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Steam News22 December 20256mo ago

Performance + Fixes: Update 1.55.454 Released For All

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.

In this update1

Full notes

Full InfraSpace update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!

What changed

5 fixes2 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
changedThanks to everyone who playtested the update in the last days. I just moved it to the stable branch for everyone to download.
changedChangelogManaged 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.
addedChangelogAdded a slider for UI volume in the settings ( link ).
fixedChangelogFixed a bug where the passenger deck bonus to habitat consumption would not be saved properly (reported by AronJerda on Discord).
fixedChangelogFixed an issue where the traffic light tutorial would not open the encyclopedia on the correct page.
fixedChangelogFixed 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).

InfraSpace changes

changedThanks to everyone who playtested the update in the last days. I just moved it to the stable branch for everyone to download.
changedManaged 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.
addedAdded a slider for UI volume in the settings ( link ).
fixedFixed a bug where the passenger deck bonus to habitat consumption would not be saved properly (reported by AronJerda on Discord).
fixedFixed an issue where the traffic light tutorial would not open the encyclopedia on the correct page.

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!

Source

Steam News / 22 December 2025

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