- 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!
- Version 1.0.4 Released - 19 October 2019
Hey everyone! This update adds greatly improved gamepad support, some tower rendering improvements, as well as some other fixes and improvements. Here's what's new: When highlighting a tower that can be upgraded, the tower it can be upgraded into is now displayed. Improved the valid/invalid tower placement effects. Improved the rendering of holograms - both in the tutorial, and the Beacon in the hub. Fixed rendering both a tower hologram and temporary tower in the same location in the tutorial. Fixed not being able to use the gamepad for movement in top-down mode. Added the ability to assign a gamepad button to "Build Mode". Fixed not being able to use the gamepad to cycle between shops and tab screen pages. Updated the input options on several screens when using a gamepad. Icons for left/right are now used instead of text saying "right/left". The key bindings on the HUD are now updated…
- Version 1.0.3 Released - 1 October 2019
Hey everyone! Quick little update to fix some confusion in the game, as well as fix some other bugs and issues. Here's what's new: Combined the zoom and alt. fire buttons into a single button. The alt. fire button, rather than the power shot button, is now used to refund towers. Changed the default power shot binding from mouse2 to Q. Added a default alt. fire binding on mouse2. The W and S keys can now be used to scroll through the shop/codex items. Fixed an issue with scaled desktop resolutions causing the game to not find a video mode that matches the desktop resolution. This caused the game to often times be in a very small window (the lowest possible resolution) and not take up the entire screen. Enemies will no longer travel between a tower base and a pre-placed tower. Added a notification the first time you overheat a weapon. Added a notification the first time you place an upgra…
- Version 1.0.2 Released - 24 September 2019
Hey folks! We've put out a minor update fixing several bugs, and improving performance somewhat. Here's what's new: Rifles no longer do less damage at close range. Modified the second tutorial so that you no longer have to do a point blank rifle shot. Adjusted the dialogue as well. The Beacon is no longer invulnerable during the first tutorial. This fixes a rare issue with the first wave of striders causing you to not be able to complete the tutorial. The version is now displayed on the title screen. This is v1.0.2. Fixed commandos/Bloodhorn not actually damaging tower bases when kicking them. Fixed kagoroxes not having any textures or a proper HUD icon when continuing. Fixed a weapon offset issue when coming out of top-down mode. Fixed some kill streak display issues on the HUD when continuing. Fixed a memory leak stemming from temporary towers. Fixed a couple of crashes. Made more opt…
- Patch Notes - 9/15/2019 - 15 September 2019
Hey folks! Small little update with some fixes and optimizations. Here's what's new: Fixed Kain attacking more slowly when having the Rune of Ursa Major/Minor. Fixed the rendering of transparent enemies exiting portals. Fixed the game not properly ending after world 3. Fixed enemies sometimes shooting the ground when your framerate is set higher than 60 FPS. Made several optimizations to various areas. The game should run even better now. Tympitt tumblers and bulwarks now have a maximum duration in their protected state. This allows them to be killed even if something goes horribly wrong. Thanks everyone!
- Wrack: Exoverse Released! - 10 September 2019
Hey everyone! We're proud to let you know that Wrack: Exoverse has been released! Thank you for all your support over our time in Early Access. You've helped this into a far better game! It has a launch discount for a short time, so make sure to pick it up today. Thanks! We'll see you in the Exoverse.
