In WRECKAGE, a machine left behind can be more than the end of a run. It can be cover, a resource or the beginning of a different strategy.

Chapter / 01

A battlefield that remembers

The central experiment asks what changes when destroyed machines remain part of the arena. Instead of wiping the slate clean, the level can accumulate a history of player choices and failures.

Chapter / 02

Readable decisions under pressure

Players need to recognize useful salvage and cover without hunting through visual noise. The challenge is to make a crowded battlefield feel tactical rather than confusing.

Chapter / 03

A different path back in

When a player returns, familiar ground may offer unfamiliar opportunities. A wreck becomes a small piece of authorship: this happened here, and now it might help.

A battlefield becomes more interesting when the player can recognize their own history in it.
Small studio / Bigger worlds