Near game publishing, "Arizona Derby" team, gets into final polishes and do final addressing of early-alpha testers features.

We address tens of askings, just re-mapping of the keys will be done later on, because of the need for structural updates in code.
- The second part of the flying path (after dropping Air Supply) assured to be above the grounds;
- Nitro values from loot tweaked for balanced diversity;
- HUD for Looting to be displayed less long;
- Three Siberia tracks visually improved;
- One Forest Ride track improved with lakes;
- Balancing scoring values to the different skills of AI opponents (0=easy, 1=normal, 2=hard, 3=insane); higher XP is earned playing on harder levels;
- Skippable Intro Cinematics;
- Adding more in-game scoring options and re-arranging it's HUD;
- HUD scoring improvements;
- Final scoring improvements and a lot of detailed scoring separately presented so the player can see details of their score and what's impacting most;
- Mute cars sound while in pause menu;
- Fixed issue when pressing next song in the soundtrack, after the song is played before was not next song in cue;
- ADJ's station - media player showing songs/titles of current song in the left corner;
- Counting on start is changed from 3,2,1 to "Ready, Steady, Go!"
Fog and Night mode implemented, with night modes, there will be 60 different variety of the tracks, while fog will bring extra realism and challenging's (it will be, from lighter to harder, barely visible, fog).
- Progress logic's all complex with slideshows of the tracks for every level, videos, and boss/gangs descriptions
