- Build 161: Bug fixes for the engine simulator - 5 September 2025
Patch Notes (Build 161) Fix bugs in the engine simulator causing the engine to unexpectedly stop running or not be able to start Optimize engine simulator to allow the engine to simulate faster Fix bug causing the hoses and tubes in the intro level to be invisible and broken Fix bug in the intro preventing progressing if the jackstands are deployed too early Allow the CAS to be rotated in small increments in desktop mode using mousewheel (requires the CAS bolt to be completely removed right now) Save state of some engine parts to maintain engine timing when saving and loading Fix crashes related to engine simulation and installing/uninstalling certain parts
- Hotfix patch - 24 August 2025
This is a quick hotfix update for reported bugs including: Dumpster not coming back after emptying Fuses not showing the correct art when blown Some parts missing parts on the car not available in the garage Engine block couldn't be picked up There is still a bug where flexible parts do not spawn correctly for everyone. This is intermittent and not all users. It will take time to figure out why it is happening. Saving and reloading the game should fix this when it happens.
- Major update: Game intro with engine starting - 23 August 2025
Today’s update is a big step forward for Wrench. For the first time, players can turn the key and start their cars. The engine starting and running is operating off of a series of simulations, not all of which are functioning or complete yet but even in this state it is already engaging and not something people will have experienced in other games. The fuel and air simulation systems are unfinished and the internal ECU and combustion simulation is not complete. We are working on building an automotive sim game where the entire car functions as a series of simulations that operate through the entire part chain and react accordingly. No canned symptoms where “If part X is broken report symptom X.” We are focused on building observable behaviors so players can diagnose what is happening based on audible and visual feedback with some additional assistance from tools. This all needs to happe…
- Beta branch update: Electrical System - 21 June 2025
This beta branch update is a major step forward for Wrench and the first release of our electrical solver simulation. The Lighting and horn circuits for the car are fully functional and nearly all of the wiring for the car is present and functional. A lot had to happen to get here and this is a big step towards making the car start and run as a complete dynamic simulation. The biggest new interaction for players are the new flexible parts and multi ended installation objects. The new wire and hose interactions are really engaging and add a lot to the assembly process. In a future update we will polish the wire physics by adding collision for the wires and improve stiffness/damping behavior. The electrical system is not a simple continuity check. It's a real time solver with voltage, amperage, resistance as a whole dynamic system. Fuses, relays, battery discharge curves are all represent…
- Beta Branch Update: Build 152 - Creeper, VR height adjustment, bugs - 16 September 2024
A new update (Build 152) is now on the Steam beta branch. Added creeper object to enable desktop and VR users to work under the car. Interact with the creeper head rest to use the creeper. Move using normal inputs (slower than normal, and VR teleport is disabled). Desktop: Rotate creeper with creeper turn inputs (default left/right angle brackets). Desktop: Exit creeper by standing up (default space bar). VR: Exit the creeper by adjusting crouch/stand height (see below). VR: Allow VR players to crouch/stand, enabling better play for seated users. Hold forward on the right thumbstick/pad to enter crouch/stand adjust mode. While in crouch/stand adjust mode, use the left thumbstick/pad forward/back to adjust standing height. While in crouch/stand adjust mode, press the use button to reset standing height. Automatically reset location and crouch/stand height under some conditions (e.g. putt…
- Build 151: bug fixes, vr physics changes, pallets and boxes break, more - 14 July 2024
We decided there were too many little bugs to leave unfixed so we are releasing another update primarily focused on bugs. We also re-enabled physics in VR for held objects so you can slam things together again. VR: - Added on screen object information under some conditions. - Added on screen action information for some context sensitive interactions. - Adjusted movement to work better with environment collision. - Added teleport indicator visuals. - Added handling for attempting to walk through or put head through wall collision. (e.g. in room-scale VR) - Fixed bugs allowing player to climb walls in certain places. - Most objects are now physics-enabled when picked up. (note: only large objects for multiplayer clients) - Added functionality to adjust tool settings with VR finger touches. - Fixed bug preventing installation of parts after switching hands. Desktop: - Added "Field of View"…
- Update: Build 150 - 27 June 2024
We put out an update to fix the more problematic bugs in our last beta release and also allow players to throw away trash. We are not planning to do another dedicated bug fix update and want to move on to finishing game systems needed for the new game loop and moving to the main branch. We plan to release beta updates with new features as we make progress so expect new things to come to the beta branch relatively quickly. Build 150 is now on the beta branch. You can now get rid of those pesky pallets and boxes! And we fixed a variety of other issues. Added a toter (trash bin) and dumpster Refined desktop input and some default key binds Client now has access to apps on their UI and can submit orders Engine stand now works - pick up the engine after removing the securing bolts Improve quality of catalog preview images. Fixed a bug causing unstable physics when putting assemblies or tools…
