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Wreckwing

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.

Milestones

Shipped

  1. 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.

    Release 0.1 · September 29, 2026 · 4 issues

  2. 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.

    Release 0.2 · September 29, 2026 · 8 issues

  3. 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.

    Release 0.3 · September 29, 2026 · 9 issues

  4. 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.

    Release 0.4 · September 29, 2026 · 6 issues

  5. Ground to stand on

    Destruction got somewhere to land, with generated ground that buildings stand on and blasts can dig into.

    Release 0.5 · September 29, 2026 · 5 issues

  6. Live simulation

    The simulation and the picture started running together, at a fixed rate that lets any collapse repeat exactly.

    Release 0.6 · September 29, 2026 · 5 issues

  7. 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.

    Release 0.7 · September 29, 2026 · 3 issues

  8. 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.

    Release 0.8 · September 29, 2026 · 24 issues

  9. 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.

    Release 0.9 · October 1, 2026 · 36 issues

  10. The engine

    Trilithon Engine became its own thing, separate from the game, so each can improve without breaking the other.

    Release 0.10 · October 1, 2026 · 16 issues

  11. The game shell

    The project started to look like a game. It boots to a title screen and plays from menus with any controller.

    Release 0.11 · October 2, 2026 · 9 issues

  12. 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.

    Release 0.12 · October 2, 2026 · 10 issues

  13. Explosions

    Explosions went from a flash to a full sequence, and gas pumps became the showcase.

    Release 0.13 · October 2, 2026 · 9 issues

  14. 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.

    Release 0.14 · October 4, 2026 · 23 issues

  15. City depth

    The city filled out with water, trees, parked cars and new kinds of building, and stayed fast at a larger size.

    Release 0.15 · October 7, 2026 · 27 issues

  16. 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.

    Release 0.15.5 · October 10, 2026 · 9 issues

Milestones

In progress

  1. Training ground

    A place to practice that doubles as a test bed, with arenas whose targets act like opponents without fighting back.

    0 of 1 issues done

  2. A more realistic look

    Closing the gap between a destructible city and a believable one, with better materials, weathering, lighting and damage.

    18 of 26 issues done

  3. 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.

    26 of 46 issues done

Milestones

Planned

  1. Beta

    The main modes and the enemy pilots working, every city type done, and every prop and visual built.

  2. More dogfight content

    More to do in the dogfight after the beta, including an upgrade shop between levels.

    1 of 3 issues done

  3. Hillier cities

    Height in the city, with graded streets, terraced lots and hilly cities, and roads that break as a paved layer.

    0 of 9 issues done

  4. Release preparation

    The work a public build needs before it goes out, gathered as it comes up during development.

    0 of 2 issues done

Planned milestones carry no dates. Their scope can change as the game does; the devlog covers the work as it lands.