Hi, we have an update for you!
Two new rides: Tilt Tower and Megashot
Quality of Life
We have received and implemented a lot of feedback on how to improve the quality of life in "Indoorlands". Undo / Redo for "Create Your Ride" You can now find an undo / redo functionality for CyR.
Coaster auto curve option You can now enable / disable auto curve in the settings if you want to tune the track completely by yourself. UI Scaling You can now increase / decrease the scale of the UI to make the text easier to read.
Shop management Clicking on a building in the park overview will highlight other buildings of the same type. For example, if you click on the burger restaurant, it'll highlight all the other burger restaurants. This gives you an idea of how well distributed the building type is.
We have also added an 'apply to all' functionality to the price and quality sliders. Improved loading times We have improved the loading times by about 30% (also when switching between detail mode and park overview).
New CyR parts
For even more customisation we have added 18 new parts.
Other changes
Added
- Integrated 2023 coaster challenge winner blueprints! Congrats to ZeeLeit, RanFox, player_uci, MikaGaming, flixbus!
- Integrated new supporter names. Thanks to everyone who supported us!
- Since Unity finally fixed our "Graphic Jobs", we have enabled them again. You should have better performance now :)
- CyR: Copy/Paste buttons in the top bar (still works with CTRL+C and CTRL+V)
- CyR: You can zoom out more now
- Ride hall height calculation (halls should be flatter now, especially for custom rides)
- Performance tweaks here and there
- Shiny facade upgrade not working on toilets (+ made the effect stronger on other buildings)
- Problems when placing decorations while paused
- CyR: Cloning broke after depth of more than 2 cloners
- CyR: "Mirror" cloning removed. It led to so many nasty bugs that it wasn't worth maintaining. (still works for old rides that already had mirroring disabled)
- CyR: Some objects were not offset correctly when using scale modifier
- CyR: Sometimes parts were not selectable where they are rendered (because colliders were not synced)
- Tutorial: Unlocking a research goal sometimes couldn't be completed if the player was already researching. Tutorial: Case where player could get stuck when building too many research buildings in advance
- Tutorial: Pathway building step could be checked by just hovering and not actually building.
- Research building buff could sometimes lead to negative research production.
- Wrong preview icon for inverted coaster skin
- Renamed "active research buildings" to "constructed research buildings"
- Some background exceptions
- Many small issues
- Twitch integration: Removed the "non-chatter" option for name pulling as Twitch has closed the corresponding APIs.
Dear Community,
after we already had challenges for coasters and hall blueprints in the past, this time we want to focus on one of the most popular features in Indoorlands and start our first CREATE-YOUR-RIDE Challenge!
What is the process and what are the rules?
1. What is the submission period?
From 12.03 to 26.03.
2. May I submit more than one ride?
There are three categories: Realistic, Crazy & Creative Rides. You can submit one ride per category, so 3 rides in total.
3. How can I submit my ride?
Upload your ride to the workshop, set it to public and post the link to the #indoorlands-ride-creations channel on our Discord server. Alternatively, you can send an email to Indoorlands@Pixelsplit.games with the subject "Create Your Ride Challenge".
4. What can I do if I have a great idea but the right parts for it are missing?
Please let us know what exactly you are missing and send us a description and a screenshot/photo of the part. Maybe we can add it in the next Indoorlands update.
5. How are the winners determined?
Our team looks at all entries and checks if the rides work. I.e. they must be controllable and not interfere too much with the game performance. From these rides, we select the most beautiful/creative/craziest entries.
6. What happens if my ride is chosen as challenge winner?
Your ride will receive the exclusive workshop "Community Winner" tag. As the creator, you can request the "Ride Creator" Discord role. The rides will also be featured on our social media accounts.
7. I have additional questions, where can I ask them?
You can ask your questions about the Create-Your-Ride Challenge either in Discord, in the #Indoorlands-Ride-Creations channel or via DM to @PixelLeon#5981 or send an email to Indoorlands@Pixelsplit.Games. Little tutorial for newbies: https://www.youtube.com/watch?v=EWARPd2hMeA Some inspiration from Thijmen0808: https://www.youtube.com/watch?v=KEQkotcRHaQ And some more entertainment (and inspiration for "Crazy Rides"): https://www.youtube.com/watch?v=OHL9uYzLEJ0 We are looking forward to your participation and are totally excited. - Your Team Pixelsplit
Dear Indoorlands Community,
following our last update we would like to start a new Community Build Challenge. This time it's all about rollercoasters and the new coaster skins we added:
Make sure you have the latest version of Indoorlands installed and familiarize yourself with the coaster editor. Below is a little tutorial to get you started. For decorations make sure one theming is over 75%. You may use all coaster hall types, but the three new ones are preferred:
We are really looking forward to your submissions and feedback! The most creative submissions will be integrated into the game as a default blueprint and the creator will be mentioned by name in the game. Do you want to support us in this project?
Send your STEAM Workshop link to the appropriate Discord channel or post it here in the comments. The deadline for entries is 2023-02-05. Don't be shy and let loose! Here is the tutorial:
[previewyoutube=knf0V1sBUek;full][/previewyoutube]
And here a summary of the Frequently Asked Questions (FAQ):
We are very excited about your participation and are totally looking forward to it.
- Your Team Pixelsplit
Hi, The year is coming to an end and we have an update for you!
Rollercoaster skins
You can make your coasters, using cart theming, even more appealing.
New coaster type
We've added a new roller coaster type that promises plenty of exciting rides for your visitors. The carts have physically rotating gondolas mounted.
New ride: Reacher
You can now find another ride in the game, a high ride called Reacher.
New CyR parts
We've also added new parts for CyR that will let you build even more exciting rides. In particular, two tower variants.
Other changes
Added
- New coaster templates with the new coaster type.
- Added new supporter names. Thanks to everyone who supported us!
- You can now copy and paste parts with CTRL-C and CTRL-V. So you can also replace parts at the origin by copying, deleting and pasting into the new structure.
- Supporter names now appear in credits
- Some small performance improvements
- Small memory leak on every cleaning process
- The walls at the 4D-Cinema were always on top
- Tooltip from cleaning tool was not localized
- Fixed: Cart spacing was not correct on rotating coaster type.
- Fixed: Roller coasters do not ride in the park overview when a new blueprint is selected
- Fixed: Automatic program "Reacher" did not work in the park overview
Hi, we have just uploaded a small patch for you. Fixed
- In rare cases the park visitors did not move anymore
- Every cleaning operation (by the player or by the staff) consumed some memory that was not cleaned up (leak)
Hi, today we have again a small patch for you. Thanks for your extensive feedback steamhappy
Redesigned research and coloring interface
We have redesigned the research menu and optimized the respective loading times a bit.
We also aligned the coloring of rides and hall areas with the coloring in Create Your Ride. This way you have a better overview of color groups and previously set colors and can quickly switch between color groups without having to click through everything.
Other changes
Added
- Graphics option for VSync and Anti Aliasing.
- When selecting a roller coaster hall, you are now shown if the roller coaster has not been validated yet
- Visitors now only get a reaction to dirt if they have seen dirt multiple times and not based on chance
- Dirt now stays longer if it is not cleaned up
- Tutorial: the task where you are supposed to generate a research point now shows you the progress as a percentage.
- When you select a research building, the progress bar now also shows the exact percentage
- Starting the roller coaster validation now deactivates the pause mode
- Visitors glitching in front of the roller coaster if you changed the blueprints beforehand
- Sometimes the pathfinding in the park overview has gone bye-bye
- Sometimes you got too much money refunded when building over paths
- Some characters were not displayed correctly in chinese and korean language
- Dirt was sometimes loaded to wrong positions
- The boat simulator floor looked a bit broken
- Roller coaster halls could not be found in the preview of the respective research nodes
- Some coaster models had very visible LOD stage changes
- Roller coasters spammed the log full
- German: "Vorlage" consistently replaced by "Blaupause".
- A few typos
Hi everyone, at first: thanks to everyone who bought and played Indoorlands in the last days. And sorry to everyone who wasn't able to enjoy the game
Stability issues
Unfortunately we had a quite bad start in terms of game stability. For some (not all) users the game crashed frequently. This issue was super hard to reproduce and took us three nights and days to track down the problem. In the end it seems like the multithreaded renderer of our Unity version is causing quite some trouble in our project (nothing we can affect). What we did now is disabling this option temporarily; this should stop the crashes (which was the most important thing for us). The downside however: You might see some degraded performance. We hope the impact isn't too extreme, but please let us know. We'll update the game as soon as possible when this defect is resolved. For those where the game ran well and now have poorer performance, you can play the old version on the "previous" branch.
Other changes
Unfortunately, due to the extreme timesucker mentioned above, we didn't have much time to work on other things, but we did get a little bit done.
- Fixed: Coaster did grant money as upkeep instead of costing money
- Fixed: The water scooter and ferris wheel entertainment hall wasn't properly reachable by visitors
- Fixed: Rare cases where navmesh graph could be scanned wrongly and thus not be targeted by visitors.
