
The game is imminently launching next week Wednesday! I can hardly believe the time has almost arrived to unleash these 2 underpanted bald children onto an unsuspecting public. It's been a rewarding journey of learning to get to this point, and I'm thrilled that it's almost over the finish line and into an audience's mouse-clicking paws.
Steam NextFest recently ended, and Bru & Boegie: Episode 1 - Get da MILK! took part in it. The game performed well; it got a bunch of new wishlists and new eyes on the game, and it's somehow broken into the SteamDB charts with its wishlist activity. I discovered a service called RoboStreamer that let me stream a looping broadcast of playthrough videos that myself and 3 others (with their permission) had made, to the game's page for a couple of days during NextFest, which was cool.

I've decided to disable the Episode 1 Demo on the 28th Oct - the day before launch. I may bring it back for special occasions, but for the foreseeable future it'll be disabled, and the Steam version will be the only way to play the full game.
A fantastic individual who found my game on Reddit kindly offered to do a full Spanish translation of the game, and lo - she did! Now the game (from v1.25, the version that will be available at launch) is translated into both Chinese AND Spanish, hopefully broadening the reach of the game. Very cool! Thank you to Cristina Castany, I'm super grateful that she reached out.💥

Bru & Boegie: Episode 2 - Get da SUGAR! is coming along well. It's been taking up the lion's share of my time. I've done quite a bit of front-loading / vertical progress, testing and figuring out new systems, and had enough in place recently to start making some good horizontal progress as I move towards building out an entertaining internal and then public demo for the game. My buddy Sheldon Bengtson did a fantastic punch-up pass on the script.

🫡 Friends, this Episode 1 launch is a prescient moment for both myself and Bru & Boegie. Bru & Boegie is a project I started over 20 years ago - we've been through ups and downs, they've appeared in various comic books and animated shorts, and a broadcast company with a mouse as a mascot once briefly had rights to Bru & Boegie for an animated show (that did not work out well). This is the first time I'm launching a project on Steam, and I'm beyond thrilled it's Bru & Boegie's own videogame! 🧘♂️✨Please enjoy this moment with me.✨🧘♂️
To celebrate the lead-up to the launch, I made a long video update about ALL things Bru & Boegie, linked below for your viewing and listening pleasure: https://youtu.be/bQGmniR2Oj4
	https://store.steampowered.com/app/3743410/Parking_Tycoon_2/https://store.steampowered.com/app/3743410/Parking_Tycoon_2/[/url][/b]We’re excited to officially announce Parking Tycoon 2 - the long-awaited sequel is finally happening! [/p][p]From the very beginning, our community has been at the heart of this journey. Your passion, your ideas, and your constant support pushed us forward. We’ve seen your comments, your requests, your hopes for a sequel - and we knew we had to deliver something special. [/p][p]You waited. You believed. Now it’s real. [/p][p]Parking Tycoon 2 brings a brand-new level of detail with upgraded visuals, improved performance, and deeper, more engaging mechanics. We’ve reimagined core systems and added fresh gameplay features that make running your parking empire more fun, challenging, and rewarding than ever before.[/p][p] This is just the beginning. Add to your wishlist and stay tuned - big things are coming! [/p][p][/p][p][url="https://store.steampowered.com/app/3743410/Parking_Tycoon_2/"] [/url][/pWe’re excited to officially announce Parking Tycoon 2 - the long-awaited sequel is finally happening!
From the very beginning, our community has been at the heart of this journey. Your passion, your ideas, and your constant support pushed us forward. We’ve seen your comments, your requests, your hopes for a sequel - and we knew we had to deliver something special.
You waited. You believed. Now it’s real.
Parking Tycoon 2 brings a brand-new level of detail with upgraded visuals, improved performance, and deeper, more engaging mechanics. We’ve reimagined core systems and added fresh gameplay features that make running your parking empire more fun, challenging, and rewarding than ever before.
This is just the beginning.
Add to your wishlist and stay tuned - big things are coming!
https://store.steampowered.com/app/3743410/Parking_Tycoon_2/[/url][/p
	
