1. Wreck Runners
  2. News
  3. Steam Page Now Live!

Steam Page Now Live!

[p]We’ve officially launched the Steam page for Wreck Runners, our co-op, physics-driven salvage game set in the Bermuda Triangle.[/p][p]You and your crew explore dangerous wreck sites, haul salvage onto your shared vehicle, and race escalating threats to extract before things fall apart.[/p][p][/p][p]👉 Wishlist on Steam: [/p][p][dynamiclink][/dynamiclink][/p][p]
👉 Join playtests: [/p][p]https://playground.disruptive.games/signup[/p][p][/p][hr][/hr][h2]What We’ve Been Working On[/h2][p]It’s been a journey getting Wreck Runners to this point, and we’re focused on continuing to refine the core experience as we move toward launch.[/p][p]Most of that work has been around tightening the core loop – get in, grab salvage, decide how far to push, and try to get out before things go sideways. We’ve been tuning how the world pulls you from one point of interest to the next, whether that takes you across islands, underwater, or into something you probably shouldn’t have opened.[/p][p]We’re also pushing on how pressure builds during a run. The more salvage you collect, the harder the game pushes back. At some point every team has to decide if they’re leaving or risking it.[/p][p]Enemy variety is expanding as well, with new behaviors and encounters that keep runs from feeling predictable.[/p][hr][/hr][h2]Systems and Chaos[/h2][p]A lot of the work has been around making sure the chaos actually holds together.[/p][p]Everything in Wreck Runners is physics-driven. You’re carrying, throwing, and trying to secure salvage while the situation around you is getting worse. That creates moments where things go very right or completely fall apart, and your team has to recover on the fly.[/p][p]We’ve also been experimenting with systems that introduce unexpected twists. One example is Paranormal Salvage, where certain items don’t behave the way you expect and can make extraction a lot more complicated.[/p][hr][/hr][h2]World, Feedback and Feel[/h2][p]We’re continuing to build out the world and the final moments of a run.[/p][p]The Barge is currently in development and is what you’ll call in once you’ve hit quota. Getting everything onboard and getting out safely is a big part of the experience, and we’re putting a lot of focus on making that sequence feel good.[/p][p]We’re also improving player feedback across the board, including health and damage, so it’s easier to understand what’s happening when things get hectic.[/p][p]Animation and audio are evolving alongside this. Movement, enemy behavior, and music all react more directly to what’s happening in a run.[/p][hr][/hr][h2]The Team[/h2][p]We’re a small team and most people are working across multiple parts of the game.[/p][p]A lot of development is driven by playtesting. We run sessions, watch what breaks, and adjust from there.[/p][hr][/hr][h2]Interested in Playtesting?[/h2][p]We run scheduled community playtests during development.[/p][p]👉 Sign up here: [/p][p]https://playground.disruptive.games/signup[/p][p][/p][p]Thanks for being here early with us - see you in the Triangle.[/p]