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BUS: Bro u Survived News

Fish slap

[h2][color]Hello, survivors![/color][/h2]

Another week of work is behind us. The closer BUS: Bro U Survived gets to release, the more areas we have to work on - from polishing the UI to thorough testing and bug fixing.

[h3]New weapon: sledgehammer[/h3]
Another addition to the survivors' vast arsenal. The two-handed sledgehammer deals powerful area-of-effect damage. It's perfect for those who find the damage from other, lighter weapons too low.


[h3]Secondary weapon[/h3]
While expanding the arsenal for players, we often come up with the craziest ideas. We're happy to present you with a versatile melee weapon: a fish!


[h3]Working on cutscenes[/h3]
The story of Fang Island is an important part of BUS: Bro U Survived. As before, a lot of effort is going into staging the cutscenes.

To avoid spoilers, we can't share the context of the cutscene, but we'll still show you how atmospheric it looks:


The best way to support the development of BUS is to make sure the game is in your Wishlist:

https://store.steampowered.com/app/2852700/BUS_Bro_u_Survived/

And to not miss the latest news, trailers, and updates - follow us on social media:

WIP: Character editor overhaul

[h2][color]Hello survivors![/color][/h2]

This week, the dev team's main focus was polishing the UI elements - we're overhauling the interface to create a final, polished version. We also tackled a bunch of other features, including weapons. Let's get right to it.

[h3]New Weapon: reinforced gloves[/h3]
We're continuing to expand the arsenal available to survivors. Next up: massive metal boxing gloves. Unlike the spear, the knuckles let you close the distance and easily fight off a zombie horde at almost point-blank range.



[h3]Updated Character Editor[/h3]
The zombie apocalypse is no excuse for bad dressing! The updated character editor lets you fine-tune your survivor's appearance with incredible precision - each of the 4 teammates will now stand out and shine.



[h3]UI Updates Continue[/h3]
As part of the interface overhaul, we've given several more screens a facelift. This time, we've revamped the lobby connection and mission selection windows. We've styled both to look like in-game objects - computers and paper maps.



Best way to support us is to Wishlist the game:

https://store.steampowered.com/app/2852700/BUS_Bro_u_Survived/

And to stay tuned for fresh updates, trailers, and news - follow us on social media:

WIP: Birds and spears

[h2][color]Hello survivors![/color][/h2]

We have a lot of exciting updates this week. The development team is busy working on several fronts - from gameplay elements to cosmetic polishing of the locations.

[h3]Birds![/h3]
Fang Island is home to a rich wildlife. Players will be able to spot various animals, from birds to lizards. If you want to observe them, you'll need to be careful - the animals will run away from players and are scared of loud noises, especially gunshots.



Don't worry, they can't be harmed.



[h3]The Spear[/h3]
We're expanding the melee arsenal. You can now keep a safe distance from the zombie horde with an improvised spear. Like many other weapons, it can be crafted at your base.



[h3]UI Overhaul[/h3]
We're continuing our work on the UI stylization. This time, it's the main menu's turn. We've moved away from standard buttons in favor of using in-game photos:



The settings menu has also been redesigned. Our goal was to make customizing your experience as comfortable and intuitive as possible:



We are currently in an active phase of polishing the entire game - so expect more news next week!

And we haven't forgotten about our playtest - you can still sign up:

https://store.steampowered.com/app/2852700/BUS_Bro_u_Survived/

And to stay tuned for fresh updates, trailers, and news - follow us on social media:

To the Steam Scream Fest!

[h2][color]Hello survivors![/color][/h2]
Buckle up and hold on tight - our bus is back on the road, and we’ve got two big updates for you!

First news: BUS: Bro U Survived is taking part in the Steam Scream Fest - from October 27 to November 3! Grab your friends, visit the festival page, find us among the featured games, watch the trailer, and don’t forget to add the game to your wishlist if you haven’t yet!


https://store.steampowered.com/app/2852700/BUS_Bro_u_Survived/
Second news: We’ve prepared a small development report for you! Here’s what we’ve already done - and what we’re still working on.

[h3]UI Markers on the Map[/h3]
To make navigation easier, we’ve added clear markers that show the way to your parked bus, the direction to active quests, and your teammates’ locations. No more confusion!
[h3]Checkpoints[/h3]
We’re refining the respawn and checkpoint logic. Our goal: make death fair but punishing, and getting back into the game fast and intuitive.
[h3]Tool Wheel[/h3]
We’re improving the quick-access tool wheel so you can switch gear smoothly - even in full SOS situations!


[h3]Bottle Acrobatics[/h3]
Our testers discovered a funny little quirk: if you place a bottle next to the containers, you can actually climb over the fence that usually limits the playable area. Without the bottle, this trick doesn’t work - it seems to create a small “step boost” that helps you get out! QA first laughed, then filed it as a bug - and now we’re deciding: should we keep it as a cheeky Easter egg for clever players, or quietly patch it out?


We’ve already broken our own record for bug fixes on the road to release - but perfection knows no limits! We’ll keep polishing to make your experience as smooth and fun as possible.

And to stay tuned for fresh updates, trailers, and news - follow us on social media:

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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