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Steam News28 July 20261mo ago

Month 2 Recap and other updates

👋 Hope everyone is doing well. I wanted to post a short update to let everyone know how the game is going and what I'm currently working on. We have sold over 6k copies of the game and sales are still going strong.

Full notes

Full Wall Street Raider update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition4 changes0 removals
  • UI and audio
  • Performance
  • Compatibility
  • Workshop
changedLocalization
changedPerformance
changedCross-platform/64-bit
changedCustom Rust game engine I am calling Tickwright which uses OpenGL/SDL2 instead of Electron. It is also 64-bit, cross-platform, and has Lua modding, localization, and automated testing out-of-the-box to more easily fix these pesky bugs. On top of all this, I have created:
addedA UI Toolkit purely in Lua, and the new display settings also make it to where the game appears the same on all devices.

Wall Street Raider changes

changedLocalization
changedPerformance
changedCross-platform/64-bit
changedCustom Rust game engine I am calling Tickwright which uses OpenGL/SDL2 instead of Electron. It is also 64-bit, cross-platform, and has Lua modding, localization, and automated testing out-of-the-box to more easily fix these pesky bugs. On top of all this, I have created:
addedA UI Toolkit purely in Lua, and the new display settings also make it to where the game appears the same on all devices.

👋

Hope everyone is doing well. I wanted to post a short update to let everyone know how the game is going and what I'm currently working on.

We have sold over 6k copies of the game and sales are still going strong. Thank you to everyone who bought the game and shared it with their friends and family, you have and continue to motivate Michael and I to keep going. The reception was beyond our wildest expectations. So again, thank you.

When deciding what to work on next, several things kept coming up in no particular order:

  • Bugs

  • Localization

  • Modding SDK

  • Performance

  • Layout on different screen sizes

  • Cross-platform/64-bit

That being said, here is what I have been working on in order to address these issues long-term:

  • Built my own PowerBasic compiler, called PowerBasilisk, that compiles PB to Rust and can even import Rust modules and packages. This is complete and working, which is pretty awesome and paves the way for:

  • Custom Rust game engine I am calling Tickwright which uses OpenGL/SDL2 instead of Electron. It is also 64-bit, cross-platform, and has Lua modding, localization, and automated testing out-of-the-box to more easily fix these pesky bugs. On top of all this, I have created:

  • A UI Toolkit purely in Lua, and the new display settings also make it to where the game appears the same on all devices.

Here's what it might end up looking like:

When it's ready for playtesting, I'll put it on a separate branch and let everyone know.

Source

Steam News / 28 July 2026

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