- Fixed: Ride hall cameras not working without placing a ride
- Fixed: Coaster water hall environment clipping into hall
- Fixed: Visible LOD-change poppings on the coaster supports
- Fixed: Some fences hat wrong offsets and caused clipping or alignment issues
- Fixed: Some typos
- Fixed: The boat ride and splash crash had white planes outside the building
- Fixed: Random environment objects spawning in lake
- Fixed: Some UI animations not playing when paused
- Added: New supporter names (thanks to you all and see you in the game!)
Hi, we just released a small hotfix.
Changes
- Fixed: Game sometimes crashing when moving repair buildings
- Fixed: A few german tutorial typos and formulations
- Fixed: Event panel title not localized
- Fixed: Park capacity tutorial contract did also complete when not setting capacity to 100%
- Fixed: Glossy materials on lower LOD level of inverted coaster
- Improved: Event panel "new" indicator a bit more noticeable
- Improved: Claim reward button for contracts and milestones a bit more "button-like. (Yes, click it!)
- Improved: Tutorial starts showing milestone event panel entires just when the "reach demand level 1" contract is activated
- Improved: The top bar hover for the milestones contains a hint when you can increase your milestone level (and claim your rewards)
Hello,
after almost three years of development and over a year in Early Access, Indoorlands goes into full release today!
We would like to take this opportunity to thank all Early Access players, beta testers, friends and family members who supported us during the development period. Without you this would not have been possible.
Now feel free to watch the trailer:
[previewyoutube=e80MfXtOiO8;full][/previewyoutube]
For the Full Release we have now also added some new features & changes. The roadmap is now complete!
Below is an overview of all the new changes:
Tutorial
For all new players: the game has now got a tutorial, which explains you the basics and for the first time the interaction of visitors, economy and research. If you follow the tips and work through your milestones and contracts quickly, you can progress faster than ever in the game and build huge indoor parks. We think that the basic game mechanics are now so well explained that you won't have to experiment around as much (as you did in Early Access) and can focus on building parks. This should result in a relaxed yet challenging gameplay experience. We tried to explain only the essentials and not to be too annoying. Feel free to give us feedback if you need more explanation. Also feel free to tell us what you think about the gameplay and balancing in the full version of Indoorlands now!
To all the previous players who taught themselves the game without a tutorial: We are proud of you :) But if you are interested, feel free to try the new tutorial. We would highly recommend it to everyone! To do that, you just have to go to the settings in the main menu and reset the tutorial progress.
New decorations
We have now added a whole new theming package to the game: medieval.
New coaster content
We had added "Indoorlands" coasters in the last major update. Now we made some more small improvements, but there is also new content for you. For one, there is a new coaster type: inverted coaster.
We also added 3 more coaster halls. We are excited to see what kind of coaster creations you will load into STEAM Workshop in the future.
Achievements & community items
A bigger item on our roadmap was still the missing achievements. You can now unlock over 30 of them.
We also created lots of STEAM community items & trading cards.
New languages
Integrating new languages into the game was also something we had in mind, so we had the following languages translated with professional help:
- French
- Chinese (simplified)
- Korean
- Dutch
- Spanish
- Italian
Other changes
Added
- Added new main menu
- Credits added
- Many new blueprints (incl. the winning halls from our last community challenge)
- 3 new entertainment halls
Improved
- The last node when building a roller coaster can now be explicitly connected to the entrance of the roller coaster station
- Models of roller coaster track types revised.
- Roller coasters now generate more tags, depending on track configuration
- Some sounds adjusted
- Milestone tasks now have a name
- Visitors should now be more willing and more correct to put their hands up when riding a roller coaster
- The visitor requirement milestone now requires a bit more experience in the later levels
- Impact on satisfaction by park impression slightly reduced for later levels
- Sometimes the navmesh was not generated correctly, so halls were not visited by visitors
- The 3D icons above broken halls did not disappear when you sold the hall
- Sometimes inserted roller coaster nodes could not be moved
- The roller coaster did not need to be revalidated when changing the type of roller coaster
- Sometimes the coaster colors were reset when adding new nodes
- The "Machine" ride did not work anymore (brackets could not be closed)
- Rollercoaster inputs XAM NIM mirroring fixed
- Log spamming reduced a bit
- In a few halls the wall textures were distorted
- A few buildings didn't have the right tags, names and icons assigned to them
- Sometimes important menus could not be opened if others were not closed
- Quick placement of decorations was sometimes interrupted
Outlook
So... the Early Access roadmap has been worked through. And now? Where do we go from here? There is no lack of ideas from you and the team! The motto now is: After the release is before the release. In particular, we will now spend the next few weeks analyzing your feedback and making further improvements based on it. The feedback from new players, who are now playing the game for the first time, is also important to us and will flow into the planning of future updates. A small content update, which will be released later this year, is already planned - but more on that when the time comes. Our suggestion would be this: get comfortable, take some time and start a completely new park. After you've played for a while, write us your opinion and your suggestions for improvement. Feel free to leave a review on Steam if you haven't done so yet. We are looking forward to your messages and wish you a relaxing time in your unique indoor park! We would also be happy to welcome you on our Discord server ( https://discord.gg/2X8WWaK ). Otherwise: you can still submit bug reports and feedback in-game at any time by pressing the button with the beetle in the upper left corner. - Your Team Pixelsplit
Hi, today we have a small update, while we continue to work on the full version in parallel.
Rollercoasters: Track visualization and validation
We have added a few basic features to the roller coaster editor. First, the track segments now have a suitable visualization, depending on the selected type.
We also added a track validation, which means that when you edit, you can start a test. Mainly we test here if the coaster can go reach the station again, but we also added some smaller structural checks, if the track clips through the wall or the floor for example. But we also tried not to be too restrictive, so that the creative freedom remains. We hope we found a good balance here.
Important! If a roller coaster has not been tested successfully (green), then it can no longer be visited by visitors. In addition, it is then not possible to save as a blueprint. Accordingly, go through the roller coaster halls in your savegame and perform the test. In addition, we would like to ask all those who have already uploaded coasters in the workshop to upload their coasters again after validation.
Other changes
- Fixed: The repair staff often didn't feel like working anymore
- Fixed: Thematization could not be changed in deco halls
- Fixed: The staff didn't work through some rides properly
- Fixed: Visitors and staff simply stopped on some rides
- Fixed: The controls for the coasters stopped working when the coaster type was changed
- Fixed: Some of the rides were still smoking, even though they were repaired
- Fixed: The reward windows sometimes didn't show up when other menus were open
- Fixed: The visitor difficulty setting for sandbox mode could sometimes not be used
- Fixed: The "# buildings of type" counter increased when you just repositioned the halls
- Fixed: Localization and naming adjustments in the roller coaster node windowlet.
- Fixed: A few typos
- Balancing: Selling buildings now always gives 70% money back (before you got 100% back under some circumstances)
- Balancing: Swapping rides now also gives 70% money back (before 50%)
- Balancing: The roller coasters broke too fast
- Improved: A few more button hover sounds
- Improved: Small animations for the environments
Hi, we just uploaded a small hotfix that should fix a few issues from the big update yesterday.
Fixed / Changed
- Rollercoasters: Roller coasters sometimes didn't park properly
- Rollercoasters: The restraints were sometimes not closeable
- Roller coasters: Slight adjustment to the calculation of the costs
- Roller coasters: The fences sometimes did not change theming properly
- Rollercoasters: The add node function was not activated properly if you already had a node selected.
- CyR: The control panel did not work properly in the "Create Your Ride" editor.
- CyR: In the park overview plates were displayed without texture / completely in white
- Some environment parts could reach into halls
- Some smaller environment models did not disappear in pause mode, although a hall was placed over it
- In some environment variants wrong fences were displayed
- The new entertainment halls now have their own selection sounds
- A few tooltips had a ! in front of the text
Hi, today we finally have another big update for you. But before we start with the changes a big announcement.
Release date!
We will be releasing the game from Early Access on 10/14/2022. Remember the date, tell your friends and acquaintances. And now enjoy the latest trailer: [previewyoutube=C4Br1YiiXX0;full][/previewyoutube]
Rollercoasters (Open Beta)
Today is the day: we present you roller coasters in "Indoorlands"! For the beginning, there is a roller coaster hall where you can build your own roller coasters. Currently you can choose from two different types of roller coasters.
The editor is node-based, meaning you position nodes and set them up. For example, you can set that the coaster should accelerate towards a node or slowed down to a certain speed.
The editor is not 100% finished yet, but we want to collect your feedback and give you the possibility to show your creations in the workshop. Among other things we are still working on a 3D representation of the track section types (lift, LIM, brake), track validation and more coaster types. Of course we also have a STEAM Workshop support for roller coasters. Accordingly, we would like to invite you to participate in our community challenge and show off your coasters: https://store.steampowered.com/news/app/1378890/view/3390670295076721509
Orders, Milestones & Trends
Up to now there were milestones in "Indoorlands", which were automatically fulfilled as soon as certain conditions were met (e.g. a certain number of visitors in the park). Rewards were given automatically for this and new stuff was unlocked. These milestones now need to be actively confirmed. There is now an event overview, where you can find the milestones and collect your rewards if you want.