- Final Beta Branch Update - 7 September 2019
Hey folks! As we prepare for the full release, we want to make sure some last minute thing we're doing won't set everything on fire. We've made numerous optimizations in this update, so the game ought to be running better than ever. We invite you to check it out, and let us know if there are any problems. Here's what's new: Added new weaponless arm animations. These are for when you're in the hub, tutorial, and the lab. Completed several different optimizations. The game should be running much better now. If not, please let us know. Hooked up several fixed weapon animations. Added and fixed up some bushes in the Rainforest. Completed the doomsphere's shader effect. Completed the adrenaline booster's shader effect. Fixed some animation issues when playing at frame rates above 60 FPS. Fixed muzzle particles sometimes getting clipped. Renamed the "Consumables" shop to the "Items" shop. Fix…
- Exoverse Launches Sept. 10th! - 3 September 2019
Hey there! We're proud to finally be launching out of Early Access on Sept. 10th! Thanks so much for all your support and feedback. You've helped make Exoverse a much, much better game over this time. Here's the trailer: https://www.youtube.com/watch?v=Gg1GbTg4kms
- Beta Branch Update #12 - 18 August 2019
Hey there! We've got another big update on the beta branch. Things are shaping up nicely! This time we've got some big character changes to Kain and Fabian, some big optimizations, a new weapon, and more! We're looking to wrap things up here pretty soon. Stay tuned! Here's what's new: Updated the Bravestar's attack so you damage enemies much earlier in the swing. Additionally, there are a couple of different swing animations that it alternates between. Kain can now deflect missiles using the Bravestar's alternate fire! It has a dedicated animation, and is way less clunky than doing it with your attack. Fabian's kill streak timer now pauses when stealthed. Completed textures for Starlyn's arms. Completed the Magnetar! It's a very powerful alien railgun that can be charged up to gain various properties. Added a new alternate fire key that can be bound in the menu. This alternate fire curr…
- Beta Branch Update #11 - 19 July 2019
Hey everyone! Big ol' update this time in the beta branch! We're a major step closer to completion as Fabian joins the fray! Plus, we've got a bunch of new items, optimizations, and more! Here's what's new: Fabian is now playable! \o/ All of his perks are in, as well as his arms, textures, and third person animations. He's only missing his weapon, so for now... have a Blazar! Changed Fabian's 2nd perk to deal bonus damage (25%) to disabled targets. New artifact: Blast Guard! This protects you from splash damage (which can get pretty crazy with upgrades). New artifact: Dry Ice! This helps your turrets (and weapons!) recover from being overheated much more quickly. New artifact: Thermal Detonator! This causes your turrets to burn everything in their range when they overheat. New consumable: Mini Nuke! This summons a nuke in front of you that drops onto your enemies. Barricades now produce…
- Beta Branch Update #10 - 14 July 2019
Hey everyone! We're back once again with a beta branch update. We've been focusing a lot on getting the world 2 settings up to par, and we're another big step closer. Here's what's new: Added palm trees to the Rainforest. Not only are these decorative, but they have an effect on gameplay as well. Added both hills and small pools of water to the grassy portions of the Rainforest. Hooray elevation changes! The cliffs now blend into the grass in world 2. Replaced the bush props on the Rainforest with new ones. Textures coming soon! Doubled the amount your range stat affects weapon splash range. It used to scale at 5% per point, and now it's 10%. Added a range ring indicator to show the area of effect of all of the player's splash damage attacks. This grows as the player's range stat increases. You're now given credit for kills from poison vents on the Disposal Area. Reworked topaz! It now…
- Beta Branch Update #9 - 27 June 2019
Hey everyone! Not a huge update in terms of quantity of changes, but there are some sexy ones! We're turning our attention towards finishing up the Rainforest fully, and starting work on the Alps. We're also finishing up making the levels unique and interesting, with even more big changes on the way! Here's what's new: Added toxic barrels to the Disposal Area! These are randomly scattered around and can be blown up. The grass and trail now blend seamlessly in the Rainforest. Added a lip texture around the trail edges in the Rainforest. Applied the trail blending to the Swiss Alps. Updated tutorial #2 so it's compatible with the new range system. Improved the selection of weapons that can be given in the first tutorial. The HUD is no longer visible during tutorial cutaways. Thanks everyone!
- Beta Branch Update #8 - 19 June 2019
Hey there! Quick little update to the beta branch here to introduce some new content (gimlet turrets!). These past couple updates also address one of the big issues with the game from day 1, which is the way the range and speed stats work. Here's what's new: Hooked up gimlet turrets! They're good to go now. Each level of turret ignores a particular aspect of enemy defense (shells, armor, etc.). Available in world 3. Weapons now fire an infinite distance. Range now affects only the effective range of the weapon - where it does the most damage possible. Made tweaks to the crosshair color to better show when you're at the maximum effective range, and the minimum effective range. Increased the base player movement speed from 2.0 to 2.5. New item: the Rune of Tucana! This common rune heals you when your kill streak reaches a multiple of 16 (16, 32, 48, 64, etc.). Renamed the "Unlock" shop to…
- Beta Branch Update #7 - 17 June 2019
Hey everyone! Thanks to your great feedback, we're back with another great update! Keep it coming - we love hearing from you, and it helps make Exoverse even better! Here's what's new: Finished animation work on the rare rifle - the stinger! It's all good now! Split the items shop into *four* shops! You can now buy up to four weapons, artifacts, runes, and consumables every time you return to the hub. Made the presentation of sale items more clear on the shop screens. Items found in the upgrade shop are no longer found on the item platform or gambling shop (with the exception of shield generators). Slight improvement to the health cost display in the upgrades shop (only affects one item ATM). Improved the HUD health icons for when you've given up half a heart's worth of max. health. Added an explanation display the first time you enter the upgrades shop. Player movement speed now scales…
- Beta Branch Update #6 - 13 June 2019
Hey there! We're back with another great update to the beta branch! This one adds a great deal of polish, as well as some clarity improvements and gameplay updates to marks. Here's what's new: Added a new and complete game over screen! It's much nicer than before, and fits the game's art style far better. Added a new speed lines effect that replaces the screen blurring when using the turbosphere. This applies to Starlyn's speed boost perk as well. Giggordo's totems now have VFX indicating their effect on Giggordo. New VFX for the Gravitar's rocket explosion. Improved the visuals of the store interiors. Removed redundancy and increased clarity on many of the tower tooltips. Turrets now properly attack monsters that have their stealth broken from taking damage or attacking. Turrets will now attack stealth enemies that are marked. Fixed a bug preventing headshots on shielded enemies when h…
- Beta Branch Update #5 - 4 June 2019
Hey everyone! First off, thank you! Yesterday was the best day of sales we've had since our launch early last year. That's obviously great news, and we want to keep the momentum going. That being said, we're certainly hard at work making the game better. We've once again updated our full release beta branch, and here's what's new this time around: New item: Dark Matter! This causes all kills by the player to result in overkills. New item: Chaos Compound! This item upgrades all of the player's explosions. Small explosions become normal explosions, and normal explosions become large explosions. New item: Energy Conduit! This causes all kills by towers to give the player power shot meter. Increased the minigun base damage. The minigun can now be reloaded when the barrel is at 50% speed (rather than once it's fully stopped spinning). New minigun power shot: Barrels o' Fun! It now does bonus…
- Beta Branch Update #4 - 1 June 2019
Hey there! Back with some more updates to the beta branch. Most of these focus on improving Starlyn. Added Starlyn's arms! They're now hooked up for all weapons. Texturing coming soon. Changed the behavior of Starlyn's medium charge attack. Instead of doing bonus damage to shields and heavy stun, it now pierces flesh, and medium stun. Starlyn's Thundergun can now be zoomed. It's a placeholder zoom animation, but the real animation is coming soon. Hooked up Starlyn's "picking up relics gives speed boost" perk. Changed (and hooked up!) one of Vance's perks. Now, every third consecutive headshot stuns. Made several fixes to saves/continues. It should actually work now! Started adding new VFX for the kagorox yells. Fixed quicksaves not saving the health cost of items in the upgrades shop. Weapons now properly lag their position as you run around. This was always supposed to work, but... oop…
- Beta Branch Update #3 - 27 May 2019
Hey there! We're back another update! The Swiss Alps have been added, and will be textured soon. There's a whole bunch of other changes and fixes, so let's get right to it: Added the alternate world 2 location, the Swiss Alps! Will be textured soon, but it's functional now. More texture work on the Disposal Area. It's almost there! Speed now affects reload speed in addition to movement speed! Getting items that boost your speed stat will allow you to reload your weapons more quickly. The Blueprint Folder (double tower slots) now works properly. Added the developer console! This can now be enabled through the custom difficulty menu. Press ~ to activate it once in the game. Added more NPC conversations with Exo. Greatly reduced the amount of memory used in the Nebula Omnis. Seems pretty reasonable now! Fixed a collision shape error with the shield charger. Really appreciate all the feedba…
- Beta Branch Update #2 - 20 May 2019
Hey there! We've once again updated the beta branch with some more fixes and additions. Going to continue to try to make these updates frequent (weekly-ish). Please continue to let us know issues you encounter, or just how things are in general. Here's a quick rundown of what's new here: Finished animations on the minigun, and added sounds. Still some more tweaks coming, but it's in great shape now! Improved texturing on the Disposal Area. It's almost finished! Started on some unique character perks to differentiate and balance the characters. Completed the perk display on the character select menu. (Actual perks not yet implemented). Fixed an issue in the Rainforest allowing you to build mazes that block wide enemies. The stinger is now using the rifle animations as a placeholder. It should be slightly more tolerable now while it gets its real animations. Fixed Bullero having an inappr…
- Beta Branch Update #1 - 13 May 2019
Hey there! Just wanted to let you know that the beta branch has been updated. We're continuing to listen to your feedback and finish up content for the full release which ought to be coming up here pretty soon! Here's a quick rundown of what's new here: Added the minigun! It's not quite finished, but most of the work has been done on it. The Disposal Area/Swiss Alps are now locked until the Metroplex/Rainforest are beaten respectively. Added an unlock display after beating the boss to unlock those areas. The Metroplex now contains random turrets scattered throughout. Incorporate these into your maze designs! The Disposal Area now has hazardous vents that poison enemies that walk through them. Use these to your advantage! Added the "texture quality" setting. This reduces the quality of mesh textures, as well as memory usage. Added more custom difficulty features, like start money and sta…