Weasel Wrecking Co: accidents are the service

Time to introduce the other game on my desk: Weasel Wrecking Co, a demolition contract game set in a world built entirely from tiny cubes. You take a contract, place your tools, press the plunger, and watch a building come down exactly the way you planned it. Or almost the way you planned it. Usually almost. Send the invoice either way!

Everything is made of the same little cubes

The whole world is voxels: the buildings, the furniture inside them, the vehicles parked outside, the trees, the ground itself. Not as an art style painted over a normal game world - it is the actual material everything is made of, and every last cube of it can be destroyed. No scripted crumble animations, no pre-cut break points. When a wall loses the columns holding it up, the wall comes down, because nothing in the simulation is left to hold it up. Physics! It works for us now.

And since the ground is made of the same stuff, the ground is not special. Blow a crater in the lawn. Drop a building into its own basement. Or skip the building entirely and dig the dirt out from under it - gravity is on the payroll too.

One press of the plunger

A contract has two halves. First the setup: walk the site, study the structure, and place a limited kit of tools. Blasting charges, shaped charges, a cutting torch, cable pulls, a wrecking ball, and a few other things I will show off another day. You can also do a little rearranging first, like moving a parked vehicle somewhere more convenient. That fuel tank would look great next to that car, is all I am saying.

Then you press the plunger, and the second half belongs to the simulation. Charges fire on the timing you set, cuts sever what they sever, and the collapse cascades from there. No fiddling mid-collapse, no pausing to patch up a bad plan. You commit, then you watch. The watching is the reward. Occasionally it is the punishment. Either way, it is the best part.

Chain reactions are the whole point

Sites are full of things that react: fuel tanks, gas lines, vehicles with full tanks. Damage one and it goes up, and whatever it takes out can set off the next thing, and suddenly your one little charge is taking a tour of the whole block. The best contracts are the ones where you put one small charge in exactly the right place and the site demolishes itself for you, one link at a time. The game tracks the whole chain, and watching a plan you were not sure about pay off four links deep never gets old.

The scoreboard is a dollar amount

Every voxel has a dollar value, and the tally runs live as things come down. The contract names what you are paid to flatten. It also names what you are very much not being paid to flatten: the neighbors, wrapped in yellow and black construction tape so there is no pretending you did not see them. Damage to taped property comes straight out of your paycheck, itemized, written the way an insurance adjuster with a grudge would write it. Everything else on the site? If they wanted it kept, they would have taped it.

Do the job with less kit and less collateral and you earn stars on top of the money, and both get spent: new tools, harder districts, crazy game modes. The star thresholds are not guesses either - they come from measured runs across thousands of generated sites, so a three-star job means something.

Every contract is winnable, provably

Sites are procedurally generated, from a small suburban block up to a full town: streets, houses, warehouses, towers, silos, a river with bridges over it, boats tied up at a marina. And the generator does not just build a site and wish you luck. Before a contract ever reaches you, it proves the job can actually be completed with the exact kit it is handing you. If it cannot prove it, you never see it. We may be negligent here at Weasel Wrecking Co, but we are never unfair.

Under all of it, the simulation is fully deterministic: the same site and the same setup produce the same collapse, down to the voxel, on any machine. Every run I record replays byte-for-byte on a build machine on the other side of the world, and that gets checked on every change. It also means a whole site fits in a short code - share it, and a friend gets the identical job to make a mess of in their own way.

What’s next

The simulation core is deep and well tested, and the game has just started putting on its clothes: rendering the world is in, and the debris, dust, and sound that make a collapse feel expensive are the current work. After that comes the company you run between contracts. Payouts buy new tools, stars unlock harder districts and crazier modes, and every run gets filed in the company records. There will be a plaque wall, and it will celebrate records in both directions. “Most expensive mistake” is a category. Finally, being in the hole pays off!

There is also a daily contract planned: one shared site a day, the same for everyone, to settle once and for all who can bring it down best with the least kit.

More updates to come!

If you want the updates as they land, keep an eye on the devlog, and the Weasel Wrecking Co game page has the current status.