“Look Into My Eye” Hotfix Released

We’ve released an updated version of “Look Into My Eye” to fix various issues players have encountered with it. Here’s what’s changed:

  • E1L6 now properly exits to E1L7, rather than the credits. Whoops!
  • Added a skylight to the right section of E1L6.
  • Decals now propery vanish in a manner consistent with other objects (when a player continues, restarts a map, etc.).
  • Added an option to disable the rendering of decals.
  • Reduced the number of seeking rockets from 6 to 4 in Oculus’s arena.
  • Reduced the damage of Oculus’s seeking rockets.
  • Skill and cheat settings are now written to quicksaves.
  • Fixed a bug that allowed exploding kamikazes to damage nearby monsters even if those monsters are immune to monster damage.
  • Fixed a bug that would allow objects to fall through slopes if blocked while on them.
  • Fixed a bug that allowed collision with hitscan weapon impact handlers.
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Version “Look Into My Eye” Released!

It’s time for yet another awesome update! With this update, “Look Into My Eye”, the Fusion Plant is now complete thanks to the addition of a new level: E1L7! Not only does it add a new level, but also a new boss, even more gore, and plenty more! You can see a lot of this in action in the trailer:


  • Added a new level: E1L7! This completes the Fusion Plant.
  • Added a new boss: Oculus! He is the boss for E1L7 (and slightly incomplete).
  • Added new oil decals that spawn when robotic gibs strike surfaces.
  • Added a new Hyperblade decal that appears when you slash surfaces.
  • Added new music that plays during the Giggordo cutscene on E1L6′.
  • Added the Oculus concept sketch to the gallery.
  • Increased the damage output on Zombo, Gnash, and Giggordo.
  • Giggordo’s spike balls now properly rotate.
  • Fixed a bug that resulted in infinite loops when restoring a quicksave in certain situations.
  • Fixed an issue with kerning and colored text.
  • Fixed a bug that allowed you to “gib” the crate traps and get a 50 point bonus.

It’s already out on Steam and the website, and should be up Desura shortly.

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Wrack Adds Workshop for Maps & Mods

Wrack is an arcade-style, cel-shaded, first-person shooter that’s all about action, great gameplay, and most importantly, fun! It’s inspired by many games that have a rich tradition of modding – keeping the games fresh and fun for years to come! In that regard, Wrack seeks to be no different.

Today, Wrack takes its modding to the next level by adding full Steam Workshop support! With Steam Workshop, players can browse, subscribe to, and play content made from anyone in the community. Then, fire up Wrack to instantly play that content, ranging from simple maps to full-scale mods, like the Doom shareware episode recreation!

Use the included level editor, WrackEd, to not only create your own levels, but submit them (along with your own mods!) to the Steam Workshop. For more on modding, check out our wiki.

If you haven’t picked up Wrack yet, now is a great time since we just put out a juicy update, and best of all… it’s 25% off until February 25th!

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Version “Decality!” Released!

We’ve got yet another fantastic update for you! This latest biweekly update, “Decality!”, adds decals, which really gores the levels up! Slaying hordes of monsters is so much more satisfying now. Of course, much more than decals were added in this update, and you can see a lot of it in this trailer here:


  • Added a brand new feature – decals! These graphics are applied to the level geometry, and dramatically increase the amount of gore!
  • Added the SpawnImpactDecal() AI scipt command, which allows objects to spawn decals at their point of impact against a face.
  • Added the SpawnFloorDecal() AI script function. It does what you think it does.
  • Added the +nodecals surface flag, which prevents decals from spawning on certain surfaces.
  • Added a surprise to E1L6!
  • Made some improvements to E1L6′ to improve clarity.
  • Added remade spike balls, along with a new instakill variation!
  • Wrack now prompts you to restart the game when selecting a subscribed mod to play.
  • The Subscribed Maps/Subscribed Mods menus now indicate when subscribed content is still in the process of being downloaded.
  • Wrack now displays the “NEW!” notification when new objects have been downloaded from the Steam Workshop.
  • Improved the leaderboard menus’ display and input handling which retrieving scores.
  • When trying to load a mod with an error, Wrack now displays a message box saying that the mod will be unloaded so that you can start Wrack normally (and actually does it, of course).
  • Removed the “Featured Maps” menu. The system has essentially been replaced by the Workshop.
  • The left mouse button can now be used to advance past the title screen.
  • Added the SFXF_PLAYIFOUTOFRANGE sound effect flag, which allows sounds to play even if they’re too far away to be heard.
  • Updated the loading screens.
  • Updated a few more E1L6 textures.
  • Applied a bloom map texture to the Blast Guard – making it glow in the dark.
  • Fixed a bug that sometimes caused you to fall out of the map if you hit your head on a lift.
  • Fixed a bug that caused the Blast Guard to be used against projectiles fired by monsters you’ve killed.
  • Fixed a bug that caused the title demos to use weapons you finished the game with.
  • The current music track is now properly restored when loading a quicksave.
  • Fixed a bug that caused objects to not properly rest on moving faces when loading a quicksave.
  • Gradient fog is now restored properly after loading a quicksave.
  • The “player died” event is now sent to all AI scripts when the player dies.
  • Giggordo now goes idle once the player dies.

