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Steam News5 April 20263mo ago

I am continuing with the work.

This is a progress update regarding the current state of development. First of all, I sincerely apologize for the delay in updating this dev log. At present, I am working on optimizing the game.

Full notes

Full RUMBLE BLAZING update

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What changed

0 fixes0 additions4 changes0 removals
  • Performance
  • Maps
changedThe reason for the delay is that this optimization process has proven to be more challenging than expected.
changedMuch of the difficulty comes from the complexity of previously written code and motion-related settings. In particular, during the early stages of development—when I was working with 3D and Unity for the first time—I built many systems through trial and error.
changedThat said, I have now completed approximately 70% of the optimization work, and I am finally beginning to see a clear path to completion.
changedAt this stage, I have come to accept that even if the process takes time, continued effort will eventually lead to completion.

RUMBLE BLAZING changes

changedThe reason for the delay is that this optimization process has proven to be more challenging than expected.
changedMuch of the difficulty comes from the complexity of previously written code and motion-related settings. In particular, during the early stages of development—when I was working with 3D and Unity for the first time—I built many systems through trial and error.
changedThat said, I have now completed approximately 70% of the optimization work, and I am finally beginning to see a clear path to completion.
changedAt this stage, I have come to accept that even if the process takes time, continued effort will eventually lead to completion.

This is a progress update regarding the current state of development.

First of all, I sincerely apologize for the delay in updating this dev log.

At present, I am working on optimizing the game.

The reason for the delay is that this optimization process has proven to be more challenging than expected.

Much of the difficulty comes from the complexity of previously written code and motion-related settings. In particular, during the early stages of development—when I was working with 3D and Unity for the first time—I built many systems through trial and error.

As a result, there are overlapping variables and redundant code, as well as inconsistencies in motion settings. Additionally, the adjustments required to resolve these issues have not always worked as intended on the first attempt, leading to repeated revisions.

To be honest, the past few months have been quite challenging on a personal level.

At times, I considered whether it might be faster to start over from scratch, or whether it would be better to abandon these adjustments altogether. The slow pace of progress, combined with the passage of time, has been mentally demanding.

That said, I have now completed approximately 70% of the optimization work, and I am finally beginning to see a clear path to completion.

At this stage, I have come to accept that even if the process takes time, continued effort will eventually lead to completion.

I sincerely apologize for any concern this may have caused, and more importantly, for the long wait. Please rest assured that development is ongoing, and I greatly appreciate your continued support.

Source

Steam News / 5 April 2026

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