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.
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.
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.
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.