However, the event overview still shows you your orders. From time to time, you will be shown job offers in the game, then you have to select a job. If you fulfill the order, then you get a reward.
But in the window you can also find ongoing passive events (temporary changes in the park, e.g. x% more visitors for a certain time), as well as trends. Trends are temporary changes in the demand of visitors. I.e. sometimes visitors want especially many fries or certain theming. Then, if you want, you can react to it and profit from it.
Improvement research/h1]
In the previous research menu you could only unlock new content (e.g. new rides or restaurants). With the introduction of Improvement Research, there is now another research category where you can improve the features & functions of your park. E.g. that your employees work faster or that buildings cost less.
Note: In the course of the improvement research we have made the price & quality setting unlockable. I.e. you have to unlock them first.
Environments
We have now given "Indoorlands" another visual overhaul. We focused on the environment. We wanted to make them a bit more attractive and interesting. There are now three environments that you can choose from when starting a new park. These environments were chosen to fit the theme of indoor parks, i.e. places where you would rather not build outdoor parks.
Other changes
Added
- New entertainment halls
- New roller coaster specific deco (near misses).
- Sorting options for visitor demand report.
- New visitor reaction when they received something for free
- Community Challenge Blueprints included
- New supporter names added
https://store.steampowered.com/app/1666380/Indoorlands__Supporter_Edition/
Improved
- When selecting buildings to repair, the respective worker is now highlighted.
- Background of popups (milestones etc.) is now translucent and the game is paused during them
- Milestone popups now also show that new visitor types have been unlocked (and which ones)
- Namings regarding demand, needs and tags slightly improved
- Various sound adjustments for rides and their change on time change (faster / slower)
- Revised intro and splash screen
Fixed
- Various crashes
- There were cases where visitors could not reach buildings when using path deco
- When the game was sped up, the economy mechanisms did not run with the correct time scaling
- Custom rides did not have a "ride" tag, so they were much less visited
- Workers sometimes left the buildings through the wall
- Mechanics sometimes went back to your repair building instead of repairing
- When leaving the detail view the hall was saved several times
- Fences were sometimes not changeable in the new 7x11 hall from the last update
- Shadows flickered briefly when auto-saving
- If the Twitch integration was activated, there were occasionally performance spikes
- Sometimes visitors were invisible in the detail view
- The preview of a hub hall was a bit broken
- Some typos
Now what?
Our roadmap is almost complete. We will now mainly work on the roller coaster editor and overall make improvements and bug fixes to the game. In addition, we would like to make the currently very meager tutorial a bit more ... instructive.
See you in the park!
We hope you enjoy this last big Early Access update. We're super excited to see what beautiful roller coasters you build. Thank you very much for your feedback and bug reports. Remember, you can always submit bug reports in-game by pressing the button with the bug in the upper left corner. We would also be happy to welcome you on our Discord server ( https://discord.gg/2X8WWaK ).
- Your Team Pixelsplit
Dear Indoorlands Community,
following our big rollercoaster update we would like to start a new Community Build Challenge. This time it's not only about deco, but also about rollercoaster tracks!
Make sure you have the latest version of Indoorlands installed and familiarize yourself with the coaster editor. Below is a little tutorial to get you started. For decorations make sure one theming is over 75%. Keep in mind it's the first implementation and still in beta! We are really looking forward to your submissions and feedback!
The most creative submissions will be integrated into the game as a default blueprint and the creator will be mentioned by name in the game. Do you want to support us in this project?
Send your STEAM Workshop link to the appropriate Discord channel or post it here in the comments. The deadline for entries is 10/02/22. Don't be shy and let loose! Here is the tutorial:
[previewyoutube=knf0V1sBUek;full][/previewyoutube]
We are very excited about your participation and are totally looking forward to it.
- Your Team Pixelsplit
Dear Indoorlands Community,
this week ist going to be the last challenge week - for now. Thanks to everyone who participated so far. It's the last chance to become a part of Indoorlands in terms of default hall blueprints this week!
This is the halls, that are open to blueprint submission this week:
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate an 11x11 ride hall or a 5x4 deco hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like. The challenge will run until 16.08. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Winning blueprints from last week:
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited. Your Team Pixelsplit
Hi there, as described on our store page, we would like to notify you about our upcoming price change. Currently, there is another 20% discount on the Early Access price of "Indoorlands". If you want to grab the game for yourself (or your loved ones) at a great price, now is the time. https://store.steampowered.com/app/1378890/Indoorlands/ We will raise the price to our final price after the sale (on 15.08.). - Your Team Pixelsplit
Dear Indoorlands Community,
this weeks challenge is about the NEW HALLS from the update, that was released this weekend. Since those halls are completely new to the game there are not many blueprints available yet. Can you help us out?
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate the new 7x11 ride hall or a 7x7 hub hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like. The challenge will run until 07.08. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Winning blueprints from last week:
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited. Your Team Pixelsplit
Hi, after a while of silence we have a slightly bigger update for you today. Grab a refreshing drink and, in case you are interested, dedicate 5 minutes to read the patch notes, because a lot has changed... Let's go!
Visual makeovers
We have invested significant time to overhaul the look of the game and make it more beautiful. Pictures are worth a thousand words. Visitors (incl. animation)
Facades + Rooftops
Entrance area
UI We have also completely redesigned the UI to improve usability. Here is a small excerpt.
Maintenance of rides and buildings
Buildings and rides in your park now need maintenance. Each visitor causes some wear and tear, which reduces the condition of the building. If the condition reaches 0%, the building / ride will break down. You can then repair the building manually by clicking on it and holding down the wrench. To save you this work and just keep your park running smoothly, there are now maintenance buildings. Place them in your park and maintenance workers will swarm out and keep your buildings and rides in good shape. Should there be a breakdown, it will be fixed automatically by the employees.
Attention! Make sure that your park is properly covered with maintenance buildings. Accordingly, it is recommended to place maintenance buildings afterwards, if you want to continue playing an existing park. There is also now a maintenance heatmap:
(In sandbox mode you can of course turn off the wear).
New visitor logic: demand, tags, states and reactions
We have fundamentally revised the logic of visitors in the game. The whole system is no longer based on number-based values (e.g. three ambience points), but on properties / tags. Buildings and rides now have just such properties. Visitors demand these properties. Visitors try to "check off" as many properties as possible during a visit. The more demands the visitor has been satisfied, the happier the visitor will be at the end of the visit.
Furthermore, visitors now have the states Hunger, thirst, toilet and boredom. On the one hand, these go up or down with time, but on the other hand, they sometimes go up or down when certain demands have been fulfilled (Drinking -> Toilet). This always results in new demands during park visit:
There were effects in the game earlier that visitors liked (e.g. having seen a VIP) and disliked (e.g. having seen dirt). But there was no proper feedback and no consistent system for it. Now visitors have "reactions". You can see them when inspecting the visitor and cumulated over the whole park in the evaluation overview. To get a proper progression into the game we have now also added visitor types. When you inspect a visitor you can see that he or she has a visitor type. Over time you will unlock new visitor types, which in turn have new needs for your park. In the course of this we have also introduced children as a visitor type.
New research system
Another major change is the revision of the research system. New research point generation So far, you could build research buildings anywhere and they would generate research points over time. Our goal was to make the placement of research buildings more relevant. With the new version, visitors walking past the research building will be surveyed and observed. Each passing visitor gives some progress in the generation of research points. The more the visitor has already experienced in the park, the greater this progress.
Attention! Please reposition your research buildings accordingly if you wish to continue playing existing parks. New research tree structure Overall, we were a bit unhappy with our research tree. It was too fragmented and didn't give you a good feeling of progress. Therefore, we have completely rebuilt and compressed the research tree. The individual points in the trees now unlock several things that also match the progress of unlocking new visitor types. Also, the complete decoration can now be unlocked in only 3 research nodes.
Attention! In the course of this we had to include a slight reset of your existing research progress. For any nodes that you had previously unlocked but now no longer exist, you will get your research points back. Just remember to go through the research tree again so you can build the buildings again.
Content, content, content
Probably the update could already end with this, but: nope. We have added plenty of new content as well, on top of that. New Halls Among other additions, there is a new ride hall with an innovation: two entrances/exits. In addition, some "hub halls" have been added, which offer some connection possibilities.
New restaurants, stores and entertainment halls Otherwise, there are now over 10 new restaurants, 9 new stores and over 10 new entertainment halls, including a new subspecies, the "Game Shops". Visitors line up in front of these. Here you can see an incomplete excerpt of the new buildings:
New "Create Your Ride" Parts Of course, "Create Your Ride" may not be neglected, so we have added more parts to it. We are curious to see what you make of it!
Other changes
Added
- New blueprints for the new halls
- Various new building upgrades
- The research tree now shows captions for the content, as well as a preview hover (similar to the store).
- New supporter names added. If you also want to appear with your name in the game:
- Visitors should now utilize buildings better and prefer buildings more that are nearby instead of far away.