	After a couple of months in closed alpha, our page is live! Oh, the usual #smallIndieCo, living the dream, working in our basements, eating pasta. This is going to be our first Steam release and there's a lot to learn, but we're having fun and we hope so will you!
we're grabbing your nickname from steam now; removed the username input in main menu
added look ahead camera, you'll see more towards the direction that you're moving in
increased character size and all related effects by 10% while keeping the world and camera zoom as it was before
added Last Minute Pawn Shop
updated dancing lights feature - the effect is way stronger now
the settings for dancing lights now let you pick exactly how strong you want them to be, it used to be a sort of on/off before
fixed a bug where lights sensitivity slider wouldn't load from preferences in future sessions
fixed some controller D-Pad UI navigation bugs
One minute before round timer ends, the pawn shop opens. It will buy all of your leftover products:
one product at a time
it offers you a different price per transaction, between 50-90% of the initial product value - you can go in/out a few times if you don't like the offer
it buys from your lowest to the highest product tier - so if you have a lot of inventory and wanna recoup that expensive chip that didn't sell, you're in for a couple of trades before the game ends
there's no special terms or transaction limits other than be nice to each other; I'm sure that won't be a problem!
In our playtests some players would give up towards the end game, if they were too far ahead or behind. We did hide the score during the game in 0.6.1.3 (while keeping leaderboard visible) and this complements it even further. We also had requests in the past for unsold inventory to be counted towards the final score, this addresses that issue too. It offers a bit of variety towards the end, where you have a choice between completing a few more quests, getting rid of your inventory or block your friends from doing so, for one last leaderboard change.
This is a WIP feature; thank you Dracusor for the Pawn Shop idea. While at it, thank you to all of our alpha participants that keep coming up with good suggestions.
Finish Last Minute Pawn Shop
Fly High Runners TV - an in-game broadcast system with multiple purposes: a series of short tutorials, tips and tricks, replacement leaderboard/winner photo in the lobby, and maybe a place to display other types of information in the future
Toast Notification System - we need to explain PowerUp pickups a bit better and while at it, we can make a general notifications system that can be used for other in game events (eg. The Pawn Shop just opened)
Add some launch pads towards the edges of the map that throw you back towards the city center with a bit of randomness to it. You often get punished for delivering towards the edges, since you'll be far away from anything else that might spawn next
Make the characters blend in better with the city - feedback from Ubu, ty. Be it lightning, shaders, weather effects. It's something we'll have to look into as we polish our demo more
Add TEAM mode; this has been discussed a couple of times in the last few months and we already have an idea of how we want to approach it
More polish, MORE! on all fronts. And squash ALL the bugs!
Our plan is to release a public demo this winter and take it from there. In the meantime, we do run playtests on our discord, so feel free to join and participate in the next one. Maybe we'll even start broadcasting our playtests on Steam. 
On behalf of our team (Jamayk, RustyStorm & MrPhilipJoel), I thank for your attention and see ya next time!
	
Dreams DO come true! Meet the legendary XF5U “Flying Flapjack” or better known as the pancake due to its humorous shape, now coming to War Thunder. Take part in this aircraft event in our yearly Dreams Come True series to get yourself some themed decals, a loading screen and a very unique aircraft. You can also decorate your profile with delicious pancakes to remember your participation in this event!
From October 31st (11:00 GMT) until November 14th (11:00 GMT), earn mission points in Air Battles, unlock stages and receive rewards!

The XF5U prototype was a realization of the “flying pancake” concept proposed by aircraft innovator Charles Zimmerman back in 1933. It featured two coaxial, counter-rotating propellers and a disc (or pancake) shape that created a powerful air cushion, allowing the aircraft to take off and land almost vertically. However, by the time construction was completed in 1947, the project was plagued by insurmountable technical problems, and the overall move towards jet aircraft never allowed the prototype to reach production.
The XF5U is arguably one of the most unique aircraft to ever come to War Thunder. This pancake-shaped aircraft boasts a good top speed at medium altitudes, six .50 cal machine guns at the sides of the cockpit, and the ability to carry a pair of 500 or 1,000 lb bombs, great for use in air battles as well as combined modes!
 
 
 
“I want to believe” decal
“Dreams Come True” decal
“Pancakes” profile frame
“XF5U” profile background
 
“XF5U” loading screen
Each stage is unlocked for 35,000 mission points and brings a new reward.
Please note: Once the stage is unlocked, you will need to claim your reward manually. To do this, click on your profile, select the “Dreams Come True: XF5U” category, and click Claim Prize.
You’re able to earn mission points in Air Battles at Rank III or above in Arcade, Realistic and Simulator Battles. The number of mission points to complete a stage depends on the game mode and the maximum Rank of the vehicle that you use in battle. There’s a multiplier for earning mission points, which is shown in the task description in-game.
You can also earn mission points by using event vehicles that are Rank I and II. Event vehicles that can be used have the name of the event that they were obtainable in on their stat card.
Stages change every two days at 11:00 GMT: November 2nd, 4th, 6th, 8th, 10th and 12th.
Rewards are given when you complete a specific number of stages:
For 1 stage: one of the decal rewards
For 2 stages: “Pancakes” profile frame
For 3 stages: one of the decal rewards
For 4 stages: “XF5U” profile background
For 5 stages: “XF5U” loading screen
For 6 stages: the XF5U premium aircraft
For 7 stages: a special camouflage for the XF5U
Incomplete stages can be purchased for Golden Eagles, but if you’re significantly close to completing a stage, its price will be significantly reduced.
Let’s say you have earned 85% of the required mission points to complete a stage, then the price of purchasing this stage will be halved. If you’re near the finish line for a stage and are at 95% progress, then the price will be reduced by five times. For example, if you’ve earned 30,000 mission points, then the price for unlocking this stage will be 499 Golden Eagles. If you’ve earned 33,500 mission points, then you’ll only need 199 Golden Eagles. Keep this in mind if you cannot complete a stage on time!
You can track the progress of completing stages by clicking on your Nickname > Achievements > Dreams Come True: XF5U. If you don’t manage to complete a stage on time or would like to purchase a stage, you can purchase each stage with Golden Eagles until November 17th from the Achievements window, which will give you the corresponding rewards.
	
	Known issues
Some audio is currently disabled due to problems with an add-on
Added
Seasonal Halloween effect to stables
Improved
Changed cheat console shortcut to CTRL + SHIFT + C / Command + SHIFT + C
Head trainer can now be horse trainer
Fixed
Loading an autosave failed if there wasn't a manual save for that game
Multiple potentially critical issues in simulation logic
Rare crash when generating game
Made tables a bit safer
DNA mutation for coat color, was overproducing gray horses, this has been fixed now
Selecting a horse in the breeding table view no longer crashes the game
	









	
	We're pleased to announce that Encalve now comes with high-quality Russian voiceover from GamesVoice!
We express our deepest gratitude to GamesVoice for their work. You guys are doing a fantastic job!
We sincerely wish them great success in their challenging endeavors!
We sincerely hope that other publishers will take notice.
And that the gaming community will also support their fundraising efforts for voiceovers for other projects.
Studio Website:
VK:
Telegram:
YouTUBE:
	
	Engines finally have sound! 🔊 Gear shifts, roaring acceleration, and new visual feedback make building and racing feel way more alive than before. I’m super excited for you to hear it.
In the last few weeks I generally focused a lot on game feel. This update brings a cleaner UI, smoother respawns, and better stats to chase those stars. Every step brings the game closer to launch, and I couldn’t do this without your support.
I can finally share the big news: Supersonic Bridge Racing is planned to release in March 2026! 🏁💜
Features
Big Audio Update
Added engine sounds for Builder and Racer 🔊
Added UI sound effects
Volume sliders for engine and menu sounds 🎚️
UI Improvements
Cleaner Multiplayer UI
Checkpoint indicator always visible
Removed speedometer + player indicators for less distraction
Stats UI upgrade 📊
Level stats and campaign progress
Shows your next unlockable reward 🎁
Gameplay Tweaks
Local Multiplayer: restart a round anytime ⏱️
Singleplayer: faster respawns ⚡ + correct countdown sound
Fixes
Audio volume returns correctly after pausing 🎧
Better performance in Racer mode 🏁 (disabled unused cameras)
Correct checkpoint after Builder restart in Local Multiplayer
Look-back now bound to Right Stick press (👀🔁)

	Hello Survivors!
A new update is now available for the demo of Dead in Antares:
Fixed the "Creeping Algae" having a +Fatigue value of 1210 instead of 10,
Fixed a soflock happening when clicking on the "Ambush" button before the skill check animation finishes
Don't forget to update your game!