So lane rush has gone through many updates .
We are working on many stuffs one by one , so without going through updates I'll just let you know the Updates what I have done and the new update which will come in the end
Core game
Lane Rush — endless traffic racing.
Fast lane-switching/drag controls.
Increasing speed and increasingly difficult traffic.
Coins, vehicles, upgrades and missions.
The goal is to survive longer and build a higher score.
Power-ups
Shield power-up.
2× Coin power-up.
Coin Rush mode, with a minimum coin reward target.
Rewarded Continue/Revive.
After a revive, we discussed giving the player a 5-second shield.
Superman-style flying bonus was also discussed; your new blog post says it currently appears every 1,000 points and you're considering changing it to 10,000 so it feels scarce.
Game modes / progression
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Normal endless runs.
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Daily missions and weekly missions.
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Sunday Rush Tournament.
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Tournament has two attempts and the best score counts.
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Tournament modifiers such as Overdrive, Double Traffic, Storm, Police Pursuit, Perfect Run and Speed Demon were discussed.
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Road Legends campaign mode.
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Global rankings/leaderboards.
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Player progression and career statistics
Economy
Coins are used for vehicle
upgrades/progression.
Coin Rush was designed to give meaningful coin rewards.
Planned coin packages.
Ad Free purchase.
Rewarded ads remain available even after buying Ad Free.
Interstitials were planned approximately every 4–5 games.
Banner ads were deliberately held back initially.
UX improvements we've worked on
Main menu was too cramped on your OnePlus 12, so we discussed scrolling and reducing oversized text.
Daily/weekly challenge text needed to be smaller.
High-speed gameplay needed better UI sizing.
Digital km/h speedometer was added/planned.
Adaptive music based on speed:
Calm
Normal
Tension
High Voltage
Midnight Driver was selected for menu/garage/upgrades.
Adaptive Synthwave soundtrack was implemented.
Development/testing
Went through closed testing.
We worked through the traffic situation where sometimes the player could become trapped with too many cars and have no escape route.
We discussed the revive bug where the revive could be triggered incorrectly.
Coin Magnet wasn't working properly, so it was replaced by 2× Coins.
AdMob integration had the EAS/Kotlin metadata issue.
Firebase Analytics was deliberately postponed while you focused on AdMob.
WE were preparing the game for Play Store publishing and later started looking at acquisition and organic downloads
Updates waiting to be published
After the crash car spins
After the crash if the speed is above 130 kmph a person will come out of car at high speed
In app purchases shop
Some good smooth transitions
So all in all this all for now .
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