- Visitors now ride in rides and entertainment halls in the park overview (so you can inspect them while they are inside, for example)
- The constructible buildings have been distributed into more subcategories
- The balance of the whole game has been reworked (capacities, costs, revenues, etc.)
- New loading screen background
- Revised design & icons for the in-world feedbacks (e.g. money transfers, visitors' reactions, etc.)
- When inspecting a building or buying a new building, the number of building instances of the building type is displayed.
- CyR: When deselecting engine components, the engine rotates back to the original position.
- CyR: Added categories for the different components.
- CyR: Angle pieces are now scalable
- CyR: Motors now allow double speed (20 -> 40)
- Sometimes hall height wasn't updating properly, so deco was peeking out the top.
- Upgrades of the buildings were reset when reloading the park
- Price settings were not updated correctly when reloading the park.
- Sometimes halls and buildings could not be found properly by visitors.
- The visitor selection window was sometimes open while other windows were open.
- Visitors could sometimes walk through walls of adjacent halls.
- "Pendulum" was always controlled by the drive program, even when in control panel mode.
- Various shadow artifacts in the park overview.
- In sandbox mode there was still the "open research menu" button on research buildings.
- CyR: When repositioning parts, the set rotation was not applied afterwards.
- CyR: The backward function on the hydraulic part didn't work (+ typo fixed)
Community Challenge
As you may have noticed, there is now a community challenge every week. The first winners have also already made it into the game:
We would be happy if you continue to participate diligently and especially in the latest challenge. https://store.steampowered.com/news/app/1378890/view/3418812719509988207
What's next?
Our roadmap now looks like this. Around the circle you can see which major topics we are working on next (besides other small improvements).
We hope you enjoy the new features. Thank you very much for your feedback and bug reports. Remember, you can always submit bug reports in-game by pressing the button with the bug in the upper left corner. We would also be happy to welcome you on our Discord server (https://discord.gg/2X8WWaK). - Your Team Pixelsplit
Dear Indoorlands Community,
Due to the fact that we really liked the submissions, we want to start another challenge this week. Last week's winners will already be integrated in the next update! The principle remains the same, but this time it's about different halls:
The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate a 9x9 ride hall or a 3x3 deco hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like. The challenge will run until 31.07. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy!
Winning blueprints from last week:
Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited. Your Team Pixelsplit
Dear Indoorlands Community, for as long as Early Access is ongoing, we want to give you the opportunity to participate in the development. That's why we want to launch the Community Build Challenge this week. The most creative submissions will be integrated into the game as a default blueprint. Also your name will be mentioned in the game. Would you like to support us in this project?
This is how it works:
Decorate a 9x11 ride hall or a 2x3 deco hall with one theme (e.g. Western, Pirates, Japan) in the foreground. Upload the blueprint in the workshop and post the link on our discord or into the comment section / discussion forums on STEAM. Submit multiple blueprints if you like.
The halls to choose from are:
The challenge will run until 24.07. - afterwards we will announce, which submissions made it into the game. We are happy about every single entry so don't be shy! Take a look at the detailed instructions below if you haven't used the workshop function yet.
We are looking forward to your participation and are super excited. Your Team Pixelsplit
Hello, since you haven't heard from us for a while, we would like to give you an impression of the current state of development. Last time we asked you to participate in a feedback questionnaire. Many of you did so. Your answers helped us a lot and will be taken into account in the development. Thanks a lot to all of you who participated!
What we are currently working on
We are currently working hard on the next Indoorlands Early Access update and want to give you a little preview: The park overview has become more beautiful. Instead of gray boxes, there are now handsome halls with glass roofs. Also the models of the stores and restaurants have been redesigned. Take a look at it yourself:
Maintenance in your park
Buildings, rides and shops/restaurants can now break down. You can repair them manually, but ideally you should build repair buildings and let your staff do the regular maintenance and repairs.
New, improved & more in-depth visitor simulation
There are now various types of visitors that will show up at your park during the course of the game. To better understand what their needs are and what is necessary to satisfy those needs, we have integrated a new system. Here is an example of how it works:
The new system is not only supposed to be more intuitive, but also provides for more game depth. There are now more options to influence the level of satisfaction of your visitors. Adjustments to price and quality of restaurants, for example, have an effect on their tags. Salty food will increase the demand for drinks from your visitors, and so on.
Speaking of visitors, we are currently working on their appearance as well
Our goal here: beautiful looking diversity with few polygons, so that performance remains stable even with way over 1000 visitors.
Create-Your-Ride with new possibilities
The choice of parts was very limited. As you can see in the STEAM Workshop, you've built some fantastic custom rides despite the limited options. We are totally excited to see what you will create with the new parts.
Last but not least...
The roadmap item you're most excited about, according to the survey: roller coasters. Our original coaster prototype included static coaster halls, meaning halls with different pre-built models that you could have unlocked and placed. Now we've managed to implement a new prototype where you can build your own coaster! We're still in the middle of the development process here, there are still some operational issues to be solved for instance, but our internal tests already show: it's a lot of fun to freely design the track and let your creativity run wild! The feature won't make it into the next update yet, but we wanted to give you a little insight on the current state and hope that you already like what you see:
As you can see, we are working in parallel on different aspects of the game and are very much looking forward to letting you experience the first new features for yourself in the next update.
As we continue to develop Indoorlands in the Early Access phase along the roadmap, adding new content and fixing bugs, we would like to once again say thank you for your support and that we appreciate any feedback you may have, be it on our discord, the STEAM discussion forums or on Facebook. - Yours Team Pixelsplit
Hello,
with an eye on the full version, we want to ask for your opinion. As promised, we want to use the Early Access phase to further develop Indoorlands together with our community. Now is the moment to do so.
The resonance to the Create-Your-Ride mode as well as the more than 200 custom rides in the STEAM Workshop was overwhelming. With our feedback form you can now provide us with your honest opinion, wishes and ideas and have the chance to directly participate in the development process.
Your opinion matters!
Since your creations (including hall blueprints) will play an important role in Indoorlands - also in light of the upcoming full release - we want to hear your opinion: The Winter Update included the Create-Your-Ride mode alongside sandbox mode and way bigger parks. While we are working on new features (see roadmap) we want to improve the already implemented features at the same time. To be specific, we would like to hear your opinion on the ...
- Create-Your-Ride Mode
- Deko-Blueprint System
- Park-Build Mode
- Research & Economy System
How do I provide feedback on the current early-access version of Indoorlands?
Preferably via this form, but also always on our discord server or of course while playing Indoorlands, using the red bug report button. Feel free to post your opinion in the comments or use the STEAM discussion forums. We are looking forward to your feedback and say THANK YOU to our great community! Your Team Pixelsplit
Early Access Roadmap: What we have achieved so far
Hi, today there is a small update for Indoorlands.
Changes
Added
- When selecting CyR parts you will now find a duplicate button (also works with CTRL+D)
- When publishing workshop items you can now choose if you want to publish them directly to public or not
- The save files of the parks are much smaller now
- Loading times reduced a bit, so hopefully less "This process is not responding" in the loading screen
- Some error / feedback reports were not transmitted correctly to our server, because the amount of data (game state, log) was too big. If you have sent error messages before and feel that we don't respond to them at all, feel free to send them again.
- The automatic programs often did not play in the park overview
- The preview pictures of rides from the workshop are now also displayed correctly in the ride store
- The hall ceiling did not adapt to the rides built in the CyR editor
- The CyR hinge component sometimes caused wild movements when loading the ride.
- "Save Park" removed from the CyR Editor
- In the CyR editor, anchor points were sometimes usable after loading that should have been turned off
- Wrong data could be uploaded to the workshop
- When switching frequently between park and detail view, a bit too much memory could be used
- Sometimes newly saved rides from CyR did not show up in the load menu
- The CyR plate part had no selection visualization
- Names of custom rides were not correctly displayed in info box
Hi, Today is the day. Our probably most influential Early Access update for "Indoorlands" is now available. A little pre-Christmas present for you steammocking [previewyoutube=iffNM8a6EWA;full][/previewyoutube]
Create Your Ride
The editor has been available on the "experimental" branch for quite a while, but now you get the full "Create Your Ride" experience in the normal game as well. It took us a lot of effort, but now you can use the self-made rides in your park and hopefully impress your visitors.
If you don't want to impress the visitors, maybe you want to share your creations with others? You can now do that easily via the workshop integration. We are so excited to see what you will create (what we have seen so far [url=https://discord.gg/jdNCUY8CCX]was already very impressive)! At this point, a big thank you again to everyone who has tested the editor so extensively and given us feedback!
Sandbox
Since the Early Access release of "Indoorlands" we received a lot of requests. Perhaps the most mentioned wish was that the game should have a sandbox mode. Today the time has come: You can now choose if it should be a "career" or a "sandbox" park when creating a new park. You can make a few settings when creating the sandbox park to customize the mode to your needs. Do you want infinite money or just an increased starting amount? Do you want to keep climbing milestone levels or does the system get in the way of unleashing your creativity? You can choose.
