- Hotfix Version 1.2.2 Released - 17 February 2026
Hey there!Just wanted to quickly let you all know what v1.2.2 has been released. Here's what's new:Fixed an ultra widescreen issue regarding weapon rendering.Fixed character references being broken is all maps - mostly resulting in the tutorial map being unplayable.Thanks everyone!
- Version 1.2.1 Released - 14 February 2026
Hey there!Just wanted to let you all know that version 1.2.1 is here - hooray! Here's what's new:Fixed menu titles sometimes appearing slightly wrong.Fixed left thumb clipping in Bazooka fidget.Fixed Bazooka Alt. Fire skipping/bugging out after aiming for a while.Fixed Railgun scope sometimes losing its magnification.Improved posing of ground contact in Railgun death animation.Fixed outlines when looking at the sky.Thanks everyone!
- Quick Play Update - Version 1.2 - 29 December 2025
Merrily, we roll along (oh wait, Christmas is over) with another big, juicy, post-release update! What's in it, you ask?! Let's get right to it!QUICK PLAYThe main new feature of this update? Quick Play! You can now replay any map you've already beaten from the main menu. Plus, you can view your highest score, fastest time, best medal, and whether or not you've gotten the tyderium coins on that particular map - all using the tab key! Now you can go after those missing compendium entries with extreme precision.PLAY MUSICSpeaking of the compendium, it's also gotten a big update - the ability to play music! If you've found yourself enjoying the game's music, and wish you could give it a listen without fighting for your life... first of all, you're not alone! Second of all, you can now do so within the compendium. You can even toggle the music intensity, to listen to parts that only play whe…
- Hotfix Version 1.1.1 Released - 4 December 2025
Hey there!There's a very small update to fix a couple of the issues in yesterday's update. Here's what's new:Fixed blurriness on models when viewing the compendium.Fixed the bazooka alt. fire preventing weapon switching or reloading (making you stuck if you ran out of ammo with it).Thanks everyone!
- Compendium Update - Version 1.1 - 3 December 2025
Version 1.1 of Wrack: Reclamation is here! This nice, juicy update adds the Compendium - a way to see the game's artwork, in-game models, as well as the credits. All you've got to do is beat levels to unlock these items. The higher medal you earn, the more you unlock! (NOTE: The internal system that was saving your highest earned medal wasn't working properly, so unfortunately, you'll be starting over in this regard.)But that's not all! Here's what's new in v1.1:New/ChangedAdded the compendium! You can now view artwork, in-game models, and the credits from the new "Compendium" menu. Items are unlocked by earning medals on the various levels.New animated, texture-less halftones for intermission.New map-specific intro lines for E1SECRET.Increased gloogun grenade velocity by 25%. (Slight boost to the alt. fire grenades as well.)Hyperblast rockets now have more thrust. This allows you to gr…
- Post-Launch Roadmap! - 28 November 2025
First off, thank you to everyone who's checked the game out so far! The response has been wonderful, and it looks like everyone is having a great time so far. (If you haven't yet, the launch discount is only in effect for less than 24 hours!)But, just because it's released and we've hit version 1.0 doesn't mean we're done with it - not by a long shot! With a full second episode in development (more on this... not soon), we want to make sure you have plenty to tide you over. Therefore, we've got some fun extras coming to the game - from simple extras to major content that we're still figuring out. Let's dive into the post-launch content, shall we?THE COMPENDIUMMuch like in the original game, we're going to allow you to view artwork seen in the game, as well as other fun bits of art (like concept sketches). It'd also be fun to see something of a bestiary/codex, where you can see more info…
- Tomorrow... WRACK! IS! BACK! - 21 November 2025
The big day is nearly here! Wrack: Reclamation has been completed, and will be available tomorrow at about 2PM CST.We're thrilled with how everything has turned out. We've finished everything we set out to do, and it's by far the best Wrack ever - and that's largely thanks to your help. Your feedback on the demo has been incredibly helpful. So, thank you to everyone who left feedback in the forums, Discord, the feedback form, and so on - this game is so much better because of you!If you haven't yet, make sure to wishlist it! Doing so will really help with some last minute visibility.Quick pricing note: If you own the original Wrack, you can get Wrack: Reclamation for an extra 25% off! Just make sure to select the "Original Owners" bundle on the store page once it's available.We look forward to seeing what you think. WRACK! IS! BACK!