- First multiplayer release on Beta branch now and also what comes next - 15 June 2024
Wrench has been in a state of redesign and rewrites for the last 3 years. This beta update includes our first pass at co-op multiplayer support. We do not have enough work finished on the new car starting and symptoms systems to support our new game loop, and we are waiting on a new game loop before we move everything to the main branch. Some progress on things like the new electrical solver with individual wire/pin level continuity simulation here: https://www.youtube.com/watch?v=_H5tuUkj_CM We are aware that we still have polish work to do on multiplayer code and that desktop key binds still need some streamlining. Regardless please report issues that you have. We wanted to share some of our plans for where Wrench is headed in the very near future: Multiplayer Multiplayer is not required and we are intentionally building the game to be a single player experience that your friends can…
- Development update: First mutliplayer test footage - 7 April 2024
Hi Everyone, We have intentionally been quiet about what we are working on for the last few months. Multiplayer is nearly ready! We think co-op in Wrench is a pretty unique experience. Player to player interaction feels more meaningful than most other games and it is genuinely helpful to have another person work with you, hand you tools, or help organize tasks. It’s an extremely social experience and it adds a whole new dimension to the game and we think you all will really enjoy it. We are moving from the beta to the main branch in early June. Our move from beta to main branch will include a first pass at our co-op multiplayer support. We will provide more details on the what else is we are working on we are ready but for now enjoy this multiplayer test footage.
- Another beta update (Build 148) - 4 February 2024
Patch Notes (Build 148) -VR finger threading -Torque wrench bug fixes -Desktop: Fix bug preventing placing sockets into organizer while holding tool -Desktop Fix input priority bugs and place and throw (left v right hand) -Changes to texture memory pool size at each texture quality setting -Adjusted denoiser settings for raytraced reflections Hatchback art improvements: New materials for car paint and dirt Engine bay detailing pass including seam filler and spot welds Rework of front fenders and hood Added plastic trim pieces into the design Two tone body work with black lower body line -Garage art improvements
- Beta 2 (build 147) - 24 December 2023
We have identified a few themes in user feedback from the first beta and we are working on addressing them. This iteration makes some progress on interactions, playability, and also fixes a few major bugs from the last update. The most consistent feedback we got was from players struggling with tool interactions and socket selection. The game doesn’t provide much feedback about wrong socket sizes and we require players to test out and learn which sockets fit where. This gets made unnecessarily tedious by a clunky system to swap sockets. We would like to improve the feedback players get when testing sockets, and make managing and testing sockets more seamless. Beta update changes: Fixed a bug that caused high frame rates (over 200fps) to prevent tools from attaching to fasteners correctly Fixed a bug that caused right clicking while fastening to enter a context menu state that appeared b…
- Wrench Beta Release - 9 December 2023
Today’s beta release is a limited test of all of the new game systems. We disabled saving, part ordering, and there is no progression or game loop. The game interactions are all totally new code and they work differently than any previous release. The controls are different and the way players interact and manage parts is a fresh design. We want feedback on this, especially areas where you find friction or frustration. Our general approach has been to keep things very physical and in the world. Parts can be handled as groups, stored in containers, and managed more easily. We want the players to keep track of their parts by managing them in the world on a per task basis, not using a large inventory that quickly becomes confusing to sort through. In desktop mode we have tried to eliminate the need for constant camera motion and small trips- the old system required repeat mouse look action…
- Upcoming beta details - 21 August 2023
As we have shared in previous updates, we have been working on new tools and content, improving interactions, and designing a refined core experience in Wrench. Here is a new look at many of the features that you will see soon and what you can expect in upcoming builds. Nearly all of the interaction systems are new. Desktop mode, in particular, plays very differently. A primary goal for desktop mode is to create an experience that feels like using two hands while keeping the interaction system straightforward. Tools no longer need to be put away to interact with parts, and multiple small parts can be carried simultaneously. This combination of features allows for fewer trips back and forth and less looking around the screen just to find something you recently needed to put down. It’s important to us that the game continues to feel physical and grounded in a realistic space. We intend to…
- Progress update - 23 December 2022
We wanted to make another update post to give players a better sense of what is coming. Currently VR interactions and code are being rewritten to allow for some new functionality and structurally fit together with the redone desktop mode. We think these will be really positive changes for play ability and add some powerful new features that mirror what we have done with desktop. We still have work to do on the new game mode and integrating all the new content into the game in a way that is meaningful. The biggest change in this update is not going to be content or the new interaction systems for desktop and VR. The game loop, player narrative, and experience are being radically changed. This isn’t the last step in this evolution but a big step towards where we want to end up. The game will no longer be nearly as focused on maintenance, racing isn’t going to work the same way, and accrui…