Larger parks
We have found that parks eventually reach their limits, as there is hardly enough space to satisfy all needs. Besides, you surely want to place your own built rides in the park now and be able to enjoy the sandbox mode even more. Therefore we decided to increase the park size significantly. There are now 17 instead of 6 unlockable areas in the park, so the total park size has grown by 122%. To make this possible, we had to make some major performance changes, but we think the expansion is ready for you now.
Ho ho ho!
How could we release an update so close to Christmas and not offer any matching content? Not at all! That's why you can now find some wintry design possibilities in "Indoorlands".
Other changes
All entries marked with CyR are differences from the previous "experimental" version.
Added
- Christmas music for the halls added
- CyR: setting of color groups and colors
- CyR part: functional eccentric
- CyR part: angular hub
- CyR part: New seat variant
- CyR part: Arm hub
- CyR: motor can now be set to "oscillating" so that it performs a sinus motion
- CyR: Save and load rides + workshop support
- CyR: Placing of own rides in halls
- CyR: Seats now have brackets
- CyR: Stat values for the rides are now calculated and displayed
- New supporter names. Thanks to you guys! If you also want your game to appear in the name, check out the Supporter Edition:
Improved
- Some performance improvements
- Limitation of number of savegames removed
- CyR: The selection of parts is now more accurate
Fixed
- At the "Eagle" and "Salto" ride no visitors were shown in the park overview in the ride
- The "Pendulum" and "Swing" ride had no sounds for the arm movement
- CyR: visitors had multiple headgears
Current roadmap
With the latest changes, our roadmap now looks like this:
We will now disappear into a winter break for now and then figure out what to build next. What would you like to see next? We hope you like the additions and changes. Thanks for your bug reports and feedback. Remember, the red button with the bug icon in the top bar is the fastest way to submit feedback. Feel free to join us on our Discord ( https://discord.gg/2X8WWaK ) or post in the STEAM discussions. At this point we wish you a pleasant holiday season. If you are still looking for a gift, we have a suggestion steamhappy https://store.steampowered.com/app/1378890/Indoorlands/ - Your Team Pixelsplit
Hi,
as announced in our Early Access information, we will increase our price until the full release. Due to the advanced status of "Indoorlands" we would like to increase the price slightly now (about +10%, depending on currency ).
You can still get the game at the current price for a few days.
https://store.steampowered.com/app/1378890/Indoorlands/
We are still working on "Create Your Ride" and the sandbox mode. We are already excited about the great things you are doing with the experimental ride editor and sharing in Discord ( https://discord.gg/2X8WWaK ). We hope to bring you a major update in December.
We're already looking forward to marveling at your ride creations in the park.
More on the latest update and experimental version here:
https://steamcommunity.com/games/1378890/announcements/detail/2906501626314776317
- Your Team Pixelsplit
Hi, today we have another small patch as a follow up to the last big update.
Changes
- Improved: Building experience bar now has a background and a different color for better visibility.
- Improved: Unresearched buildings now already show their 3D preview and properties in the shop (similar to the research menu)
- Fixed: Duplicate keymappings solved. The free camera is now moved up / down with Q/E (instead of CTRL/Space as before).
- Fixed: Some keystrokes still triggered actions while popups were open
- Fixed: Camera rotate button was sometimes still clickable
- Fixed: Blueprint upload sometimes didn't work
- Fixed: Report panel overview section was displayed in hall (where not relevant)
- Fixed: Ticket panel didn't have proper text set on some labels
Experimental version changes
The Experimental Version is still available and we have implemented a few changes for you.
- Temporary save and load function via clipboard.
- Some new & great parts
- Some parts have new modifiers (scaling, width, etc.)
- Added first price calculation (parts have fixed prices and modifiers can change them again)
- The "Hinge" element should now simulate connected hinges better and calculate the centers of gravity more accurately. Also, there is now a weight and damping adjustment. And there is a brake input for the hinges.
- Fixed some bugs when using the mirror functionality (e.g. cross).
- Random visitor models from the rest of the game
Hi, there is a new big update available for you. Below you can find out what has changed and what we are working on next.
The apocalypse is here
A completely new decoration package has been added: Apocalypse (incl. Zombies).
Furthermore, in line with Halloween, we have added some new decorative objects to the game:
Moreover, there are also new park decoration options:
Workshop Support
We have implemented (a first version of) workshop support for you. You can now upload your own textures (floor and platform textures and wall paintings) to Indoorlands and share them with other players via the workshop. You can also post your own blueprints in the workshop and share your craziest / most beautiful creations with others. The game also generates templates for you, so you can get started without any problems.
In the future, we'd like to integrate even more types of shareable content, more on that below. We are already excited to see what great creations you will upload! You can access the workshop here:
A short guide on how to use the workshop can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2639175045
Super Experimental: "Create Your Ride"
This feature is only available on the "experimental" branch (Instructions: Hier ). You can find a button in the main menu ( only in the Experimental version) that will take you to "Create Your Ride". Disclaimer: This is an early, incomplete, experimental version. It is missing content, a deep integration into the game and certainly still has some bugs. However, we would like to hear your opinion about it. Be sure to use the bug reporting feature for suggestions and bug reports. Thank you! It is now a completely redesigned version of our original prototype, allowing rides to be assembled and customized very freely using "anchors".
As we move forward, we'd also like to link "Create Your Ride" to Workshop (see above) so you can share your wildly fun machines with the world.
Other changes
Added
- New music for apocalypse and Halloween
- New Halloween fence set
- New Apocalypse wall painting
- It is now possible to click on the entrance hall and thus directly access the menu for setting prices and capacities.
- When a hall is selected, can be sold by pressing DEL
- New supporter names. Many thanks to you! If you also want your name to appear in the game, check out the Supporter Edition:
Improved
- The entrance hall now indicates if the park is closed.
- The delete tool in the park can now also sell buildings (previously only path pieces).
- The path textures for the park are now available in the hall and vice versa.
- Several performance optimizations implemented
Fixed
- The in-game generated screenshots had wrong colors + shadows were not rendered
- Construction of several buildings with SHIFT did not cost money
What happens next?
We will now first continue to work on "Create Your Ride" (see above), so that a final integration into the game will be possible. This means the rides should of course be usable in your park, more content and possibilities should be available etc.. We also continue to work on a larger park area as well as the sandbox mode.
We hope you like the update and the direction "Indoorlands" is going. Thanks for your bug reports and feedback. Remember, the red button with bug icon in the top bar is the fastest way to submit feedback. You are also welcome to join us on our Discord ( https://discord.gg/2X8WWaK ) or post in the STEAM discussions. - Your Team Pixelsplit
Hi, we have just released version 0.6.5. Below you will find a summary of the changes and at the end of the post we will discuss the next developments.
New ride
To bridge the waiting time until the next major update a bit, we have added a new ride: "Eagle"
Improved toilets
In the last major update, we included upgrades for stores and restaurants that give individual instances strategic distinction. We have now applied this system to toilets. For example, you can now upgrade the flush to increase the throughput in your toilets steammocking
Other changes
Added
- Another nature pack based blueprint for the first ride hall.
- You can now also report bugs directly in the main menu
- Black and gray are now selectable as park colors
- New supporter names included (thanks to all of you!)
- You can now build over paths with buildings (before you had to tear down the path first)
- Hovering over ride halls now displays the ride icon.
- After placing a scaled decoration, the next instance of the same type will be scaled as well.
- For restrooms, the usage times are now displayed
- Texture selection when building paths now spans multiple pages
- In rare cases the savegame folder was flooded with broken savegames
- Some tooltips were not located correctly
- Sometimes the heatmap was updated even though it was not visible anymore
- In the blueprint menu, clicking very fast could bring the menus into a non-responsive state
- Typos
What are we working on right now?
Currently there are three major issues we are working on.
Create Your Own Rides
This is about being able to assemble your own rides from components. Currently we are prototyping our vision and considering which concepts work best in the context of Indoorlands. Ideally, we'll be able to share at least one prototype in the next major update, but don't nail us down on that. Here's an excerpt from an older prototype:
What do you guys think?
STEAM Workshop
We are currently working hard on implementing STEAM Workshop Support so you can share blueprints and textures with other STEAM players to create even more customized parks. Once "Create Your Own Rides" is in good shape, it should also be possible to share your own ride creations.
Larger parks + sandbox mode
Currently we are testing how and in which way we can increase the possible park area. The biggest challenge here is to keep the performance at an acceptable level. As soon as we can technically implement larger parks, we will start working on the much desired sandbox mode. Here is a preview of the planned new park size.
We hope you like the update and the upcoming features. In any case, thanks for your constructive feedback and bug reports! Remember, the red button with bug icon in the top bar is the fastest way to submit feedback. Feel free to join us on our Discord ( https://discord.gg/2X8WWaK ) or post in the STEAM discussions. - Your Team Pixelsplit
Hi, we have just released a small patch that mainly fixes a few bugs from the big update.