- Final Demo Update - v1.0 - 4 November 2025
Hey there!Just wanted to document the last (planned) demo update for Wrack: Reclamation. Unless something major comes up, we'll be entirely focusing on the full release from this point on.Here's what's changed:New/ImprovedWrack Remake is now Wrack: Reclamation!New VFX for headshots (flesh/metal versions).Switching weapons now instantly draws the next weapon. (Your current weapon no longer needs to be holstered.)The name of the weapon you're switching to is now shown during the dry fire sequence.Switches now fade out when pressed (rather than snapping to their new lighting amount).Camera animation now defaults to 0.5 (was 1.0).Punchier E1L1 checkpoint cutscene.Moved a couple of crawlers on E1L1 so they don't sneak up on you while pressing a switch.Music (temporary?) for the E1L2 storyboard.Added missing fire speed VFX (the pink glow) for the gloogun.FixesFixed (hopefully) newly added set…
- So, About Those Other Episodes... - 4 November 2025
We're officially coming down the home stretch! With... checks title screen 18 days left until launch, bugs are all getting fixed, the last bits of content are being developed, and the last of the polish is being applied. Things are shaping up great, and we're all very proud!With everything wrapping up, it's naturally got us looking towards the future. What are we going to do next? More importantly, what do you want us to do next? It's something we pay a lot of attention to - after all, ultimately you all are the ones who are in charge.The Old PlanFirst, allow me to be honest for a moment. When we first announced that two Wrack projects were in development (the Wrack remake, as well as Wrack: Reclamation), I honestly thought everyone would be way more excited for Reclamation. To my surprise, this was not the case at all: the overwhelming amount of interest has been in the Wrack remake -…
- When Can We Finally Say "Wrack Is Back"?! - 22 October 2025
When can we finally declare that Wrack is back?! We finally have an answer for you: in one month!That's right! Wrack Remake will release on Saturday, November 22nd, 2025!Why a Saturday, though? That's kind of weird, isn't it? The reason is because we were lucky enough to make it into the Winter OTK Games Expo - which was no easy feat. We're very fortunate! It's going to be a fun time, where we'll get showcased alongside many other fantastic indie games. So, be sure to check it out one month from today!See you then!Demo UpdateOf course, that's not all we have to share! To properly begin the countdown, we've updated the demo which now includes the countdown to the true release date. Of course, that's not all, so here's what it includes:New/ChangedThe Bravestar now has a functioning hyperblast! It deals damaged based on how much energy it has, and then consumes all of it at the end of the…
- Let's Go Streaking! - 15 October 2025
Maybe you played the original Wrack. Maybe you noticed it had some sort of streak/combo/chain/whatever system - it's all pretty interchangeable (but maybe don't call it a "whatever system"). Chances are, you were able to ignore it for the most part, because well... it wasn't well-integrated into the game. It didn't matter.Considering that was supposed to be one of the main selling points of the game... that wasn't good! A lot of the fun of Wrack is supposed to be about fast-paced combat, with a touch of strategy when it comes to how to take down the next thing before time runs out. In Wrack, kills are oxygen.So, ever since the original, we've been enhancing the kill streak system to make it as good as it possibly could be. We started this process off in Wrack: Exoverse (that's right, I'm mentioning it), and have continued into Wrack Remake. Here are a few highlights from what we did in…
- Demo Update - Beat 'em up Games Party Edition! - 8 October 2025
Hey there!Tomorrow, we'll be entering our third games festival - the Beat 'em up Games Party! With lots of new people checking out the game, it's a great time for a major update, which is exactly what we've done.Here's what's new:StoryboardsAdded a new storyboard scene before E1L2 - complete with new artwork!Major adjustments to the storyboards display for better spacing, and more readability.Adjust the E1L2 intro cutscene to reflect what occurred in the preceding storyboard.Minor rewrites to the prologue to make it a little more concise.HUDMajor HUD rework! Many elements no longer intrude on the center of the screen, and moved some elements around to make room.Added an objective display to the "earn a streak" section of the tutorial.The input options bar (ex. Q: Hyperblast) is now larger during gameplay.New/ChangedYou can now jump while sliding. Doing so interrupts your slide; however,…
- Demo Hotfix - Version 0.9.2 - 1 October 2025
Hey there!Another hotfix as we continue to smooth out any issues you all are having with the demo. There were still a couple of major issues, so we wanted to get this out there ASAP; and, while we're at it, give some major quality of life improvements, too!Here's what's new:New/ChangedMouse smoothing is now disabled by default.Changed the mouse sensitivity step amount from to 0.1 (was 0.25), and the minimum value to 0.1 (was 0.25).Raised headshot damage to an even 2x multiplier.The melee action can now be buffered.Crusher counterattacks can no longer be re-triggered.The tutorial now uses more forgiving difficulty settings - regardless of what difficulty level you've picked.Opening the exit doors on E1L2 now brings your streak to an end as well.FixesFixed boss Geizer attacking multiple times. AGAIN. Does it actually work this time?! Your guess is as good as mine.Fixed picking up a second…
- Demo Hotfix - Version 0.9.1 - 27 September 2025
