




🌟 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!
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!
[ 6442 ]
[ 2682 ]
[ 2305 ]