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Devlog

Trilithon Engine devlog

The studio’s own Swift and Metal engine for Mac, on Jolt Physics, built around fracture, collapse and a deterministic simulation.

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WreckwingDarkening Wreckwing without losing the blastsWreckwing has a darker, grimier look, with crushed blacks, a tint and film grain. It made big blasts feel smaller, so they now flare through the dark.Dev journal · 6 minWreckwingVisualizing pressure when a fusion core blowsA ship's death in Wreckwing now sends a shockwave over the city and past the camera, and a new check tests every flash against the photosensitivity limit.Dev journal · 5 minEngineSkipping pixels and tearing down a 4K frameWe took the largest step of a 4K frame apart term by term, then made each pixel skip the small lights that can't reach it, saving 2 ms.Engine note · 3 minWreckwing0.15.5 and since: wave defense and the city at nightRelease 0.15.5 and the work since: a wave defense mode, the city at night, a new ship death, an enemy roster, and a wide city that loads in 3.1 s.Release notes · 10 minStudioAgents with jobsThe Claude Code agents that build the game, the asset studio and this site, the contractors they hire, and which model does which job.Studio note · 4 minWreckwingFive textured ships in the gameThe Skyhammer, Brute, Wasp and a copper Raven join the Sniper as textured ships, with exhaust cones, a visible shield, and damage drawn on the model.Dev journal · 5 minWreckwingSince 0.15: work in progressWhat has gone into the development build since release 0.15 on October 7, from a freeway and new player ships to recorded sounds. None of it is tagged yet.Release notes · 3 minWreckwingDrawing each ship's own textured modelThe game now draws each ship's own textured model, part by part, where it used to rebuild ships from convex blocks. What that took, and what it costs to draw.Dev journal · 4 minWreckwingThe ships: concept art to textured modelsThree ships to fly, the enemies built from them, and how each one goes from concept art to a textured model the game can break apart.Dev journal · 4 minStudioWhy Linear runs the projectA game built almost entirely by Claude Code sessions, and 463 Linear issues in twelve days. Why every piece of work starts and ends in Linear.Studio note · 4 minWreckwingA fast decision model for the enemy pilotsA small trained model picked goals for the enemy pilots. It beat the scripted pilot at first, then settled on one goal. The investigation continues.Dev journal · 4 minWreckwingAn elevated freeway for the wide cityAn elevated freeway that curves out past the city, with cloverleaf ramps you can merge from, built to the numbers real freeways use.Dev journal · 3 min