Changes
Improved
- The path pieces of the entrance hall in the park can now also be customized
- When setting the park capacity, the park opening status is now also displayed
- Text fields now display a blinking cursor
- Rides should now be visited more continuously and more often
- When searching for POIs, visitors are choosing a bit more fine-grained in terms of distance to target
- Paths were removed if you wanted to build a path over an old path but without sufficient funds
- The game could sometimes remain in an endless loading screen when loading a game or entering a hall in a paused state
- Not all hall information was displayed correctly if you selected a newly built building too fast
- The blueprint list did not work properly when paused.
- The unlock numbers in the research tree were not displayed correctly
- Sometimes multiple level up arrows were displayed on top of each other
- The "Loud Music" upgrade was not complete (the second effect was missing)
- A few panels did not close properly when opening other panels
- When visitors had entertainment halls as favorites then "Restaurant" was displayed as type
- A few nature objects had wrong selection boxes
- Some of the nature objects were displayed incorrectly when they were stuck in the wall
- "Nature Is Awesome" Blueprint revised
- Potential rare crashes when loading large parks
- (Potentially) Better launchability on M1 Macs (please report on this!)
Hi, it took a little longer than planned, but today it's done. Our first big Early Access update is here! There's a lot to discover, so let's get started with the patch notes:
Decorating in the park overview
We've often heard from you that you'd also like to be able to decorate the park in the overview. We took that to heart and included completely new ways to design the look of your park. You can now choose colors for floors and walls when building paths. It is also possible to set ground textures and place path decorations (e.g. flower beds).
Designed paths also have a positive impact on the park impression of your visitors. We will continue to add more content to the system in the future, but we think you can get a lot more out of your park visually now.
Entertainment Halls
As already announced there are now entertainment halls in Indoorlands. You place them analog to stores, but they satisfy the ride needs of your visitors. They are hybrids of stores and rides. Here you can see the current 6 integrated entertainment halls:
Shop Management
Upgrading stores. Previously, your stores leveled up based on the number of customers you processed. This gave small bonuses, but they were hardly noticeable. We have come up with a completely new game mechanic. Now when your stores, restaurants and entertainment halls level up, you get the chance to choose one of three upgrades. Choose wisely, the effects can be very different.
On the map you will see arrows above the buildings when new upgrades are selectable.
We will also be adding more upgrades here in the future so you have even more choices. Configuring buildings A big feedback from you guys was that it should be possible to set prices on buildings. Shopping stores, restaurants and entertainment halls can now be configured in terms of price and their individual qualities (e.g. for the popcorn stand, how much butter is used). Depending on how you push sliders, it will affect the reaction of your visitors. If you overdo it with price and bad quality, your visitors will lose patience and leave the store angry. On the other hand, your visitors will gain patience if they go to cheap stores with high quality. However, you should keep in mind the increased costs.
So your goal is to make your stores ideal for your purposes, but a starting point is probably to increase the price at most to the point that your visitors are still in the green zone.
Completely redesigned user interface
We got a lot of feedback about the user interface and have completely reworked it again, especially visually the interfaces now take less space on the screen.
New ride
Of course, we also added a new ride. A GIF says more than 1000 words here.
New decoration package
For those who like to decorate their halls this update also holds plenty. There is now a completely new decoration package with over 150 new objects. The theme is: Nature. In the package you will find new rock formations, plants and the like. In the process we have also included new floor textures, wall paintings and hall "music".
Other changes
In addition to all these major changes, we have also made many minor adjustments. Added
- Your park visitors are now in the queue of rides in the park overview and also sit in the ride
- Added two new blueprints
- Building specific sound effects are now played when selecting buildings
- New loading screen background
- More loading screen tips
- New Supporter Edition names included (Thanks!)
- Ticket price now affects how demanding your visitors are. With a higher ticket price, your visitors will expect more from the park (i.e. they have more needs).
- A too high ticket price now leads to visitors not entering the park at all, but leaving the entrance area angrily.
- Your visitors now tend to have fewer needs, so it should be easier to build a park that is satisfactory to your visitors
- As part of the park decoration options, we have now included that tiles with 0 park impression also count in the park impression. So better make sure the park impression is good everywhere :)
- Completely reworked visualization when placing halls.
- Completely redesigned visualization when placing decorative items.
- Description when no more land pieces are available for purchase
- Ride halls now show the interaction time (regarding the economic simulation) of the used rides
- The different cameras can now be used outside of controlling the rides (in the hall).
- The AI navigation map is now generated faster when loading the park map.
- The quality need is now called "luxury".
- Too many toilet needs were generated.
- Visitors always lost patience when looking for a toilet, even though they found one.
- Heatmaps popped back up when using the cleaning tool.
- Research buildings generated research even though they weren't connected to a valid path.
- Tooltips that sometimes do not disappear.
- The "Swing" ride could be parked without correct gondola rotation.
- The heatmap sometimes showed red color when it should have been grey.
- Quality levels in the settings were not localized.
- Cars floating in the air.
- Particle effect clipped through the hall walls.
Hi, we're still working on the major update, but in the meantime we wanted to fix a few issues we've received reports from you.
Changes
Added
- The cleaning tool is back! (some players had complained about it) But please remember to use cleaning buildings as well if you don't want to clean manually all the time.
- The ride stands now have a 3D model of a control panel
- New supporter names
- The dirt heatmap reflects the current value, instead of over a 3 minute period as before. (The heatmap updates every 5 seconds or every second when you clean).
- When entering the hall in paused state, the loading screen did not disappear
- The introduction could sometimes hang when pausing the game
- The camera could cross the map boundaries in the park map
Hi, today we have the next patch. Here we have focused on comprehensibility and usability improvements. At the end of the patch notes we talk a bit about the upcoming major update.
Changes
Added
- Capacity Heatmap: Shows you an overview how busy your buildings are (for this the capacity popups above the halls have been taken out, they were duplicated with the visitor feedback with clock icon anyway).
- The upper left corner now shows an icon and the name of the hall the mouse pointer is over.
- Buildings can now be rotated by clicking the middle mouse button
- ATTENTION! Cleaning tool removed, instead cleaning buildings unlocked from the beginning
- Feedback report now also shows percentage values
- Tooltips added when inspecting visitors
- Tooltips for decoration tools added
- Tooltips now have some distance to the mouse pointer and follow it
- Particle effects and sounds added when changing rides
- Visitors are now loaded into the ride and ride queue when entering the detail view
- Blueprint confirm button is now green and slightly animated when selecting a blueprint to preview
- Added hint for changing parts / areas when coloring
- Introduction texts shortened a bit
- Added hint for research menu in the introduction
- Machine has a wider threshold for gondola rotation when opening restraints
- ATTENTION! Research buildings are now no longer limited by research unlocks, but by the number of purchased land areas. So you can build 3 research buildings from the beginning.
- Research income is spread over day now (with 2 research buildings: instead of 2 research at the end of they day you get 1 research at 50% of the day and 1 more when the day ended)
- The cleaners now move 16% faster.
- The decoration halls now have a decoration attractiveness maximum of 35
- Sometimes the ride control toggles did not display the correct state
- The default ride program sometimes gave bonus stats (which is supposed to be the case only with custom ride programs)
- It was possible to save ride programs without names, which broke the UI a bit
- Too many research buildings could be built
- (Potentially fixed) Hall selection could sometimes stop working
- Rides programs list and blueprint list were not scrollable
- No shadows on Pendulum and Machine ride
What is still being worked on
We are currently still working on finishing the entertainment halls, which we already mentioned in the release news.
In addition, we are still working on the following: Shop Management We hear again and again the wish that players would like to individualize stores more regarding their characteristics, like price and the like. Here we are currently working on different possibilities to choose a suitable implementation for Indoorlands (not too complicated, but still enough depth). Park decorations This is about making the park more attractive outside of halls. We want to give the player more possibilities to design the look of the pathways in the park. We are thinking of different flooring, wall paint and objects that can be placed on the pathway. Again, something of a challenge is to make this system as easy to use as possible and not impose too much of a penalty on people who don't feel like doing this. Balancing Especially in the lategame the balancing of Indoorlands is currently not fully developed. We are working on improving this. In the course of this we will also adjust the price mechanics, so that the chosen park price has more influence on the visitors. We hope you like the changes. The next major patch (see above) is planned in about 2-3 weeks. Many thanks to everyone who submitted so much constructive feedback and bug reports! The red button with the bug icon in the top bar is the fastest way to submit feedback. Otherwise, we are also available to you on our Discord ( https://discord.gg/2X8WWaK ) and also read the STEAM Discussions. - Your Team Pixelsplit
Hi, we just released an unplanned hotfix since we received quite a lot of bug reports regarding one issue.
Fixed
- Hall not selectable when "Outside" music was selected
- Eastern music not visible in list
- Loading indicator not spinning when time paused
- Escape key not working in ride control
- German "Lagerraum" typo
Hello all, we are super happy about the release and the positive & constructive feedback so far. Thank you! We are all still a bit (positively) exhausted from the release, but we have a first small patch for you today.
