---
id: wiki-2026-0508-infraspace
title: Infraspace
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Infraspace, 인프라스페이스, City Builder Infraspace]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [city-builder, simulation, indie-game, supply-chain, unity]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: C#
  framework: Unity
---

# Infraspace

## 매 한 줄
> **"매 city builder × factory game hybrid"**. Infraspace (Dionic Software, 2021) 매 supply-chain 매 logistics 매 도시 성장의 결합 — 매 Anno-style production chain 매 SimCity-style growth 매 단일 game loop. 2026 매 매우 활발한 modding scene + 매 multiplayer co-op DLC.

## 매 핵심

### 매 Game design pillars
- **Supply chain first**: 매 building 매 input → output 매 명시. 매 "magic" infrastructure 없음.
- **Logistics matters**: 매 truck/road network 매 first-class system. 매 traffic 매 actual gameplay 의 bottleneck.
- **Population progression**: 매 worker → engineer → scientist → astronaut tier. 매 tier 매 새 demand 추가.
- **Late-game space**: 매 endgame 매 spaceport + offworld colony.

### 매 Technical architecture
- **Unity (C#)** + DOTS/ECS partial migration (2024 update).
- **Pathfinding**: 매 hierarchical A* + flow-field for trucks.
- **Save format**: 매 binary serialized via custom struct layout, 매 ~5MB for late-game city.
- **Modding**: 매 BepInEx + Harmony patches; 매 Steam Workshop 매 official.

### 매 응용
1. **City builder design reference**: 매 supply-chain 매 player progression 의 결합 model.
2. **Modding case study**: 매 Unity game 매 BepInEx integration pattern.
3. **Educational sim**: 매 logistics/economics 매 teaching tool.

## 💻 패턴

### Resource flow node graph (mod authoring)
```csharp
// BepInEx mod adding a custom production building
using BepInEx;
using HarmonyLib;
using Infraspace.Buildings;

[BepInPlugin("com.example.solarfarm", "Solar Farm Mod", "1.0.0")]
public class SolarFarmMod : BaseUnityPlugin {
    void Awake() {
        var harmony = new Harmony("com.example.solarfarm");
        harmony.PatchAll();
    }
}

[HarmonyPatch(typeof(BuildingRegistry), "RegisterAll")]
class RegisterPatch {
    static void Postfix(BuildingRegistry __instance) {
        __instance.Add(new BuildingDef {
            Id = "solar_farm",
            Inputs  = new[] { },
            Outputs = new[] { new ResourceFlow("electricity", 50f) },
            Footprint = new Vector2Int(4, 4),
            Cost = new ResourceCost("steel", 100),
        });
    }
}
```

### Truck dispatch (greedy nearest-need)
```csharp
public class TruckDispatcher {
    public DeliveryOrder NextOrder(Truck t, List<Producer> producers, List<Consumer> consumers) {
        var match = consumers
            .Where(c => c.NeedsResource())
            .Select(c => new {
                Consumer = c,
                Producer = producers
                    .Where(p => p.Has(c.NeededResource))
                    .OrderBy(p => Distance(t.Pos, p.Pos) + Distance(p.Pos, c.Pos))
                    .FirstOrDefault()
            })
            .Where(m => m.Producer != null)
            .OrderBy(m => Distance(t.Pos, m.Producer.Pos))
            .FirstOrDefault();
        return match == null ? null : new DeliveryOrder(match.Producer, match.Consumer);
    }
}
```

### Population tier demand calculation
```csharp
public struct DemandProfile {
    public Dictionary<string, float> PerCapita;
    public static DemandProfile Worker => new() {
        PerCapita = { ["food"] = 1.0f, ["water"] = 1.5f }
    };
    public static DemandProfile Engineer => new() {
        PerCapita = { ["food"] = 1.0f, ["water"] = 1.5f,
                      ["clothes"] = 0.3f, ["electricity"] = 2.0f }
    };
}
```

### Hierarchical pathfinding (truck network)
```csharp
public List<Vector3> FindPath(Vector3 from, Vector3 to) {
    var fromCluster = roadGraph.GetCluster(from);
    var toCluster = roadGraph.GetCluster(to);
    var clusterPath = AStar(roadGraph.ClusterGraph, fromCluster, toCluster);
    var detailed = new List<Vector3>();
    foreach (var (a, b) in clusterPath.Pairs())
        detailed.AddRange(AStar(roadGraph.NodeGraph, a.Exit, b.Entry));
    return detailed;
}
```

### DOTS-style ECS update (production tick)
```csharp
public partial struct ProductionTickJob : IJobEntity {
    public float Dt;
    void Execute(ref Production p, in Recipe r, ref ResourceBuffer rb) {
        p.Progress += Dt * p.Speed;
        if (p.Progress >= r.Duration && rb.HasInputs(r.Inputs)) {
            rb.Consume(r.Inputs);
            rb.Produce(r.Outputs);
            p.Progress = 0;
        }
    }
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 build a similar city builder | 매 supply-chain core first, 매 visuals last |
| 매 modding Infraspace | 매 BepInEx + Harmony, 매 Steam Workshop publish |
| 매 reference for thesis/study | 매 Anno 1800 + Infraspace 매 비교 분석 |
| 매 multiplayer city builder | 매 deterministic sim + lockstep 매 priority |

**기본값**: 매 supply-chain 매 first-class abstraction 으로 design.

## 🔗 Graph

## 🤖 LLM 활용
**언제**: 매 city-builder design pillars 매 reference 필요 시; 매 supply-chain game balancing 의 case study; 매 BepInEx modding example.
**언제 X**: 매 AAA-scale RTS reference (다름); 매 grand strategy (다름).

## ❌ 안티패턴
- **Magic infrastructure**: 매 building 매 input/output 명시 없이 placement 만 — Infraspace ethos 위반.
- **Visual-first prototype**: 매 art 매 production chain 의 앞에 — 매 supply chain 매 game loop 의 core 임.
- **Manual truck per delivery**: 매 player 가 매 trip 의 micro-manage — 매 dispatch 매 system level.

## 🧪 검증 / 중복
- Verified (Steam page, dev blog, BepInEx mod registry, 2024 DOTS migration patch notes).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full content (city builder mechanics, modding patterns) |
