This period has been especially busy with improvements to environments, vehicles, and the interface. We’ve been deeply focused on level art, fixing technical issues, and polishing the overall user experience. Here’s what we’ve been working on ????
[img src="https://clan.akamai.steamstatic.com/images/44086444/e0b28ab456b30c8a3cef679df2eb08992660052c.png"][/img]
[b]What we’ve done during this period:[/b]
Completed a [b]major first-quarter level art pass[/b], carrying out a large-scale environment revision.
Created [b]custom terrain in the bridge construction area[/b] and refined its interactive elements.
Added [b]new safety island models[/b].
Fixed [b]major driver positioning bugs[/b].
Created a [b]rig and animations [/b]across all player vehicles.
Fully resolved issues related to:
[list][b]Hangug Eclauto electronics[/b]
[b]Hangug Eclauto suspension[/b]
[b]Ulgares Groberolf electronics[/b]
[b]Ulgares Folk electronics[/b]
Fixed vehicle-specific bugs for:
[b]Amarok[/b]
[b]Eclauto[/b]
Resolved all [b]sound-related issues for Ulgares Folk[/b].
[/*][*]Fixed all defects in the [b]location map widget[/b].
[/*][*]Addressed [b]weather and shadow-related bugs[/b].
[/*][*]Also fixed issues in:
[b]Bar[/b]
[b]Service Station[/b]
[b]Gas Station[/b]
[b]Car Wash[/b]
[b]Performance and testing:[/b]
Conducted internal stability checks after large-scale environment and UI updates.
Verified and processed fixes across key gameplay areas and objects.
Tested asset integrations and ensured correct behavior of interactive zones.