It’s already out on Steam and the website, and should be up Desura shortly.

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Version “Fall Into Darkness” Released!

Things just keep getting better and better with our next biweekly update, “Fall Into Darkness”! This HUGE new update introduces episode 1’s extra level, E1L6′, the powerful Blast Guard, and a prototype of the level’s boss, Giggordo! It’s all in the trailer right here:


  • Added a new level: E1L6’! This is the extra level for episode 1, and is accessed from E1L6 through a secret exit.
  • Added the Blast Guard! This is an artifact that makes rocket jumping much more viable. It is found on E1L6′.
  • Added a prototype of Giggordo, the E1L6′ boss! No model or animation just yet, but the gameplay is there.
  • Added and reworked many of the E1L6 textures! They’re now much more crisp and colorful.
  • Added some new trooper melee sounds.
  • Made some texturing and lighting tweaks to E1L6.
  • Updated the title sequence, along with the title screen.
  • Added several new items to the gallery.
  • Added the new QuakeAttack() AI script command, which works similarly to RadiusAttack(), but only affects objects on the ground.
  • Added several new sentry-related AI script commands.
  • Fixed a bug that prevented the “Restart” command from working properly in Time Attack/Score Attack mode.
  • Fixed a bug that would result in certain face actions being activated upon restoring a quicksave.
  • Fixed some aspect ratio issues when displaying a few images that take up the whole screen.
  • Fixed a bug that prevented the map convert tool from converting multiple maps at once.

It’s already out on Steam and the website, and should be up Desura shortly.

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Version “Get Your Mod On!” Released!

We’re thrilled to announce that our next biweekly update, “Get Your Mod On!”, is here! This is a big one, because it introduces FULL Steam Workshop support, the ability to browse mods through Wrack itself, new sound effects, new modding capabilities, and plenty more! You can see the trailer for it all right here:


  • Mods can now be submitted to Steam Workshop through WrackEd! They can be subscribed to and played through Wrack as well.
  • Workshop submissions (both maps and mods) can now be updated after publishing through WrackEd!
  • Wrack now automatically downloads updated versions of subscribed Workshop items.
  • Added new gib sound effects! Gibs now make sounds as they bounce off of things.
  • Added two new trooper death animations.
  • Updated the display name of numerous objects in the editor.
  • Added the “object shoots” face action activation type, which allows face actions to activated by shooting it.
  • Updated the map format to accomodate the new face action activation type. Older maps will need to be run through mapconvert\MapConvert.exe
  • Added the GetVelocity() AI script command, which returns the object’s current velocity.
  • Added new AI script commands for debugging mod development: AddOutputInt(), AddOutputBool(), AddOutputString(), and PrintOutput().
  • Added some cutscenes to the right side of E1L6 to better clarify what the switches do.
  • Fixed a bug that prevented the railgunners from gibbing properly.
  • Fixed a bug that prevented leaderboard replays from being watched on leaderboards with multiple entries.
  • Fixed a bug that prevented the “enter” key binding from saving properly.
  • Separated the subscribed map/mod menus in Wrack.
  • Fixed a bug that prevented replacement textures in object spawned by spawners to not properly precache.
  • Fixed a bug that allowed you to quicksave during intermission.
  • Fixed a bug that prevented secrets from being re-findable after restarting a map in Time Attack/Score Attack.
  • Knockback from rockets is now affected by the Doomsphere.
  • Damage done to yourself from rockets is now affected by the Doomsphere.
  • Fixed a bug that caused colorized sections of text spanning multiple lines to mistakenly be reset on subsequent lines.

