Hello chasers ! On this February 29th, we’re bringing you a monthly newsletter filled with pictures of world building updates, new car customization content, new bumpable physics, update on testing and update on the visuals of the game. [h1]WORLD BUILDING[/h1] A lot of detailing was done in Grassland Park, located at the center north of the map. Here are some screenshots showing what was done this month. [img]https://clan.cloudflare.steamstatic.com/images//36906632/804b18dd9c1a8cd1a6cd58a49fe0326eb04ed15d.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//36906632/e3e352628690c4e607df89a76032a7a825afdfd6.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//36906632/5a792c333175c7a2cec2fb4607fb84574030c180.png[/img] [h1]CAR COLORS AND DECALS[/h1] We integrated one more batch of colors and decals for our customizable cars, bringing up the current total to 22 colors and 40 decals. Here are some examples : [img]https://clan.cloudflare.steamstatic.com/images//36906632/078209a6e6fbd783daadc5c03b5ddc662680c0cc.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//36906632/9daa7c79a8448932c5bf4a84e30a88b067f10a21.png[/img] [h1]BUMPABLE PHYSICS[/h1] We’re working on adding bumpable physics on smaller props and having it synchronized over the network in a multiplayer match. It looks pretty good from the player’s perspective, but in this newsletter we’re showing you the result of testing in a multiplayer match from another player’s perspective. We will be looking at improving this a little bit, but we’re happy with this result and will be slowly putting this behavior on more objects over time. [img]https://clan.cloudflare.steamstatic.com/images//36906632/13f4d01489c64976f2318c0cb57554bb3ea5dba6.gif[/img] [h1]TESTING AND BALANCING [/h1] This month we focused heavily on networking and matchmaking issues, doing multiplayer testing every weekend to fix major offenders. We had a lot of success finally fixing one major issue where we could see other players’ cars teleporting around when driving long distances, we greatly improved the speed and reliability of getting into an online game and fixed multiple other networking issues contained in this list : [url=https://trello.com/c/xzDpVLrM/814-test-results-240224]https://trello.com/c/xzDpVLrM/814-test-results-240224[/url] We also started looking at the balancing of the points earned during a chase, the deduction of points from fuel, hail and collision, so that we can balance the price of items in the garage before the early access launch for a fair and engaging progression loop. [h1]NEXT STEPS[/h1] We've been talking about it here and there, but the next big step we’re getting ready to take is to finally update the cloud and tornado technology and visuals to its final form before early access. We’re moving from mesh and particles to a fully volumetric solution, which will be much more realistic visually and less demanding on the framerate. We don’t have anything to show just yet, and we will do a proper showcase video for this because we truly believe this is a groundbreaking innovation. More on this very soon ! That's all for this development update ! Please keep Wishlisting the game on Steam, as it helps us break through the visibility algorithm and reach potential new chasers! If you haven't already, Wishlist OUTBRK here: https://store.steampowered.com/app/1107320/OUTBRK/ Till next time, chasers. -The OUTBRK Team