Hi everyone.
We know it's been quiet, and we're sorry for that. The truth is the team that started Route 66 isn't around anymore. We took over the project a while ago, and it took us some time to get to a point where we had something real to show you.
We're working on it now, and we've got a lot of ideas. This setting genuinely gets us excited, though we won't pretend it's an easy one to pull off. We're going to try. Thanks for sticking around.
Back on the road
For anyone joining us fresh, this is a journey along the legendary Route 66. Desert roads, gas stations, motels, neon signs, and long stretches of asphalt. But what starts as a calm drive can turn into something much more intense.
Which brings us to the system we want to show you today: police chases.
Chases that don't go according to plan
From the beginning, we didn't want police chases to feel like a simple sequence of "the police drive behind the player, and the player runs away." We want every chase to feel dynamic, tense, and a little unpredictable.
The police in our game don't behave like perfectly controlled, tactical opponents. Instead, the chases are meant to feel chaotic, aggressive, and intense. Police cars will try to catch up with you at almost any cost, often ignoring the dangers around them. Take a look at them in action:
Sometimes you'll escape by taking a smart turn onto a side road. Other times, a police car might crash and give you a brief moment to breathe. And sometimes the chase turns into complete road chaos, forcing you to improvise from one second to the next.
That unpredictability is the whole point. We'd rather you walk away from a chase with a story to tell than with a clean, repeatable solution.
What's next
Thanks for reading our first devlog. In future posts, we’ll talk about more mechanics in the game. Thank you for supporting us, and remember to add our game to your wishlist to be the first to hear all the news about Route 66.
Stay tuned, dear drivers.