Trucks And Skulls Reborn
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v0.5.12026-07-14 05:58 UTC
- Physics: structures now collapse properly. Knocking out a support wakes everything resting on it -- no more frozen parts hovering in mid-air after you destroy what was holding them up (the wake now cascades through touching parts).
- The original launcher rig: dark grated metal platform with turning gear wheels and the green glowing power strip along the deck -- the strip brightens as you pull back, replacing the old floating power bar. An orange bubble shows the next truck in your queue, and the wooden slingshot posts are gone.
- Truck ability fixes: stunt strength no longer depends on the truck's weight (Gravestone's smash used to be a gentle nudge while lighter trucks rocketed) -- every stunt now delivers its intended kick. Diveblade slams straight down hard. Tri-Warhead's three fragments are now properly built miniature trucks instead of scaled-down physics glitches, with the original split sound.
- Skull deaths now release the big rising ghost spirit from the original game -- green for regular skulls, an icy steel-blue one for iron skulls -- instead of a small pop.
- All six truck abilities are covered by a new automated test (boost, dive, detonate, bomb drop, smash, tri-split), alongside a new collapse-physics regression test.
v0.5.02026-07-14 05:00 UTC
- The original art and audio are back! Decoded the complete asset archive from the classic iOS game -- all 540 original sprites, sounds, and music tracks now drive the remake.
- Original artwork everywhere: real monster trucks (with spinning tires and mid-air poses), every wood/steel/stone/glass/skull part in its original hand-painted style with progressive damage states (cracks appear as parts weaken), themed parallax scenery -- skull mountains and painted clouds on Doom Highway, ruined towers in Ghost Wastes, industrial gears in Rustbelt Ruins, Earth-rise and crater mounds on Lunar Wreckage.
- Original soundtrack: each episode plays its own theme from the original game, with crossfades between menu and gameplay music.
- Original sound effects: per-truck launch/aim/stunt voices, per-material impact and destruction sounds, skull pops, explosion booms, victory fanfares and bonus jingles.
- Authentic physics: collision shapes, friction, bounce, and density now come from the original game's data files -- parts weigh what they should (a huge beam is no longer as light as a small box), rubber is the immovable super-bouncy bumper it was meant to be, and circle parts use the original octagon shapes.
- Trucks got real wheel physics: round wheel fixtures roll over terrain instead of the body digging in, with a low center of gravity for stable wheels-down flight -- momentum now carries through touchdown into the structure like it should.
- New animations: 7-frame skull explosion (red variant for iron skulls), original explosion fireballs with shockwave rings, per-material debris chunks, toxic gas clouds, bubbling lava with splash kills.
- Menus rebuilt with the original title logo, flame wallpaper, episode artwork behind the level grid, and the flaming WINNER victory screen.
v0.4.02026-07-14 00:05 UTC
- Critical physics fix: structures now actually react when hit. A bug in the wake-up chain meant struck parts silently stayed frozen, so trucks bounced off buildings that never toppled -- blocks, beams, and towers now unfreeze, tumble, and take blast knockback the way they were always meant to.
- Explosion knockback fixed too: parts woken by a blast now receive their impulse instead of standing still through the fireball.
- Menu and UI overhaul: nothing sits off-screen anymore at any window size or aspect ratio.
- Level select rebuilt as a compact 4-column grid -- every level of an episode fits on one screen (the old single-column list pushed most levels below the screen edge with no way to reach them).
- Main menu, in-game Menu/Restart buttons, and the victory/defeat panel are now anchored and centered instead of pinned to fixed pixel positions.
- New regression test guards the physics fix: launches a truck headlessly and fails if struck parts do not unfreeze and move.
- Play in your browser: the page now has a Play button that runs the game directly in the browser (no download needed).
v0.3.02026-07-13 19:56 UTC
- Major visual, control, and physics overhaul.
- New launch rig: visible slingshot posts and elastic bands, truck pulls back with your drag, live trajectory preview dots, power meter, and an on-screen hint - no more guessing the controls.
- Tap-in-flight truck stunts now actually work (boost, dive, detonate, bomb drop, smash, tri-split) and weak releases cancel instead of wasting a truck.
- All-new procedural art: detailed monster trucks with per-type cargo, shaded/beveled materials (wood planks, riveted steel, shining glass, stone block courses), real skull faces, and themed skies - burning sun, pale moon with fog, smog, starfield with Earth.
- Physics fidelity fix: structures now hold their authored pose (including suspended designs) until a truck or explosion disturbs them - levels no longer collapse on their own before your first shot.
- Explosions upgraded with fireball, smoke, sparks, debris particles, and camera shake; trucks keep momentum after touchdown and no longer tunnel through thin walls.
- First Android release (landscape, touch controls) plus a proper app icon.
v0.2.02026-07-13 06:12 UTC
- First real physics-destruction gameplay build.
- Reimagined as our own physics-based destruction game (Angry Birds-style), inspired by the classic Trucks & Skulls.
- 158 hand-designed levels across 4 themed episodes: Doom Highway, Ghost Wastes, Rustbelt Ruins, Lunar Wreckage.
- 6 truck types with unique tap-activated stunts: Nitro Ram, Diveblade, Meltdown Hauler, Bomb Runner, Gravestone, Tri-Warhead.
- Destructible materials (wood/glass/steel/stone/rubber), powder kegs, sludge cans, and reactor drums with chain-reaction explosions.
- All art and sound generated procedurally in-engine -- no external assets.
v0.1.02026-07-13 05:23 UTC
- Initial project scaffold — blank placeholder scene, no gameplay yet