- What we are working on - 15 November 2022
Hi all, We haven't been keeping the steam discussions updated with our work in progress content the way we have been on discord. I wanted to dump some media along with details on what we have been working on. We started this update not happy with our desktop changes and have done another total rework of desktop interactions. We think this is a much better solution than any of the past desktop interaction methods. Those changes have spiraled into a lot of new content and new features. Some of what we have done in no particular order: *Multi part carry. Keep dissimilar parts in clumps/piles during disassembly and move them around together. This is a pretty intuitive way to handle small parts. Parts related to a job or a corner of the car end up clustered together. *Parts bins with local physics simulations for small parts *Repack able boxes *Garage furniture. Storage shelves, tire racks,…
- Update: Build 145 - 4 April 2022
Patch Notes (Build 145) Roadmap has been updated to reflect future direction of Wrench development. V8 Engine Content Sneak Peek - Add V8 cylinder head with several accessory parts. Parts can be purchased from the catalog, but have no compatibility with existing cars yet. - Work is continuing on additional V8 engine parts and will be released with future updates. Desktop mode key remapping - Available in the Settings app. Desktop mode grabbing and inventory overhaul - The tutorial sections have been updated with a useful introduction. For practical details on these changes, please play the tutorial sections. - Most tools can remain held with small parts. This allows for easier installation and fastening when working on assemblies. - Grabbing * Held objects are now generally being carried or being placed. * Carried objects will be visible on screen and installable, but won't interact wit…
- Build 141: Bugfixes + Tweaks - 7 November 2021
General: - The "Purchase" action (context menu or shortcut) now adds the item to the cart instead of auto-ordering after a delay. You must manually complete the order from the catalog app. - Fix a bug causing certain purchases to be free. - Fix a bug causing the Exocet Race chassis to have no contribution to assembly weight. VR: - Fix install behavior of stainless M10 nuts used on exocet exhaust parts. - Fix a bug preventing fasteners from auto-installing when using the auto-fastener. - Fix a bug causing incorrect grab orientation when grabbing the tablet with the left hand. - Fix a bug causing tablet to be summoned at a bad orientation when using tablet related context actions. - Fix a bug causing the "Pew Pew" action shortcut to not work.
- Build 140: ITB parts, trophies, races give XP - 2 November 2021
New Content - Add ITB parts and hardware. - Add Billet Fuel Rail for use with ITBs. - Add ITB parts kit to the catalog. - ITBs provide a small horsepower boost and are allowed in limited class racing. Race Trophies and XP - Placing 1st, 2nd or 3rd in races will award the player with a trophy engraved with the race information. - Trophies are delivered to the garage after a race. - Participating in races awards the player XP for unlocking features and parts. (same XP given for completing jobs) - Amount of XP is affected by finishing, driving time, and finish position. Desktop Mode - Fixed a bug causing some objects to jitter briefly when initially picked. - Fixed behavior of "Recenter Grab" on certain objects to center object better. - Bind Escape key to show/hide the tablet UI. - Reduced minimum height for the desktop pawn. Other Changes - Fixed bugs with OEM manifold and downpipe insta…
- Build 139: Exocet race chassis and go fast parts. Work in progress part/car sale - 26 September 2021
Build 139 New Content - Add Fully caged Exocet Race chassis. It will show up in classifieds for purchase, in maintenance jobs, and as opponent cars at races. - Add Nine Lives Racing Front Wing and hardware for the Exocet chassis versions and an associated part kit. - Add a 421 header to fit the Exocet chassis versions. Car Buying and Selling (Work-In-Progress) - Adjust calculation car prices to allow for better balance with the player selling cars. - Add a random shipping cost to car purchases, conceptually based on how far the listed car is away from you. - Classified car listings will periodically cycle as time passes while you are playing. - Classified car listings no longer cycle after submitting a job. - Add ability for player to list their cars for sale. NPC buyers may generate offers over time, and the player can choose to accept the highest offer at any time. - Use the "Sell Car…
- Update: Build 136 - 12 September 2021
VR: Added smooth rotation options for VR input Fixed VR install issues with new manifolds and downpipe General: *Fixed funnel angle being wrong on Exocet *Fixed valve cover rules for type 2 valve cover *Tweaked size of installed part collisions being enabled. Improves parts of sub assemblies that didn’t have *collision with physics *Fixed a bug where you could holster the tire changer with Q *Fixed engine block horsepower wear config bug that resulted in negative horsepower *Fixed a bug where brake bleed valves could spawn “under torqued” resulting in them being open *Fixed service manual entry for head gasket change to include steps related to accessory belt parts. *Moved front main seal to oil pump to fix bugs around a floating seal *Fixed PPF bolt locations on the Exocet and install rules for the PPF *Fixed 9LR Exocet wing being available too early- Allowing wing purchase but not the…