Twitch Integration (experimental)
With our last game "Deadly Days" the twitch integration was well received and we thought "Why not build one for Indoorlands?". If you're up for streaming the game (be it for an audience or your friends), you can now enable Twitch integration in the settings. On the one hand you can choose if VIP visitors should get names of viewers. On the other hand, we have implemented that viewers can actively spawn themselves as visitors. After that, they can tell their character in your park which destination to go to. The viewer players can throw dirt on the ground and pop smileys in the world. If the feature is fundamentally well received, we'd also like to expand it with more ideas. Feel free to give us your thoughts on it.
Bugfixes and small improvements
Here are the other changes. Added
- First batch of supporter names was added to the game. Thank you!
- Roadmap in the main menu
- The camera can now be zoomed with the page up / page down button
- When hovering items in the research menu (and in the purchase preview) you can now see the prices of buildings and rides
- + - buttons removed from ticket price slider
- In the research overview you can see now the sum of the daily research production
- The sound effects when placing halls should now be heard more clearly
- A ride hydraulic noise was still audible, even though the ride did not exist anymore
- In rare cases a new park was not created but an old park was loaded
- Capacity increase not shown for transportation research
- Sometimes the milestone level tooltips were not unfolded properly
- Deco objects were sometimes shrunk a bit by selecting them
- Left sidebar disappearing when re-placing building
- Decoration objects sometimes disappeared under the blueprint when decorating the hall
- A few decoration halls displayed the same texture on all four walls (instead of the set of 4 textures)
- Notifications for favorites were generated, but they are optional
Hi! Today is the day: Indoorlands is finally available in Early Access! Feel free to spread the word. For us, the further development of the Early Access version starts now, which we will do in cooperation with the community.
Roadmap
You can now find the following roadmap on the store page:
This roadmap is not complete (the list of ideas and possibilities is quasi-infinite) and we can't promise 100% that every entry will eventually be implemented, possibly things will be replaced. But we will definitely do our best to get the maximum out of the game. Our plan is to release a smaller patch every 2-3 weeks with improvements and bug fixes. Then every 4-6 weeks we want to release a bigger patch with new features and content. With the next update we will work on balancing and integrate our new entertainment halls. These are somehow a mixture of rides and stores. Here a gif (work in progress):
Supporter Edition
Here is a short note about the optional addon to the game. It serves to support our studio further. As benefits you can have your name added to the game, choose a fountain entrance statue and get access to concept art, wallpapers and the game music. We would be happy if one or the other becomes a supporter.
What changes have there been since the last status update?
It's been a while since the last status update, as we've been focusing on the release & in-game improvements. Here is a list of all changes since the last status update (entries marked with beta were already in the last beta patch): Added [expand type=details]
- Added VIP visitors: These are more demanding, but sometimes increase the patience of surrounding visitors and can give significantly more satisfaction points when satisfied.
- First financial overview: income, expenses, profit
- Heatmap for dirt: Here you can see at which places there was the most dirt over the last minutes.
- Entrance statue in Pride variant.
- Button to skip the closing of the hangers.
- When selecting visitors, a line to the next destination is now displayed
- Parking capacity can now be set in 8 levels. 100% = open (as before) and 0% = closed. This can be useful in the current endgame when you want to satisfy all visitors.
- Added a lot of blueprints for halls.
- Added new hall music
- Hotkeys for speed control
- Button for Discord in the main menu
- Visitors now have favorites. These are optional needs that - if satisfied - give bonus points (was in beta)
- Set ride programs now affect the need points that halls / rides give (was in beta)
- Support for Linux operating systems (was in beta)
- UI completely reworked so that it now renders much smoother AND the large panels no longer cover the whole screen
- The need reports now update regularly
- Placing decoration and buildings now has animation and particle effects
- The 3D models of the rides are now displayed in the park in increased detail
- All menus should now have escape functionality so you can quickly close them with the keyboard
- The category for utility buildings is now higher up in the research menu
- Parking lot upgrades in the research menu now show the additional capacity
- Parking lot upgrades are now displayed as the first transportation research tree
- The construction menu has been reordered slightly (building paths is now at the top)
- When selecting halls, the buttons are now highlighted in color, so that they are easier to recognize
- First ride hall "Hill" the lateral few shortened
- Tooltips open faster
- Wall paintings now have less visible cuts
- Button to return directly to desktop (was in beta)
- New visualization for dirt feedback (was in beta)
- Name hygiene changed to cleanliness (was in beta)
- First research category was sometimes not displayed correctly
- Sometimes buildings could not be selected until you build a new one
- A few viking decoration objects had a wrong pivot
- The park capacity increased every time you switched from park view to detail view
- Crash when moving rides halls
- Several rides could be spawned broken into each other
Hi, we'll start our livestream on 14th of July. The schedule is (timezone UTC+2):
- Beginning Pre-recorded footage from Raptor ( https://www.youtube.com/user/ICBMRaptor2 )
- 04:00 PM - Pre-Release Streaming with devs + answering questions
- 05:00 PM - Talking about the Early Access roadmap
- 05:30 PM - Releasing "Indoorlands" together
- 06:00 PM - Livestreaming hosted by Geruhn ( https://www.twitch.tv/geruhn )
- 10:00 PM - Livestreaming hosted by Halcyon Frequency ( https://www.twitch.tv/team/halcyonfrequency )
Hi, Today we have a new status update and great news.
We have a release date!
As some of you may have noticed, we have been in "coming soon" status for quite some time now, but without a concrete date when "Indoorlands" will actually be available in Early Access. That is supposed to change today!
So on July 14, we will be releasing "Indoorlands" in Early Access! In the course of this we have also created a new trailer for you: [previewyoutube=NpylqnbE5Mc;full]Indoorlands Early Access Trailer[/previewyoutube]
OMG what's next?
We are still in beta, collecting feedback, implementing feedback and fixing bugs every day. This is how it should continue in Early Access steammocking. At the beginning of the Early Access phase, we will then also share information about our further planned roadmap.
What other changes were there in the beta?
Attractiveness map and park impression
Currently, halls and decorative objects give "attractiveness points". The sum of these points is the so-called park attractiveness. This value determines how many visitors at most want to come to the park (the researched level of your transport area determines how many visitors can come). But we wanted to give the attractiveness some more meaning and create incentives to build small "decoration halls" (decoration halls are small decoratable halls - but without rides - where visitors can marvel at the sceneries created by the player). For this purpose, we have included a park impression mechanic. Visitors continuously observe their surroundings and get impression points when they walk in a nice region and lose points again when they walk through an ugly region. Especially supply buildings are ugly and should therefore be built a bit far away from the actual flow of visitors, so that the park impression is not disturbed. If you manage to leave a good overall impression on your visitors, they will be more satisfied. We have not included a malus for the time being.
To help you optimize your park with respect to this system, we've included an attractiveness map that shows you which areas of your park have which values.
Balancing
We have made some more adjustments regarding balancing, especially how visitors prioritize places, but also that they can revisit places if there are no better options. This all leads to a better utilization of places in the park, so the choice of buildings by the player should have more and more direct influence on the satisfaction of the visitors.
This and that
- Revised building controls (before it was a bit cumbersome, now it's easy place with mouse, rotate with keyboard R and with shift you can quickly build multiple objects
- Ambient Occlusion effect for more depth
- Attractiveness display while decorating
- You can now zoom in a little closer
- Added first tips in the loading screen
- and much more steamhappy
What is still being worked on?
Currently, we are still working on many small tasks to improve accessibility and comprehensibility. In addition, we are still testing a system of so-called VIP visitors, who have special requirements, but are also particularly generous and can give many satisfaction points. For our release, of course, we also want to reach many people who want to report and stream about the game. So we are currently evaluating some ways to build Twitch integration into the game so that viewers can interact with the streamer. Are you a streamer and would be interested in playing "Indoorlands"? Then feel free to send us an email at press@pixelsplit.games with some info about you and your channel. Feel free to let us know in the comments or on Discord what you think of the new trailer and changes. And if you haven't already: Be sure to put Indoorlands on your wishlist so you'll be notified when it's released. This is especially relevant since there will be a very special discount during the first week, so you - the early backers - can get Indoorlands at a price you won't otherwise see on our STEAM page for a while. https://store.steampowered.com/app/1378890/Indoorlands/ We would like to thank you for supporting us so far and hope that you will make "Indoorlands" a great game together with us! - Your Pixelsplit Team
Hey, Today it's time for the next Indoorlands status update.
How is the beta going
We've been in closed pre-ea beta for a week now and the feedback is great so far. We have already been able to make many improvements and bug fixes. At this point, thanks to all the testers!
What has changed in the game?
UI improvements
In the last post we showed some debug UIs. We have now implemented nicer interfaces for all these features. The needs overview should now give you a quick overview of weak spots in the park:
We have also improved the overview of selected buildings:
Balancing
We were able to gain feedback on the balancing of the game during the beta. The game was adjusted accordingly. Previously the parks got dirty very quickly, which we were able to improve with some changes. There are now more cleaning staff and they choose their targets more sensibly. Indoorlands was also a bit too difficult in terms of its economic balance - here we have made the game a bit more accessible.
