Roadmap
The Wreckwing roadmap, from the first physics test to the beta. Each milestone is written down with what must be true when it is done before work on it starts, and it closes when that is true.
- Releases
- 16
- Commits
- 797
- Issues closed
- 325 of 457
- Days
- 13
Game repository and tracker, as of October 11, 2026. Issues are tracked one piece of work at a time, each written before the work starts.
Shipped
- Physics, built from source
Every part of the game's simulation lives in one build that we can measure and test, starting with the physics engine itself.
- The engine verdict
The go or no-go decision on building our own engine, made from measurements on a throttled Mac before any game code existed.
- A window, then real fracture
Buildings stopped being solid blocks. From here on, anything that gets hit can break into pieces that keep their shape.
- A renderer that looks right
The game got its own renderer for Apple silicon, with every pass timed, so visuals are measured against the frame budget.
- Ground to stand on
Destruction got somewhere to land, with generated ground that buildings stand on and blasts can dig into.
- Live simulation
The simulation and the picture started running together, at a fixed rate that lets any collapse repeat exactly.
- A building that looks like a building
The city's first real building, generated from a seed and built from members that carry load, so it can fall like a real one.
- First collapse
The first building to come down on its own, eight releases into the first day, and the point where the project became about destruction.
- Pressure testing
We pushed the engine until the Mac gave out, and fixed what broke, so the game can afford scenes far bigger than it needs.
- The engine
Trilithon Engine became its own thing, separate from the game, so each can improve without breaking the other.
- The game shell
The project started to look like a game. It boots to a title screen and plays from menus with any controller.
- A sandbox on a bigger city
The city became the game's stage, generated from any seed, with billboards and gas stations that break their own way.
- Explosions
Explosions went from a flash to a full sequence, and gas pumps became the showcase.
- Ships and the city dogfight
Wreckwing became a game you play. You fly a gunship through the streets and fight an enemy pilot among falling buildings.
- City depth
The city filled out with water, trees, parked cars and new kinds of building, and stayed fast at a larger size.
- Trees, fire and smoke
Trees and fire caught up with the buildings, with trees that react to blasts and splinter and a second pass on fire and smoke.
In progress
- Training ground
A place to practice that doubles as a test bed, with arenas whose targets act like opponents without fighting back.
- A more realistic look
Closing the gap between a destructible city and a believable one, with better materials, weathering, lighting and damage.
- The run: a ladder of cities
The dogfight becomes the game's main mode, a run through a ladder of cities that each get harder, ending in a boss.
Planned
- Beta
The main modes and the enemy pilots working, every city type done, and every prop and visual built.
- More dogfight content
More to do in the dogfight after the beta, including an upgrade shop between levels.
- Hillier cities
Height in the city, with graded streets, terraced lots and hilly cities, and roads that break as a paved layer.
- Release preparation
The work a public build needs before it goes out, gathered as it comes up during development.
Planned milestones carry no dates. Their scope can change as the game does; the devlog covers the work as it lands.