




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Big milestone reached this month: every single singleplayer challenge is now fully built and playable from start to finish! Whether youre reversing through tight alleyways, launching over sci-fi rooftops, or squeezing a muscle car through feudal gates, the entire gauntlet is now ready to break players spirits (in the best way possible).
While the challenges are done, the real work now shifts to iteration and fine-tuning. Im actively reviewing all the feedback pouring in from the demo, especially for the first four zones. Expect tweaks to hazard placement, environment layout, and flow pacing to improve the players learning curve while keeping the late-game challenges merciless.
One thing Im watching closely is player retry data, which is how many attempts it takes to beat certain obstacles, where people rage-quit, and where they break the system in unintended (but awesome) ways. That data will help making sure each challenge hits the right balance of frustrating but fair.
The demo is still live and getting hammered daily by new drivers. If you havent yet, grab it on Steam, break some cars, break your sanity, and let me know what you love (or hate). Every bit of feedback directly shapes the final version.
With all the challenges built, Julys tasks will be about finishing the games meta systems: the shops and achievements.
The in-game shops will finally be hooked up properly. Players will earn in-game currency by completing objectives and can spend it on new car parts, skins, or entire new vehicles. This system uses an event-driven unlock flow that works across both singleplayer and minigames.
Achievements will reward (or mock) your triumphs and failures. They will cover everything from challenge completions to secret stunt goals, including a few for the truly obsessed who find weird shortcuts or push the physics system beyond what I designed. Expect integration with Steams achievement backend from day one.
After shops and achievements, Ill be jumping straight into the final polish pass. This includes:
Rechecking all hazard triggers for edge cases
Removing leftover debug geometry from test builds
Doing an audio pass for better mix levels on car engines, hazards, and ambient FX
Once the final pass is locked in, Ill begin porting the game to its launch platforms. For now, you can keep yourself busy by playing the demo.
Until next time, happy gaming!
[img src="https://clan.cloudflare.steamstatic.com/images/45528489/cf7d45ab724ca08989a83e317f3682ff4a2f5021.png"][/img]
The public demo of no brake no gain launched at the start of May, and the response has been amazing. Huge thanks to everyone who jumped in, tore through the levels, and (sometimes reluctantly) shared feedback after getting obliterated by a spinning laser. The feedback has already resulted in multiple balance changes, UI tweaks, and bug fixes.
The demo features three areas and a fourth area, which is only available for the truly determined. And with Steam Next Fest kicking off, even more players will get to drive, crash, and rage their way through the chaos. Dont forget: the demo will continue to receive updates throughout the event, including...
[img src="https://clan.cloudflare.steamstatic.com/images/45528489/60e86c8e013f1a6ed33635d21cceadf258e0c4f8.jpg"][/img]
All multiplayer cars are now built, tested, and fully tuned for chaos. Each comes with unique skins and visual loadouts to help players show off in the level. These arent just cosmetic, each car has a slightly different engine so choosing the best car sometimes means not picking the prettiest car.
Minigames are fully playable in the demo, and theyre built to be short, intense, and endlessly replayable. Here's whats included:
Pass the Bomb - Classic hot potato mechanic with a ticking explosive twist. If you're holding the bomb when the timer hits zero, you're toast. Drive fast. Think faster. And maybe don't get too close to anyone.
Checkpoint - Race to collect checkpoints scattered around the level. First player to hit the score limit wins. Expect tight turns, brutal takeovers, and a lot of screaming.
Capture the Flag - It's exactly what you think - CTF, but in turbo-charged cars. Steal, chase, defend, repeat. Don't drop the flag unless you're ready to lose.
Delivery - Race to grab briefcases and return them to the drop zone. But its never that easy. Getting the case is one thing, keeping it under pressure is another.
Survive - Zombies in cars? Zombie cars? Who knows, just stay alive as long as you can. The longer you survive, the faster and more aggressive they get. This mode is pure adrenaline.
With the new batch of game modes came a fresh wave of hazards to challenge players in both singleplayer and multiplayer modes:
Flame Burst - A circular, instant burst of fire. Step into the blast radius and say goodbye.
Teleporter - Warp across the map... but where you end up could be safety or straight into a trap.
Turret - Auto-targeting and quick-firing. Think youre safe because you're in a car? Think again.
Moving Platform - Timing-based platforms that move on loops. Precision is everything.
Conveyor Belt - Subtly sabotage your trajectory by dragging you in unintended directions.
These are designed not just for spectacle, but for gameplay variance. Every hazard has a unique trigger or timing logic.
This months update is fashionably late, but rather late than never. The demo is live, multiplayer minigames are fully functional, and hazards are ready to terrorize even the most seasoned players. From a dev perspective, having these systems in place means I now have all the tools I need to finish building out the final challenge content.
June will be all about content. My goal is to complete the remaining singleplayer challenges, balancing them based on data and feedback from the demo. Once thats locked in, Ill be shifting gears toward final polish, performance testing, and preparing the game for release later this year.
Until next time, happy gaming!
The no brake no gain demo is officially out and available now for everyone!! Massive thanks to everyone who joined the playtest last month, your feedback directly shaped the demo and helped push the game to a much better state. Whats in the Demo?
Hello new drivers,
Playtest sign-ups are now live! A huge thank you to everyone who has already joined - we're thrilled to have you on board.
We'll be rolling out access in batches very soon. While we cant give an exact date just yet, we're making sure everything is tuned up for the best experience possible.
We cant wait to hear your feedback!
Stay sharp on the road, and see you soon!
no brake no gain is an arcade precision-driving game where skill outshines speed. Navigate intense, obstacle-packed tracks where every dodge, drift, and turn demands ultimate control.
Take on a series of high-stakes driving challenges designed to push your reflexes and creativity to the limit. Complete tricky objectives, from speed-based sprints to navigating trap-laden courses. Whether you're dodging hazards or chasing perfection, every level demands mastery!
ARCADE PRECISION DRIVING
Feel the thrill of tight, responsive controls that reward skill and creativity. Master each challenge with pinpoint accuracy as you weave through traps, perform daring maneuvers, and reach the mysterious idol in style.
GARAGE CUSTOMIZATION
Upgrade your cars to handle tougher challenges with confidence. Fine-tune speed and handling, and paint your vehicle to match your personal style as you prepare to conquer every challenge.
VERSUS MINIGAMES
Gather your friends for local multiplayer chaos! Compete in exciting game modes like Capture the Flag, Pass the Bomb, and Survival. May the best driver win!
DYNAMIC LEVELS
Conquer wild, unpredictable tracks filled with lasers, moving platforms, explosive barrels, and other inventive obstacles. Adapt, react, and push your skills to the limit!
[ 6286 ]
[ 1550 ]
[ 4132 ]