Hey there!Just a quick update to fix some of the remaining bugs in the Boomstock 2025 version of the demo, as well as introduce some quality of life changes when it comes to weapon pickups. The whole weapon pickup system got a major rewrite, so it should be working smoothly and intuitively under all weapon pickup settings.Weapon Pickup HandlingWeapon switching can now only happen if you don't have the weapon selected.Fixes to bugs with being unable to shoot, HUD ammo count after a pickup.Other FixesFixed boss Geizer sometimes doing two attacks at once if the intro isn't skipped. Again.Miniboss Geizer now attacks a little less frequently.Fixed some trigger boxes mistakenly firing after reloading a checkpoint.Fixed mistaken emissive values for pressed/unpressed versions (the pressed button was glowing more than the unpressed button).Fixed buffered reloads not working properly when drawing…
- Demo Update - Boomstock 2025 Edition! - 23 September 2025
Hey there!Just in time for Boomstock 2025, we have a brand new demo update for you! With most of the bug fixes taking place in hotfixes, we've been able to focus on some new features, as well as some quality of life adjustments. New/ChangedAdded a new boss warning display to the HUD when approaching a boss. Seems like a good time to checkpoint!Reload "coyote time" now applies to hyperblasts. (You can almost, but not quite finish a reload, unleash a hyperblast, and your weapon will be reloaded.)Reloads are now buffered after simply pressing the reload key while firing. It no longer needs to be held.Your weapon(s) now smoothly lags behind when moving (it's no longer velocity-based).New option to disable weapon lagging.Added controller vibration for being damaged, dying, landing, landing hard, and rocket/grenade/barrel explosions.Completing the finale area of E1L2 now unlocks the door you…
- Demo Hotfix #2 - 14 September 2025
Hey there!Another quick hotfix to address some of the issues that have been reported - and a big thank you to those who have done so! One in particular was pretty serious, so we're doing another quick hotfix. Here's what's changed:Fixed being unable to pick up the soul projector and proceed on E1L1 when playing on Cakewalk.Fixed being able to make checkpoints in the air, or while crouched. (Both can lead to respawning in buggy situations.)Fixed being able to open a "Level Statistics" (tab key) and "Pause Menu" (escape key) screen at the same time, and only being able to close one of them.Thank you, and hope you enjoy!
- Demo Hotfix #1 - 13 September 2025
Hey there!We've released a quick hotfix to address some of the bugs found in the initial demo version. Here's what's changed:Fixed being unable to open the doors to proceed after creating a checkpoint.Fixed miniboss Geizer sometimes not attacking at all.Fixed boss Geizer sometimes attacking while in the middle of another attack.Thank you, and hope you enjoy!
- A Tale of Two (Wrack) Cities - 10 September 2025
So why exactly are we remaking Wrack? I mean... the game was fine, right? Sure, it might not have been the best-selling, most popular game of all time, but it had some good things going for it. Would you be here reading this if it was all bad?Well...While it wasn't all bad, the bottom line is this: Wrack didn't live up to its potential. It was plagued with all sorts of issues, from a lousy checkpoint system, to a shoehorned in combo system, and everything in between. Just about everything needed to be re-imagined and rebuilt from the ground up. It needed a reclamation project; and so, we began working on... a game we're not going to talk about right now.But, while working on that game, we were approached by our current publisher (Red Deer Games) about doing a console port of the original Wrack. Because the original game was made using a custom-made engine (for reasons unknown), a simple…
- Playtest Wraps Up TOMORROW! - 22 August 2025
First, a huge thank you to everyone who's participated in the playtest! Your feedback has helped shape the Wrack Remake into a much better game! Throughout the playtest, we've implemented a number of your suggestions, fixed plenty of bugs, and still have some changes on deck that we'll be implementing in the coming days. So, again, thank you!This playtest wasn't meant to last forever, however. (Also, bad job by me not mentioning that initially - oops!) So, we'll wrap up this beta sometime tomorrow (Friday August 22nd), and will get to work on the rest of the changes from your feedback.What's Next?So what's next - and more importantly, when can you play again? When we release the demo! This will happen within the next month, and will largely resemble the playtest - only with more completeness and polish. So keep your eyes peeled, and you'll see it soon!Until then, make sure to keep in to…
- This Sword Works HOW?! Plus... - 13 August 2025
We could have had Kain's sword, the Bravestar, just be a normal sword - you swing it, and things die. Ho hum, nothing special.In fact, it started off that way! Early on in Wrack Remake, you'd just swing it, and it'd pretty much gib everything - so much to the point where it was overpowered... and started to be boring. Yikes!I was ready to simply reduce the damage on it and call it a day. But, thankfully our audio guy Michael Markie stepped in and pointed out how satisfying the sword is to use, and how making it not blow up everything in sight would be a mistake. So, together we found a solution - energy!The sword would remain OP, but only for a short time. With each attack, it'd consume some energy, and eventually become depleted - unable to do the full amount of damage. While it does slowly recharge on its own, waiting around is boring, and we want the game to be beatable using just th…