$24.99InfraSpace Traffic is the real puzzle
Build a space colony where every truck, train and pipe matters, and turn a dusty outpost into a green, breathable world at your own pace.
Is InfraSpace worth it?
InfraSpace is worth it if…
- you like city builders where the traffic network, not the zoning, is the real puzzle
- you enjoy untangling supply chains and watching factories hum
- you have put hours into factory games and city builders and want the two in one place
Screenshots
Every truck is simulated
Most city builders treat traffic as a number. InfraSpace simulates every single vehicle on the road. The steel your mill makes has to physically drive to the factory that needs it, and the finished product has to drive to a habitat before anyone uses it. So the roads you lay are not decoration: they are the circulatory system of your whole economy.
You build highways, roundabouts and multi-lane roads, and you fine-tune intersections by allowing or blocking individual turns. A junction that seemed fine at a hundred trucks can seize up at a thousand, and untangling it is the game's central puzzle. Get it right and the production heart of the city keeps beating. Get it wrong and you will watch a gridlock of your own design, one delivery at a time.
Roads are only the beginning
Trucks are versatile, but not every resource belongs on asphalt. For bulk goods you lay rails and train stations and haul enormous quantities in one go. Liquids and gases travel instead through underground pipes, and since water, oxygen and methane run at different depths, the lines never tangle into a crossing mess. For the awkward stuff, there are cargo lifts that climb to mountain tops and cross terrain no road could handle.
Choosing the right transport for each resource, and deciding where each network runs, is half the game. The other half is watching it all move at once: trains rolling, pipes pumping, lifts rising, while the trucks you forgot about quietly form a jam two districts away.
From mining camp to living city
You start with astronauts, the best and bravest humanity has to offer, and they ask for little: food, oxygen, shelter. Keep the mines fed with iron, carbon, sand and sulfur, keep the steel and concrete flowing, and the outpost runs. But growth changes the job. Scientists and engineers want more creature comforts, families move in and need schools, and your habitats keep expanding their demands as they level up, right down to the latest VR edutainment products.
That layered growth is what makes the city feel alive: each new tier of residents adds new products to produce, new factories to build, and new traffic to route. Six levels of housing stand between your first tents and a proper metropolis.
Green skies at the end of the road
The planet you land on is a desert, and the long game is changing that. Terraforming asks for a colossal amount of resources, which is exactly what all those mines, factories and freight lines were for. By the time the project is within reach, you have the technology, the infrastructure and the workforce to actually pull it off: the desert turns green and the atmosphere turns breathable, because you built the machine that made it possible.
It is a slow, satisfying arc, and there is no timer pushing you through it. You play at your own pace, and if you would rather just build without pressure, a creative mode gives you everything unlocked from the start.
Can you play without fighting survival mechanics?
Is there a goal, or is it endless sandbox?
There is a long-term goal beyond growing the city: repairing the damaged spaceship your crew arrived in, and terraforming the desert planet until it is green and the air is breathable. Both take enormous amounts of produced and delivered resources, so they tie the whole economy together. A sandbox mode exists too if you would rather build freely.
Can you build trains, pipes and other transport besides roads?
Yes. Rails and train stations haul bulk goods, underground pipes carry water, oxygen and methane at separate depths so lines never cross, and cargo lifts reach mountain tops and rough terrain where roads cannot go. Picking the right network for each resource is a big part of the game.




















