How are you? Since our last update we’ve been quite low-profile on Twitter and other social media because we’re reaching game content we don’t wanna spoil. However, our quarterly updates are SACRED, so we’ll tell & show you everything we can. LET’S GO!

We’ve spent nearly 2 months crafting Pinksburg, one of the biggest scenarios of the game.
We prefer waiting a bit more to show you Medoo getting lost in it, but most of its weird buildings are ready, so... Check out some of its designs!

Some Pinksburg buildings without neon signs. Quite huge!
We have lots of NPCs too, especially the first designs of The Mofia*: an organization that rules the city in the shadows. What are they up to?

*Any resemblance to other criminal organizations called “Mafia” is pure coincidence. They're mabs, not mobs!
We’re currently working on some interior scenarios like a bar, an office, a two-level club, a hotel suite, Pinksburg Church (a new scenario inside the scenario) and more!
Once we finish the interiors and implement the upper level elevators, we’ll add all the crazy neon signs and light effects everywhere.
https://i.imgur.com/m5Sugl6.mp4
Alpha light test for an elevator!
Gazhova exterior surface is finished, but there’s still some interiors to finish. We also improved Sewers’ underground level parallax, adding depth and some metal bridges so you can cross toxic acid rivers without harm.
https://i.imgur.com/5TDrmvb.mp4
Smelly jelly > Skelly jelly
What's next for Gazhova? Implementing the elevator system that connects Surface and Sewers levels (after Pinksburg).

Thanks to Xavi, there’s only one last big boss to make… Yes, you guessed well: The Final Boss!!
After several weeks of design meetings to ensure the most epic and complete fight of the game, we’re glad to announce that Boss #12 is starting production next week! Any guesses?

We found some time to improve our demo for future physical events too (don’t ask how, we don’t even know). Can’t confirm any yet but our intention is to be in 2 events this year!
Preparing this new demo allowed us to fix some unexpected critical bugs like: