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Steam News27 May 20261mo ago

Devlog #1 — Police Checkpoints, Navigation, and New City Details

Hello Everyone, We've been working on a lot of systems for Minibus Simulator for quite some time now.

In this update9

Full notes

Full Minibus Simulator update

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What changed

1 fix11 additions4 changes0 removals
  • Gameplay
  • Fixes
  • Balance
  • UI and audio
  • Maps
addedHello Everyone,We've been working on a lot of systems for Minibus Simulator for quite some time now. In this devlog, we want to share some new features that make the mission flow clearer, the city driving feel more alive, and add more interaction to your routes.
addedHello Everyone,This update focuses especially on police checkpoints, the stop task panel, the minimap and navigation system, in-vehicle dashboard navigation, new city details, and the post-trip cleanup phase.
fixedPolice CheckpointsPolice checkpoints aren't just a visual touch or a fixed control point. You can try to slip away from the checkpoint area without the police noticing. But if they spot you and the sirens kick in, trying to run can land you with extra penalties.
changedPolice CheckpointsYou'll also want to watch out for the tire spikes at the police point. If you try to flee the checkpoint, these spikes can damage your tires.
addedPolice Inspection PanelOur goal isn't to leave the police system as just an atmospheric detail; we want to turn it into a mechanic you can actually feel, one that adds risk, attention, and player decisions to the mission flow.
addedMinimap and Navigation SystemA new minimap and navigation system has been added to the game.

Minibus Simulator changes

addedWe've been working on a lot of systems for Minibus Simulator for quite some time now. In this devlog, we want to share some new features that make the mission flow clearer, the city driving feel more alive, and add more interaction to your routes.
addedThis update focuses especially on police checkpoints, the stop task panel, the minimap and navigation system, in-vehicle dashboard navigation, new city details, and the post-trip cleanup phase.
fixedPolice checkpoints aren't just a visual touch or a fixed control point. You can try to slip away from the checkpoint area without the police noticing. But if they spot you and the sirens kick in, trying to run can land you with extra penalties.
changedYou'll also want to watch out for the tire spikes at the police point. If you try to flee the checkpoint, these spikes can damage your tires.
addedOur goal isn't to leave the police system as just an atmospheric detail; we want to turn it into a mechanic you can actually feel, one that adds risk, attention, and player decisions to the mission flow.

Hello Everyone,

We've been working on a lot of systems for Minibus Simulator for quite some time now. In this devlog, we want to share some new features that make the mission flow clearer, the city driving feel more alive, and add more interaction to your routes.

This update focuses especially on police checkpoints, the stop task panel, the minimap and navigation system, in-vehicle dashboard navigation, new city details, and the post-trip cleanup phase.

Police Checkpoints

We've been working on police checkpoints that the player can run into during a mission.

The player is now guided to the checkpoint area, parks the vehicle properly, steps out to talk to the officer, and starts the inspection process.

Police checkpoints aren't just a visual touch or a fixed control point. You can try to slip away from the checkpoint area without the police noticing. But if they spot you and the sirens kick in, trying to run can land you with extra penalties.

You'll also want to watch out for the tire spikes at the police point. If you try to flee the checkpoint, these spikes can damage your tires.

With this system, paying attention to the rules while driving becomes much more important. Things like using your headlights at night, carrying standing passengers, speeding, running red lights, and similar situations can come up during a trip.

Police Inspection Panel

During a police inspection, the player is shown an inspection panel.

This panel clearly displays what's being checked, any possible violations, and the penalties that will be applied. That way, the player can clearly understand which rules are being checked, when they get penalized, and what to watch out for during a trip.

Our goal isn't to leave the police system as just an atmospheric detail; we want to turn it into a mechanic you can actually feel, one that adds risk, attention, and player decisions to the mission flow.

Minimap and Navigation System

A new minimap and navigation system has been added to the game.

The player can now keep track of mission objectives, the route direction, and where they need to go much more easily. This system plays an important role especially for reaching stops, getting to mission objectives, and making your way through the city without getting lost.

The minimap system doesn't just show you where to go; it also makes the mission flow clearer, turning the gameplay into a smoother experience.

In-Vehicle Dashboard Navigation

The navigation system has been integrated not only into the HUD but also into the dashboard screen inside the vehicle.

This lets the player keep an eye on both the outside world and the in-vehicle screen while driving. Using the navigation screen inside the vehicle, especially while behind the wheel, makes driving a minibus feel more natural and immersive.

With this system, we aim to make the in-vehicle experience more functional, more readable, and more atmospheric.

Clearer Stop Tasks

To make the task flow at stops more readable, we've been working on a new stop task panel.

The player can now see much more clearly what needs to be done at a stop. Tasks like dropping off passengers, picking up passengers, loading luggage, or unloading luggage can be tracked through the panel.

This system keeps the task flow from getting tangled, especially at busy stops, and makes it easier for the player to understand what to do during a trip.

This way, stops become more than just a quick waiting point and turn into an important part of the trip.

New Streets and City Details

New streets, road details, and avenues with different atmospheres have been added to the map.

We're continuing to work on environment design so that driving through the city feels more varied, lively, and explorable. With new road signs, street layouts, and city details, we want mission routes to pass through more diverse areas.

This way, the player won't feel like every area is a copy of the last while driving around the city. This work is an important step toward strengthening Minibus Simulator's city atmosphere and offering players a more believable driving environment.

Post-Trip Vehicle Cleaning

We've also added a cleaning phase where the player picks up the trash left inside the minibus after completing a trip.

With these small tasks, we want the minibus to feel like more than just a vehicle you drive; we want it to feel like a workspace you need to take care of.

Picking up the trash left inside the vehicle after passengers get off makes the post-trip routine feel more realistic and interactive.

What's Next?

Minibus Simulator is still in development. As a small team, we're working with a lot of dedication to make the game better.

Throughout this process, we're continuing to refine the right systems, improve visual quality, make the mission flow clearer, and turn the gameplay into a smoother experience.

From now on, we plan to share our development progress at shorter intervals.

Your feedback means a lot to us. Don't forget to follow the game and add it to your wishlist!

Source

Steam News / 27 May 2026

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