Our apologies, we've rolled back to the previous version v0.4.3 as there were numerous small bugs in v0.4.4 discovered from the community. Stayed tuned for a patch!
Venice is emerging from her world famous waters to entice even more tourists (and allegedly even more beautiful): the Carnival of Venice is in full swing!
Originating from the middle ages and then outlawed in 1797, it is only in 1979 that it regained the state's approval and its popularity of yore. Happening yearly before Mardi Gras, it is the occasion for its partakers to wear their most beautiful masks, escape their everyday roles and challenge the social order (and of course, have fun!).
The Carnival of Brazil is an annual Brazilian festival held the Friday afternoon before Ash Wednesday at noon, which marks the beginning of Lent, the forty-day period before Easter.
Our master maskmakers crafted three masks of the utmost refinement for your lavish parties. To get them at the Gumball Machine, just input:
From 18th to 23th February we are going to participate on Made in Brazil Sale (right on time for Carnaval). A lot of great games will be there, including Sudokolorful.
The primary content of this update are the 3 new enemies it introduces, 2 of which have fully new and unique mechanics adding additional challenge to the game.
Poisonous Monster
A new flying alien that passes through enemies and explodes on death, leaving behind a poisonous cloud. The initial explosion deals damage to nearby enemies but the poison will not affect them. You can pass through the poison clouds but be warned, a poison warning indicator will fill up quickly, dealing damage if you don't escape in time!
Ship Charger
A small enemy ship that pulls back and launches itself to attack. While charging, it can pass through other enemies. Watch out for it's red visual indicator and audio cue to know when to get out of the way!
Blue Multi Slime
This larger, tankier slime combines to death effects of the red and green slimes, resulting in a dangerous burst of 8 lasers fired in all directions when killed. Keep your distance and always make sure you have an escape plan!
Changes
This update features a lot of smaller changes across the whole game, the biggest being when all equipped modules are fully upgraded or the equipped ship has no module slots, the first offered upgrade when leveling up is guaranteed to be a turret upgrade and the last upgrade is guaranteed to be a utility upgrade. This should provide more consistency and control over builds for ships in the late game and make the Corvette ship less random.
Added "spin to win" text to slot machine panels when it opens
Made it so slot machine cycle animation can be skipped for each slot
Made turret big shot bigger and turret amplifier size increase smaller
Added equipped perk icon to end game stats in ship panel
Changed emblem shape for module targeting type icons to better differentiate them from the offensive/defensive emblem icons
Added new module type icons for explosive/deployable/melee/projectile/beam type modules in the level up screen
Changed hover info text for module icon types in level up screen
If all modules are completely upgraded or your ship has no modules, the first upgrade in level up screen is guaranteed to be a turret upgrade & the last is guaranteed to be a utility upgrade
Made changes to enemy spawn groups, adding in the 3 new enemies
Changed big green alien sprite colour
Changed spider parent sprite colour
Changed explosive damage perk icon to match the new explosive module type icon
Changed slot machine magnet payout to spawn a magnet instead of instantly activate magnet effect
Added poison monster sprite credits to the game credits
Fixes
Fixed hp pickup not being pulled into the ship
Fixed Armour Impact Redirection not increasing ship size
Fixed game pause issue when pausing while starting module screen for Drekar and Devastator is open
Fixed camera position issue when starting module screen for Drekar and Devastator is open
Fixed controller navigation for perk select screen
Fixed coins that are currently spawning from a source not getting destroyed when returning to the menu
Fixed hover info for hybrid offensive/defensive modules where the defensive info would appear behind the targeting icon
It's time for our weekly update on InfraSpace progress. We've got a bunch of news to share, so let's dive in:
Terraforming Buildings
Andreas has been working hard to finish the art for our terraforming buildings. These include the buildings that help you terraform the planet as well as some factories that provide parts for it. Here's a sneak peek:
Moss Shader and Terraformed Landscape
Lasse has been working on making the terraformed planet look more natural. He has created a moss shader for the terraformed rocks, and he's also added some new bushes to the landscape. Check it out:
Different Trees in Different Biomes
Sepehr has been busy implementing a feature that allows for different trees to spawn in different biomes when the areas are terraformed. This required a bunch of work since not every piece of data necessary was saved in the current save files. Plus, Sepehr has also made it so that these trees disappear when you place a building on them, making it easier to build your city.
Besides these, Sepehr and I investigated some small memory leaks which should help out with performance.
Futuristic Roads
Adriana has been busy creating concepts for some new futuristic roads that fit the sci-fi setting of InfraSpace. These roads should fit better with the sci fi vibe of InfraSpace.
That's it for this week's update. Thanks for tuning in, and we'll see you again soon with more news on InfraSpace!
With the latest release we have removed the annual pass and made sharing islands and cross platform backup available to all. That will allow many more people to share their islands and avoid issues of the game having more functionality for some players. There are now no purchases within the game.
For the players who bought an annual pass, we appreciate your support very much! You will continue to get 1,000 moons per day until the end of your year compared to 500 moons per day for all of the rest of the players. Everything else is now available to all players.
We have submitted the request to Valve to change it to a paid game and understand that it may take around a week before the game becomes a paid game. So, if you have not grabbed it already or you want your friends to get it, now is a great time to get it before the change is made. :)
In the DayLove event, which ends on March 1st, you can unlock the DayLove achievement by collecting 7 hearts in honor of Valentine's Day and Friendship Day.