One major shift in this build captures the kind of changes we've been making to Dog Airport Game this month.

Remember how you couldn't read your boarding pass in shadow? The darkness would obscure it completely? Yeah, that's gone now.
In lieu of jumping into adding more shops and dogs (though development of those is ongoing), we've continued to take steps to polish what we have, and prepare for the future. Our first steps towards a save-load system have been taken successfully, all stores now change their visuals based on distance to preserve performance, I gussied up the plane scene, we changed the whole dang lighting model...
I'm really proud of what we've accomplished, especially knowing that this is the tip of the iceberg. The standards we set in this slice of the game are going to propagate across the project, and I want to handle that responsibility wisely.
Of our larger changes, the first pieces of our original soundtrack are in this build. I think you'll agree with me, and feel these songs are not only fantastic, but fit right in.
So, with this latest work-in-progress build submitted for your consideration, I'm happy to say that I'll be at PAX East this weekend! Catch me at a panel about narrative innovation, a panel about the process of game reviews, and a Kickstarter talk about airports in Room 103.
If you see me, feel free ask for a boarding pass. I've brought some along, because they're fantastic.
Also, if you want a secret boarding pass, recite the code in this Tweet.
Thanks for your support, folks - the future is very bright indeed.
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If you encounter any issues with the build, press [Alt+9] to reset the game, [Alt+2] to turn off your reticule for screenshots/media purposes, and [Alt+0] to skip to the plane scene.
Those who have pressed [Alt+1] can now testify to the reason I told everyone to not press [Alt+1].