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  3. WIP: zombies, bugs, zombies

WIP: zombies, bugs, zombies

[h2][color]Hello survivors![/color][/h2]
We're hard at work on the boss fights and fleshing out the locations where the Prologue's action will take place.

Right now, we're in the most crucial phase: bringing all the pieces together. We're making sure every detail slots into its place and the game starts working like a single, cohesive mechanism. It's like assembling a puzzle where every piece has a role to play.

[h3]Squashing Bugs[/h3]
Game development and bug fixing go hand in hand. As we prepare for the playtest, we've squashed a couple of important issues.

We fixed a situation where the player would hit themselves in the head with a bottle while trying to throw it:



And along with that, we've added aim assist (like auto-aim, but not as overpowered) and smoother animations. Lobbing junk is now convenient, satisfying, and effective:


[h3]Cutscenes[/h3]
Work on the cutscenes is also in full swing. Story sequences are just as important as gameplay - they're where the story of BUS truly unfolds.



When working on cutscenes, we pay attention to every detail. We tweak the lighting, character models, and carefully choose the camera angles. Our goal is to make the story gripping and immersive.

[h3]Locations[/h3]
Every location in the game goes through several stages - from rough sketches to final polish. This is how every corner of Fang Island becomes thoughtful, captivating, and dangerous. Check out our before/after comparison of one of the levels:



As we get closer to the playtest and the eventual release, we'll be sharing more and more details. Let us know in the comments what you'd like to see in our next posts!

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