Worldwide Rush - Cocoseinius

Hi everyone!

We are thrilled to announce that Worldwide Rush will be released on August 20th this year. This date was in the world map the whole next fest, so some of you might know it already.

I hope everyone enjoyed the AI addition, even if it is still early. Now we can evaluate the feedback much better as all the core mechanics are in the game. Next, we need to improve what we have and work on QoL. We will talk a little bit about our next development goals in this blog post.

Like everyone, we enjoyed and played some demos. There are many good demos this fest. There were some demos we loved, like Escape Simulator 2, some that inspired me as a developer, for example BitCraft and how it is made.

AI

AI definitely changed the biggest concern of it being too easy to unfair. At this point, I believe that AI is still not smart enough, but it already poses a challenge to many. I have seen players concerned that it is impossible to beat and later the same day destroying it. It is the matter of understanding how it plays and how to counter it, like with any strategy game. The problem here is that there are too many variables moving that need multiple clicks to find. We will need to add more tools to compete and know what is happening.

Also, demo does not help with having a small map and small vehicles. It just leaves with AI spamming tier 1 vehicles, connecting everything it can connect. At some point, the game stops feeling satisfying, and we do not want that.

New Meta

First, we want to change how the game is played. The problem is passengers and how many of them there are. Because of the sheer quantity, players are forced to connect everything at one point or another. This leads to vehicle chaos that prevents us from making some on the map visuals, like routes. What we want to do is change the meta from connecting everything, to moving travelers to a bigger hub where bigger vehicles will transfer them to another bigger hub and from there they will disperse as needed. Basically, like in real life, it does not make sense financially buy double-deckers to all surrounding cities and villages and repeat that in every city and village.

We already reduced passengers count per destination and max destination level. We still want travelers to travel in many different directions. Adding a cap to that leaves many cities wanting to travel to some big cities, but their count is not significant enough to have direct routes. With this already, you will find yourself hoarding travelers at a single point so that a bigger and more profitable vehicle can take them in one go. You will still be able to connect everything, but that will reduce how much money you can generate.

Hub Manager

To help with chaos and expansion, you will have hub managers to help you. They will act independently with their own budget. That budget will come from vehicles that are in the hub. Hub managers will act as mini AI managing vehicles, making sure there is profit and buying new routes if you tell them so. All unused money minus hub manager salary will be transferred to you. They will provide a helping hand once there is too much to manage, allowing you to focus on where you want to play.

Some Trains

Graphics are also worked on daily. Probably the biggest workload left is to complete vehicles. Here are some trains that we currently have in the game. Now I am mostly working on EU vehicles, but there are still two more continents. Once we have more, it will be very interesting to balance them between continents.


Until the next week!

Flashes of Chaos - Brainburn Studio

Beta playtest for the Flashes of Chaos DEMO is now live!

This version is planned to be the official Demo for Flashes of Chaos. As an action roguelike, it offers multiple hours of replayable gameplay. Each Demo run takes around 15–30 minutes.

Have fun! And feel free to share your feedback—I'd love to hear what you think!

Bugs:

Please report bugs to https://support@brainburnstudio.com.

When reporting a bug please include a screenshot, or copy of the error message.

Feedback:

You can mail me the feedback (https://support@brainburnstudio.com), or post it on the Steam community server. In the future I might create a Discord server.

9:57am
Dekamara - PsychoSeel
Fixed missing blue gem in the last stage.
ERA ONE - Eversor
  • Command Center no longer rolls or spins when you switch to Cockpit View

  • Manual input commands no longer stop working when the entity is not selected

  • Fixed an issue where pitch spin would never stop in Cockpit View

  • Fixed the Ghost Light Facility bug that could block mission progress

  • The Cockpit View now closes automatically when a unit is docked

  • Now you can't re-enter Cockpit View while a turret is recycling

  • UI readability tweaks: minimum font size raised to 12 pt, wider panel spacing, and more room between objectives

  • Added fresh sound effects for the autocannon

  • Fixed a rare game freeze reported by some testers

  • Ongoing work to mitigate performance drops with rotator parts

  • Turret modules attack range has been increased by roughly 10%

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LAST SUMMER AT CAMP APOCALYPSE BLOOD is out now! Are you ready for the visual novel adventure of a lifetime? We have Wereshark-Squirrels.
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LAST SUMMER AT CAMP APOCALYPSE BLOOD is out now! Are you ready for the visual novel adventure of a lifetime? We have Wereshark-Squirrels.
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