Wrench Patch Notes — December 23, 2022
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
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 accruing race hours will not be a major focus. We think the current game loop leads to a lot of repetitive tasks and the lack of creativity in the build process + the difficulties around scaling AI to be interesting when the player doesn’t have direct control of their car never felt right. Most of the things you expect in the game will be replaced or significantly changed. Customer car jobs are going to be repurposed as training, how money is earned and used will be very different, etc.
The narrative for the new game mode is going to be centered around an individual buying a non running project car, diagnosing it, and then getting it running, and eventually make it track ready and then making it fast. The two kit cars in the game are going to become mid to late game options for the players to build and will never be available as completed assemblies.
Some screenshots of the completed new play area. The garage, driveway, and much of the front yard are all usable play space:


