking and as I was working on this, I also improved the stats panel a little. The graphs now show 200 data samples instead of the previous 50.
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Small Changes
- Spaceship tab can now be exited with escape
- Train signals tutorial now only triggers when trains are actually unlocked
- Updated Engine Version
Fixes
- Fixed grass not disappearing when building a road on top of it
- Fixed an issue where the "total industrialization" achievement would not trigger in some circumstances (produce all resources)
- Fixed a host of Mac-Steam issues: Achivements not triggering, mods not loading
- Fixed other Mac issues, like mod folder not opening or mod config files export not working
- Fixed different font size in german in some UIs
- After playing the intro cinematic, the world settings UI would show again for a second. Now it doesn't
- Removed old messages about city level up
- Fixed some localization and text issues
Thanks to everyone that reported issues and shared their save files with us for reproducing the issues!
Future
As you know, InfraSpace reached 1.0 in October last year and is now considered a finished game. Since then. we have provided some extra feature updates for it and a bunch of bugfixes. Our plan is to continue providing bugfixes for a long time, like with our other game Founders' Fortune. However, unless there is some critical issue, we will wait for a couple of months for a bunch of minor bug reports and other feedback to accumulate, track them all, and then fix them all at once in a big update.
Currently we're hard at work on our next game. We learned a lot with InfraSpace and want to improve a lot of things. The new game is still under wraps, but we do have a mailing list if you enjoyed one of our games and want to be notified once there is news.
Thanks a lot for all the support. Let me know if you have any issues, and as always,
Happy Playing!!
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I just released Update 1.43.435 with some fixes, mainly localization related.
One more content update
InfraSpace is getting close to being a finished game. We hit 1.0 in October and have fixed almost all of the bugs since then. We will continue to fix bugs that come up for a long time, so please keep posting about them when they happen to you.
In terms of content, there is 1 more update coming: It will release our 4th map for InfraSpace, which will require a lot more usage of the spaceship laser cannon and gondolas to traverse the terrain. More details in a future post.
New Game in the Works
Since InfraSpace is pretty much finished now, but it's not a "forever game" that we can afford to update indefinitely, we have been cooking up our next game in the background for the last 5 months.
With InfraSpace we learned a lot, especially regarding software quality. We want to apply a lot of these lessons and have built a really good foundation, that should lead to a lot less bugs than InfraSpace had at some points in it's development.
The next game will be a bit closer to our first game, Founders' Fortune, but there are definitely going to be some production chains and some opportunities for optimization if you're so inclined.
Let me know if there is interest in the InfraSpace community to join a closed Alpha or a mailing list and I'll see what I can do once the game is ready :)
Thanks again for the feedback and the support. Let me know if you find any more issues with InfraSpace or something that needs to be fixed and as always,
Happy playing!
Edit: People have been asking me how to sign up, so here is a link: https://dionicsoftware.com/alphaSignup
It will take some time until the alpha is ready!
I just released Update 1.43.435 with some fixes, mainly localization related.
One more content update
InfraSpace is getting close to being a finished game. We hit 1.0 in October and have fixed almost all of the bugs since then. We will continue to fix bugs that come up for a long time, so please keep posting about them when they happen to you.
In terms of content, there is 1 more update coming: It will release our 4th map for InfraSpace, which will require a lot more usage of the spaceship laser cannon and gondolas to traverse the terrain. More details in a future post.
New Game in the Works
Since InfraSpace is pretty much finished now, but it's not a "forever game" that we can afford to update indefinitely, we have been cooking up our next game in the background for the last 5 months.
With InfraSpace we learned a lot, especially regarding software quality. We want to apply a lot of these lessons and have built a really good foundation, that should lead to a lot less bugs than InfraSpace had at some points in it's development.
The next game will be a bit closer to our first game, Founders' Fortune, but there are definitely going to be some production chains and some opportunities for optimization if you're so inclined.
Let me know if there is interest in the InfraSpace community to join a closed Alpha or a mailing list and I'll see what I can do once the game is ready :)
Thanks again for the feedback and the support. Let me know if you find any more issues with InfraSpace or something that needs to be fixed and as always,
Happy playing!
Edit: People have been asking me how to sign up, so here is a link: https://dionicsoftware.com/alphaSignup
It will take some time until the alpha is ready!
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.4 GB
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View AllDownload InfraSpace for PC with a direct link or via torrent. Get the full version of InfraSpace for free. InfraSpace is a Indie released by Dionic Software.