Bugfixes
The game was able to improve significantly in terms of stability from the fixed bugs that were reported. For example, we were able to improve load times, but also identified a major bug where the player had to pay a huge non-viewable electricity bill (a remnant of old systems) steammocking
What to work on next
As always - this list is incomplete steamhappy
- Visitor logic will be further improved, so that visitors also want "park beauty" while walking through the park, for example (so you have to optimize walking paths accordingly)
- Improve the understandability of decoration points
- First statistics about the economy (income, expenses, profit / loss)
- Adding information to the tutorial regarding the core loop
- General stabilization of the game
Blueprints of the week
Finally, here are a few hall templates from our beta testers:
As always, feel free to give us feedback or ask questions in the discussion area or on our Discord server! - Your Pixelsplit Team
Hey, Today we would like to provide you with a new status update on the ongoing development of Indoorlands. But first, before we start with the update, one more important thing.
Closed Beta
We are getting closer to the Early Access release and would like to collect feedback, bug reports and suggestions one last time. Therefore we will start a short closed beta soon. If you are interested, you are welcome to apply. Click here for the application The number of participants is limited, so please don't be upset if it doesn't work out this time.
New 'need system'
As announced in the last status update, we have fundamentally revised our need system. Previously, visitors only had rough need types, such as restaurant need and ride visit need. With an increasing need level, the number of these needs has increased.
That said, the system could get boring relatively quickly, as different stores hardly differed from each other, and the various rides also had little meaning. The new system is now more sophisticated, realistic and exciting: The new system now distinguishes between the individual types of stores, restaurants and rides. These now have different stats, each with higher or lower values. The individual needs of the visitors are more or less satisfied, depending on these values. For example, while the ambience of restaurants is important to one park visitor, the "fun" of rides is paramount to another. This means that the player has to keep an eye on the demands of his visitors and design and expand his park accordingly - while keeping an eye on the budget, of course. Below is a glimpse from the Debug UI:
In order to get to know the visitors better as well as to better understand the game mechanics, the player can now select each individual park visitor to see which of his needs have already been fulfilled and which have not yet been fulfilled. In addition, other interesting info is displayed, such as which goal he currently has. Here is an excerpt from the Debug UI:
The new system also opens up a wide range of new possibilities for expansion and use of future features.
Level up the buildings
Previously, it was the case that a french fry stand resembled the french fry stand a hundred meters down the road. We wanted to make the building's placement and lifetime more relevant. First, we added counters that record the turnover of stores and the number of visitors handled over the lifetime of the building ( which can also be viewed by the player). We took the opportunity to use these new statistics to include a leveling system for buildings. Now, buildings level up the more visitors they have handled. A building can level up in up to three stages and thus also improves its properties.
Tutorialization
We think that players should be able to start the game without much frustration. For this, it is important that you know what to do or what you can do at all. This problem is usually solved by a tutorial. After several concepts and meetings we decided that there will be only a minimal intro for the Early Access (welcome message and hint how to find the most important menus). However, we have already designed some characters that will explain the minimal intro and later the final tutorial.
We also found in the internal discussions that some of the questions a player might have can be answered using tooltips. Accordingly, some important elements in the game have now been given descriptive texts so that the player can discover Indoorlands independently.
We will certainly build a proper tutorial for the full release. For this we also rely on your feedback during the Early Access phase.
Other changes
- We have finished cutting off decorative objects that protrude into the wall, as announced in the last status update. [previewyoutube=8hqYRy6SQ6Q;full][/previewyoutube]
- We have started to rework our sound system again, as the amount of sounds and their mixing was a bit overwhelming. For this we decided to switch to a completely new sound engine.
- An option has been added so that the park can also be displayed completely covered. However, we would like to further improve the visual variety here.
- In preparation for the upcoming beta and early access, we have integrated a submission form into the game that allows you to send bug reports from within the game. A screenshot will be taken automatically and the relevant logs will be sent, so that we can process requests efficiently.
- Some bug fixes, small optimizations and much more
Hey,
How's the development going?
We are working intensively on Indoorlands. We want to give you the opportunity to play Indoorlands in the first Early Access version as soon as possible. Originally, we wanted to have already released in Early Access, however, some topics turned out to be even more important than initially thought (and the pandemy doesn't make things easier steamsad). The version of Indoorlands that we will release - like every Early Access title - won't be completely finalized. However, we have certain minimum requirements: The game should run stable, the balancing should be fun and important core features are supposed to work. To keep you up to date with what this means in detail, we want to give you a few insights into the development:
What we have been working on lately:
The Blueprint System
We want to give our players the possibility to save their hall designs in order to re-use them in different parks or quickly setup new halls which are already decorated a bit. In addition, we want to allow our community to share their blueprints with each other. Right now this is possible via sharing .blueprint files e.g. on our Discord server. We also consider adding STEAM workshop support in the Early Access phase, but only if it is of high value to the community.
Park Cleaning System
Keeping your park clean should be an important task in Indoorlands. We are now in the third iteration of such a system. In the last iteration it was more a number game so each hall had a dirt value and you could build surrounding cleaning halls which lowered the dirt value a bit. It worked but in the end it was not fun. We scrapped all that and went for a more realistic and visually understandable system. Now visitors have a dirt emission probability (which increases after visiting shops or restaurants) and sometimes they throw their waste on the ground based on that probability. Every visitor walking past this mess now has the opportunity to be disgusted by it. If this happens too often, then your visitors will become unhappy and this can lead to the general interest in your park decreasing and you getting fewer visitors.
To get rid of the dirt, you can - especially at the beginning of the game - use the cleaning tool. However, you'll quickly want to automate this activity. That's why we've now included cleaning rooms. In them, there are cleaners who regularly swarm out to get rid of the dirt around the building.
This feature is almost done but still needs a bit balancing.
Making rides safer
We have several different rides which can be placed in the halls. Some parts of the rides even move across the hall (especially swinging rides). This has led to the gondolas sometimes colliding with placed decorations. So we built a small system that prohibits placement in the relevant area and gives visual feedback to the player.
More rides
We want to expand with content during Early Access but we also want to have a good basis at the release. So here is a screenshot of one of the rides we lately worked on:
What we want to accomplish prior Early Access release:
Cutting decorations
Previously, decorative parts could not be partially pushed outside the hall, otherwise they would have stood out from the walls. Thus, the objects always had to maintain a small distance from the wall and this very much limited the creative freedom. To turn your halls into really beautiful ones, it should be possible to place objects at / in the edge of the hall. To do that, they have to be "cut". We investigated a lot of possibilities here and finally have a properly working solution
Re-iteration of the demand system
Currently, the core loop of the game is to have as happy park visitors as possible, thereby generating more revenue, using the funds to expand the park, and so on. This works well, but we would like to revise the system, which determines the wishes and needs of the visitors. The new iteration should have more game depth and be more comprehensible for the players. We will go into more detail on this topic in another post when the time comes.
Expand the park
To increase the size of your indoor park, you need to unlock more land. We have already finished the functionality, but it still needs to be balanced cost-wise.
Is that all?
Obviously, the examples shown do not cover all open tasks, but should give you a representative insight into the development. One thing you can be sure of: We want to share the game with you as soon as possible and are looking forward to your feedback. If you liked this post please make sure to wishlist the game and follow it. https://store.steampowered.com/app/1378890/Indoorlands Let us know any feedback or questions you might have in the discussion section or on our Discord server! Also let us know if you are interested in more such update posts. - Your Pixelsplit team
Indoorlands
Pixelsplit
Pixelsplit
2021
Indie Strategy Simulation Singleplayer EA
Game News Posts 39
🎹🖱️Keyboard + Mouse
Very Positive
(192 reviews)
https://store.steampowered.com/app/1378890 
Indoorlands Linux [1.28 G]
Welcome to your own indoor amusement park
Build your own indoor amusement park, manage it and convince your visitors with individually designed halls and rides that you can control yourself. Will you manage to exceed the needs of your visitors? You are the boss: Let your creativity run free and run your own customized park that fully immerse your guests into another world.
Build your dream amusement park
Build, expand, and manage your own park. Take up the challenge and progressively unlock different types of halls, rides, decorations and shops.
You can choose from a variety of themes and combine them freely - there are no limits to your creativity. Design your park piece by piece: Indoorlands makes a designer out of you!
Control and ride unique flatrides
Your rides are the center of attention at Indoorlands. Not only can you control them and paint them individually, you can also record and save your own ride programs. Choose from your different ride programs and let them play automatically.
Turn your dreams into reality
Show the world your vision of a perfect indoor park. Indoorlands offers every player the opportunity to create a unique park. Place and decorate your ride halls and decoration halls. Design your rides and create breathtaking ride programs. Choose between different stores and restaurants, make your visitors happy and become the most successful park entrepreneur.
Whether you want to recreate your favorite parkrides or leave the real world at the door when designing your rides... - the decision is up to you!
- OS: tba
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- Graphics: tbaSound Card: tbaAdditional Notes: tba
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