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Full Steam announcements and update articles for this title.
Hello everyone!
Please enjoy another surprise InfraSpace Update! Version 1.56.455 has been uploaded to the testing branch.
I would like to release it to everyone in 1-2 weeks, so if there are some brave souls that wanna test their city in the new version, and let me know if you can find any issues, that'd be great! See below.
Trains accelerate faster on higher speed rails. Especially for the highest speed level this makes a large difference in overall delivery time.
Doubled the maximum length of text signs due to community request.
Fixed an issue where resources could get stuck in the train station if you edited the train line that was supposed to pick them up while they were waiting.
Fixed an issue where large building projects like the spaceship construction facility, magnetic field generator, and monumental drill requested resources too slowly. Now they request as many resources as possible - with the caveat that you still have to set up your districts, roads, and logistics centers properly.
Fixed an old text about adamantine mining. It used to say "Adamantine mined until now", but more correct is "Adamantine in storage".
Thanks to everyone who reported issues!
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 a lot for any feedback on the update!
Another small note: InfraSpace is currently 75% off, so if you've been waiting to get it or need a gift for a friend, now's a good time :D
(Note, as always: InfraSpace is in maintenance mode and will receive bugfix updates indefinitely, but no new features. We are currently making our next game, a third-person town building game. Sandbox + Management + Economy. If you're interested, wishlist here.)
Thanks and happy playing!
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.
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!
Hello everyone, and happy holidays!
Today I have a little bit of a surprise for you with a big performance update and some bugfixes. Update 1.55.453 has been uploaded to the testing branch.
I would like to release it to everyone before Christmas, so if there are some brave souls that wanna test their city in the new version, and let me know if you can find any issues, that'd be great! See below.
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 delivieries 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.
Thanks to everyone who reported issues!
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 a lot for any feedback on the update! (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 are available on our website.) Thanks and happy playing!
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.
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.
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!
Hello everyone!
This update is stable and is released to all players.
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).
If any of you experience problems with this update, let us konw.
Update 1.53.451 has been uploaded to the testing branch. If nobody finds any issues with it, it will be released to all players in a couple days.
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 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 and happy playing!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for InfraSpace, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main InfraSpace statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.