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Video Games

September 2025 Update

no brake no gain Release Announcement


no brake no gain launches next week, 2 October, on both Nintendo Switch and Steam! After months of tuning physics, optimizing performance, and stress-testing every obstacle, the game is finally ready for players to throw themselves at its precision-driving madness.

This isn’t just another milestone; this is the finish line of a project that’s been all about mastering control over chaos. From the very first prototype to the final build, the journey has been one long skid mark of iteration, polish, and a ridiculous amount of failed runs (both mine and playtesters). I cannot wait to see what kinds of insane times and triumphs the community will pull off once the game is out in the wild.

Prototypes

While the focus has been on getting no brake no gain across the finish line, I haven’t been able to resist tinkering with new ideas. I’ve been prototyping different mechanics and experimenting with gameplay systems that scratch a very similar itch to no brake no gain.

It’s still too early to drop the curtain on what’s next, but let’s just say I’ve narrowed down the direction and am planning to show something as early as next month. Not next year, but next month. I tend to work fast, and I want to strike while the iron (and the hype) is hot.

For fellow devs curious about the process: I’ve been approaching these prototypes as rapid sprints. It is mechanics first, feel-testing everything immediately, and binning anything that doesn’t spark joy. It’s the same iterative design philosophy that shaped no brake no gain, and it keeps development fresh while avoiding the trap of overthinking too early.

Summary

This month marks the beginning of an exciting transition: wrapping up one project while laying the groundwork for the next. The release of no brake no gain is something I’ve been building towards for a long time, but it’s also the start of a new cycle of creativity.

Beyond prototyping, I’m also considering experimenting with short video dev logs. The goal isn’t polished marketing content, but more of a raw behind-the-scenes look at design decisions, iteration struggles, and maybe even failed builds. Think of it as a way to document ideas in real time and share the process with players and fellow developers. The challenge, of course, is finding the time to record between developing, debugging, and shipping new work.

October is going to be huge, with no brake no gain finally being in players’ hands and the first glimpse of what’s next not too far behind. Buckle up.

Until next time, happy gaming!

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