Hello, and welcome to our weekly development update. Let's talk about what we've accomplished this week. First off, I launched our Steam Store page a few days ago, in the middle of this week. This required me to create a trailer and prepare visuals for the Steam page. I've completed all these tasks, the page is live and ready! I will continue to update it regularly. [b]Here are this week's development notes that I'd like to share with you.[/b] [h2][b]1- Musical Target System Overhaul:[/b][/h2] I've made several improvements to the music-focused target system to make it more user-friendly. Now, every target hit will provide the player with visual feedback like "Ok, Good, Perfect!" based on their timing. During our Alpha testing with players, one common feedback was that the rings around the targets took too long to shrink, causing the scene to become cluttered. In response, I've not only shortened this shrinking time but also added an option for players to adjust this duration themselves. Additionally, players can now set how far apart the targets should spawn from each other. [img]https://clan.cloudflare.steamstatic.com/images//44848962/d88c4164e3c6cbdc47eee0149aeab570a1993518.png[/img] I've integrated a Combo system into the Musical Target System as well. There's now a combo counter on the scene, which actively displays how many targets you've hit in a row without missing. You can see this directly in the scene. This isn't just a visual feature; it also impacts the score. Here's the algorithm I use for score calculation: currentScore += Mathf.RoundToInt(385 * 2 * (1 + accuracyPercentage / 100f) * (1 + musicalTargetComboManager.comboCounter / 100f)); Additionally, if you fail to hit the Musical targets on time, your combo counter resets, and you lose points. This was another piece of feedback I received during the Alpha test. [h2][b]2- Target Selector:[/b][/h2] I've added a practical target customization menu to enable users to conduct exercises in their preferred style. With this menu, you can modify all the existing target systems in the game and create target profiles to suit your style. In the future, I plan to make this system sharable with other players. [img]https://clan.cloudflare.steamstatic.com/images//44848962/a1a806b0038f0a8da90b5c76a4b6aba46406c093.png[/img] [h2][b]3- Other Additions:[/b][/h2] My primary goal is to ensure users have a product with a clean interface and a robust foundation. In line with this, I've added Flickshot, Moveshot, and Tracking targets to Aim Zen, bringing the total to six different target systems. The currently active target systems are: 1- Gridshot 2- Reflexshot 3- Headshot 4- Flickshot 5- Moveshot 6- Tracking [i]Note: Remember, you can modify the characteristics of each to suit your preferences. For example, if you reduce the scale of targets in the Gridshot system, you can turn it into a Precision exercise.[/i] If you haven't added Aim Zen to your wishlist yet: https://store.steampowered.com/app/2791290/Aim_Zen/