5 September 2025 15:24 UTC · Community Announcements · missingdigitgames
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 relat
24 August 2025 20:22 UTC · Community Announcements · missingdigitgames
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.
23 August 2025 23:20 UTC · Community Announcements · missingdigitgames
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 e
21 June 2025 18:13 UTC · Community Announcements · missingdigitgames
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 wil
16 September 2024 22:35 UTC · Community Announcements · missingdigitgames
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 ent
14 July 2024 19:28 UTC · Community Announcements · missingdigitgames
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 wa
27 June 2024 18:14 UTC · Community Announcements · missingdigitgames
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 Refi
15 June 2024 18:26 UTC · Community Announcements · missingdigitgames
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
7 April 2024 00:37 UTC · Community Announcements · missingdigitgames
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
4 February 2024 16:03 UTC · Community Announcements · missingdigitgames
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 -Garag
24 December 2023 13:28 UTC · Community Announcements · missingdigitgames
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 te
9 December 2023 21:44 UTC · Community Announcements · missingdigitgames
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 t
21 August 2023 17:19 UTC · Community Announcements · missingdigitgames
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
23 December 2022 14:58 UTC · Community Announcements · missingdigitgames
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 f
15 November 2022 17:37 UTC · Community Announcements · missingdigitgames
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 duri
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