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The full WRECKCADE feed card and daily Wreckpile stay readable on mobile.
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Built for the post: one tap opens a three-minute scrapyard storm.
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A finished run feeds the Wreckpile, crew race, leaderboard, and tomorrow's Blueprint Vote.
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Keyboard-ready pit stops: choose one of three build-changing upgrades with 1, 2, or 3.
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A steering wheel plus held throttle-and-drift shifter keeps two-thumb driving precise.
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Live on Reddit: the public WRECKCADE Interactive Post and its daily community Wreckpile.
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Signed-out judges can launch WRECKCADE directly from the public Reddit post.
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Choose a crew, read today's modifier, and enter the generated scrapyard in seconds.
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Proper barrels, staged blasts, hot wrecks, smoke, and damage-state cars make every crash sing.
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Wrecks become weapons: one aimed ram turns the pursuit line into ammunition.
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The Road King arrives for the final escalating showdown.
Inspiration
We love the rising pressure and buildcraft of arena-survivor games, but a defeated enemy is usually just subtraction. Destruction derbies have the opposite magic: one impact causes another, and a bad traffic jam can become a spectacular plan.
WRECKCADE fuses those ideas around one rule: the horde is the weapon.
What it does
WRECKCADE is a compact top-down survival run inside a Reddit Interactive Post. The player drives through escalating waves of hostile vehicles while weapons fire automatically. A clean ram launches the defeated vehicle as a hot wreck along the impact line. If that wreck destroys another enemy, the new wreck carries the cascade forward. A verified playtest produced an x21 wreck combo/cascade with 18 hot wrecks active simultaneously.
Scrap and XP produce quick upgrade choices that change handling, ramming, defense, orbiting saws, an automatic nailgun, burning drift trails, magnet reach, overdrive, and chain power. The first impact arrives in under five seconds and the first tested level-up arrived at 21.6 seconds; the run then escalates toward a Road King boss and overtime showdown.
The Reddit-native hook
A run is satisfying alone, but it does not end alone.
- The Daily Wreckpile gives the community one server-seeded daily event. Each player's best daily scrap grows the shared tier, while their best wreck count raises the community total.
- Three Crews turn personal best scores into an asynchronous team contest.
- A fresh daily leaderboard gives every player another fair starting line.
- The three-option Blueprint Vote determines the next day's community-wide starting upgrade. Today's result creates tomorrow's anticipation.
These mechanics work at any population size, create conversation without requiring synchronous multiplayer, and make the Reddit post more than a container for a solo game.
How we built it
Phaser 4 runs a responsive Canvas client in a Devvit Web expanded view.
TypeScript drives a fixed-step simulation and shared client/server contracts.
A Hono server validates authenticated /api requests, while Devvit Redis
transactions persist daily scores, crew totals, Blueprint Votes, personal
bests, streaks, and Wreckpile progress. Reddit provides identity and post
context, so players do not need a second account or an off-platform profile.
Phaser keeps hitboxes, weapon attachments, damage rules, debris, HUD,
controls, and semantic text live and truthful. An entrant-directed generated
art pack supplies nine distinct top-down vehicles with healthy, battered,
critical, and wrecked bodies; tangible barrels; an eight-stage blast; sparse
repair cases; and the tactile scrapyard environment of patched asphalt, tyre
walls, crushers, floodlights, welded plates, and wreck mountains. Exact visual
prompts and processing are recorded in docs/VISUAL_PROVENANCE.md.
Audio combines responsive WebAudio synthesis with original SFX generated
locally using Stable Audio 3 and edited specifically for the game; exact
prompts, seeds, processing, and rejected-clip policy are recorded in
docs/AUDIO_PROVENANCE.md. Collision
response, threat readability, spawn pressure, upgrade cadence, hit-stop, camera
trauma, particles, audio, and score presentation are tuned as one impact
system.
Challenges
The hardest design problem was making a wreck cascade feel authored by the player's line rather than random. Hot wrecks need enough inherited momentum to be exciting, enough lifetime to find the next victim, and enough damping to keep a dense swarm readable and performant. We tuned the player's silhouette, collision callouts, score cadence, and safe driving line to retain the visual hierarchy during a large cascade.
The second challenge was making the community layer native to the run. We did not want a leaderboard bolted onto an unrelated game. The Wreckpile, crews, and vote are framed as the continuation of the same fantasy: a whole community building tomorrow's arena out of today's glorious mistakes.
What we are proud of
WRECKCADE's strongest moment is when a bad situation becomes a plan: the player lines up a front-corner ram and watches the pursuing swarm collapse into a chain reaction. That is not just spectacle. The launch direction, enemy density, upgrades, and timing all come from the player's driving.
We are also proud that the game is designed for the feed: one obvious action, seconds to first movement, short runs, responsive presentation, and meaningful reasons to check the community result later.
What's next
After the hackathon we want to expand the blueprint pool, add more crew-season formats, deepen specialist enemy behavior, and let communities run their own themed rule sets while preserving the immediate pick-up-and-play core.
Built With
- audio
- devvit
- hono
- phaser.js
- redis
- typescript
- vite
- web
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