It’s already out on Steam and the website, and should be up Desura shortly.

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Hot Steamy Analysis

So we’ve now been on Steam for about 2 months, and while I can’t yet afford a diamond encrusted toilet, things are going well. In addition to a nice launch week, we got to be part of their recent sales, and were up for a Community’s Choice vote. All of this means that lots more people both know about and are already enjoying Wrack, which is a wonderful thing!

But how have things fared in the business side of things? What kind of impact has being on Steam had on our sales? Without getting into figures (unless we’re putting up DayZ-type figures, nobody is going to be impressed), I’d like to share how it’s impacted us. If you’re also a developer, enjoy the business side of games, or like my witty writing (PLAY ALONG), then you should get something out of this.

So, here are 5 little juicy bits of hot steamy analysis on our Steam Early Access launch:

#5). We made in the first week what we did in a year and a half of alphafunding.

Now, granted we didn’t make $5 trillion during our alphafunding period (as evidenced by my bathroom’s peasant toilet), but our Steam launch week was still huge by our standards. If there was ever any doubt over the impact of simply being on the Steam front page, this should help put it to rest. We didn’t even have a Kickstarter or much of a buildup to this – we just came out of nowhere.

#4). Sales have been quite steady.

When we first started alphafunding, sales dropped off rapidly after the first day or so that the game went on sale. On Steam, however, that hasn’t really been the case. On the second day, we only had 4% less sales over the first day. That’s not much of a drop off at all! Even after no longer being on the Steam front page, sales were still 40% of day 1’s sales 5 days later. Certainly a lot of this could be due to good word of mouth, YouTube playthroughs, and reviews, but Steam generally does a good job of getting your game exposure – either from suggesting it in their store, or by letting people know that their friends are playing it.

#3). Sales from non-Steam sources have dried up.

Now that the game is available on Steam, that seems to overwhelmingly be where people want to purchase the game from. Even though every other place Wrack is available offers a Steam key with their purchase (seriously), people generally still want to buy the game through Steam only. Granted, we do have a bit of a flashing sign on our website saying “Don’t buy the game here! Buy it on Steam!” so it’s not all that unexpected in our case, but certainly that can’t be good news for other distributors.

#2). Sales were much higher during their sales.

Shocker. I know.

Assuming your brain is properly attached to your body and you haven’t spent all night bashing your skull in with a sledgehammer, you know that people do a lot of buying on Steam during their sales.

Perhaps too much.

Perhaps too much.

The question though, is how much more? I can only speak for us, but I imagine it’s similar for other games (as the holidays are a horrible time to be a Steam server). Rather than bore you with a bunch of numbers though, I think it’s best to give you a visual representation of the impact of Steam sales:


The left side of the graph is when we first launched. The first hump is the autumn sale and the second is the holiday sale. As you can see, the daily number of units we sold during sales was many times more than normal. Typically, there was a big spike when the sales first started (I assume from people wishlisting the game, and then Steam alerting them of the price decrease), a stabilization period, and finally a spike on the last day of the sale.

Now, exactly what in the world is up with that massive spike on the right? That leads me to my last point, which is…

#1). Sales were at their absolute highest after LOSING a Community’s Choice vote.

For those of you who aren’t familiar with the whole “Community’s Choice” thing, every 8 hours Valve picks three games that fight to the death go up for a vote. The thing they’re voting on is which game should receive a massive 8-hour long discount. To give you an idea, Wrack was normally 40% off during their sales; however, had it won the vote, it would have been 80% off – resulting in it being a mere $3 because apparently I hate money.

When I heard that Wrack was up for a vote, I thought to myself “Well, I guess we’re not going to have any sales over the next 8 hours while people wait to see if it wins or not.” Not only was I (as usual) wrong, but sales actually picked up big time! Whether it was from people wanting to support us developers (THANK YOU!), or people not wanting to wait 8 more hours to get their hands on Wrack, sales really shot up over that period.

After the vote ended and we sadly didn’t win, sales shot up anyway. Many more people were exposed to the game and decided it was something they wanted to try out – despite it no longer costing less than a gas station burrito. Ultimately, it ended up working out well, though I can only imagine what would have happened had it actually won.

Probably this.

Probably this.

So there you have it. It’s been an interesting and exciting ride so far, and with a final release, Workshop launch, and some other things on the way, we expect that to continue on for quite some time.

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Version “Support the Troopers” Released!

We’re pleased to announce that our next biweekly update, “Support the Troopers”, is here! This latest update introduces a new model for the Arcturan troopers, achievement graphics, and numerous visual tweaks which you can see in action in the trailer here:


  • Arcturan troopers now have their own unique model! As a result, they’re now further differentiated from the soldiers.
  • Added achievement graphics! All of the currently unlockable achievements now have graphics, with the rest to come soon.
  • Added some Arcturan gut gibs which spawn for both the soldiers and troopers.
  • Added more detail to the bazooka texture.
  • Greatly improved the spike ball texture.
  • Bloom mapped the lights on the supply crate projectile trap.
  • Gibs now cross over monster blocking planes.
  • Fixed an editor crash involving pasting objects and undo/redo.
  • Fixed an editor crash involving using undo while creating a prism.
  • Fixed a bug that caused Score Attack mode to mistakenly use your regular playthrough high score on a map, rather then your high score in Score Attack mode.

It’s already out on Steam and the website, and should be up Desura shortly.

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Version “It’s a Trap!” Released!

We’re thrilled to announce that the next of our biweekly updates is here! This one introduces a beta of Steam Workshop, which will allow you to submit your own custom content, and play that of others! This, as well as the other changes, are outlined in our update trailer which you can see right here:


  • Added new supply crate traps! One is a bomb that explodes, and another is a projectile shooter which rises up and fires a bunch of shots in a ring. Crouch to avoid its attack!
  • Steam Workshop is now active! You can now browse submitted content published to it.
  • You can now submit your maps to Steam Workshop through WrackEd.
  • You can now browse and play subscribed Workshop maps through the “Workshop Content” menu.
  • Fixed a bug that allowed you to fall through the map on E1L2.
  • Fixed a crash involving using objects as stairs.
  • Objects can now be properly climbed like stairs.
  • The default selection in the “Choose Skill” menu is now the last skill setting you chose.
  • Fixed a bug that could cause some achievements to mistakenly unlock after loading a quicksave.
  • Removed episode 2/3 from the episode selection menu.

It’s already out on Steam and the website, and should be up Desura shortly.

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Version “Reach for the Skybox” Released!

We’re pleased to announce that our second major biweekly update is here! This update has some brand-new skyboxes, new kill chain graphics, tons of fixes, and a whole lot more! A lot of it is outlined in our update trailer which you can see right here:


  • Completely remade the skyboxes! All of the existing skyboxes have been heavily updated, and E1L6 now has one of its own.
  • Added new specialized kill chain and kill combo graphics!
  • Added a new railgun trail graphic.
  • Added a new model for the box of rocket ammo.
  • Fixed a crash that could occur when exiting the storyboards.
  • Fixed a crash that randomly occurred after exiting the credits sequence.
  • Made a fix to prevent objects from being “double deleted”, which would produce an error.
  • Optimized the calculation of the model outlines, which speeds up loading times.
  • Only replays made with the current release of Wrack can be played off of the leaderboard.
  • Fonts glyphs are now imported on a single texture, rather than individually.
  • Kerning values are generated automatically for fonts! Now, all that’s supplied is a base kerning amount, and the rest is taken care of automatically.
  • Sped up font rendering.
  • You can now specify which font glyphs have kerning applied to them.
  • Sound objects now properly play their sounds after a quicksave is restored.
  • Fix a bug that reset the number of secrets on a map after restarting in Time Attack/Score Attack mode.
  • Protips can now be colorized to highlight certain keywords.
  • Added and tweaked a few protips.
  • Fixed a bug that mistakenly caused players riding moving faces to block their movement.
  • Fixed a bug that allowed bounce collision objects to slide past walls when colliding with corners.
  • Gibs now properly bounce off of sloped floors.
  • Made a couple of fixes so that moving faces (lifts, etc.) end at the proper distance upon reaching their desired distance.
  • Fixed some walls on E1L2 that barrels could travel behind.
  • Kill chains and kill combos can now be defined externally! Their own graphics can now be specified as well.
  • Added a “NARRATOR” speaker title to the narrator’s lines.

It’s already out on Steam, and should be up on both the website and Desura shortly.

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