Wrench Laboratories
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wrenchlaboratories.bsky.social
Wrench Laboratories
@wrenchlaboratories.bsky.social
PC game studio creating multiple projects, primarily a retro futuristic detective game for the PC.

http://www.wrenchlaboratories.com
Even for non-social VR, we used the trackpad as a great immersive thumb action for flicking lighters, sliding flashlight switches, swiping an in-game phone, etc. It'll be a loss for developers that were using every trick on the Knuckles (along with grip strength which seems to also be absent).
November 13, 2025 at 12:47 AM
If we can get our hands on a Steam Frame, I'd be more than happy to make sure that Diode City also works on it and because of the style the game has, might even be able to make it run standalone with no compromises.
November 12, 2025 at 7:45 PM
I really didn't like how many NextFest demos I played for VR games this year and last year and just how broken they all were in various ways.
November 12, 2025 at 7:43 PM
-Killers vary in their effectiveness at hiding their tracks, but there are a lot of different kinds of evidence you can use to learn the truth in alternate ways in case the killer has cleaned up the scene. Sometimes they even leave evidence *because* they tried cleaning up the scene...
November 6, 2025 at 10:05 PM
-No music yet. In terms of hiring outside help, Amon Tobin is my first and only choice. I assume I can't afford him though, so I'm prepared to have to settle for a plan B.

-Analytical work takes place in your apartment. Analyze DNA, fingerprints, inspect possible murder weapons against wounds, etc.
November 6, 2025 at 10:05 PM
-It's heavily inspired by "job simulator" type games that let you get absorbed and sidetracked like VotV, minus the slapstick comedy.

-Cases are procedural, but the city is hand-crafted. Early on I wanted a procedural city (like Shadows of Doubt), but it made the city feel "meaningless."
November 6, 2025 at 10:05 PM
His work has had a permanent impact on how I view art and creativity in a way that has colored everything I do.

Always do what's true. Catch every dream and every idea before you forget it forever.

Most importantly, never watch a film on your fucking telephone. (Get real!)
January 17, 2025 at 5:56 AM
I hope that we never find concrete answers to the most interesting questions he left us with. He poured his dreams directly into our minds so that we could experience them for ourselves. It was weird and it was wild.
January 17, 2025 at 5:56 AM
What's "high" anti-aliasing? Who knows! Is it FXAA? TAA? MSAA 2x? MSAA 4x? Whatever the designer's personal preference of "high" means is usually the answer. I've turned anti-aliasing to "high" in games and had it mean TAA, which in my opinion isn't "high" because it's temporal and yucky.
December 9, 2024 at 9:59 PM
Most players don't know what most of the graphics settings in their games do (whether you label the settings correctly or not), but labeling all settings as low, high, ultra, very ultra... this ensures that even the tech savvy won't know exactly what the settings do.
December 9, 2024 at 9:59 PM
I like the idea that fans are doing detective work to find THE answer. The journey to solve a mystery is great, but empty and meaningless (for me) if there is no solution because there is no right answer.
December 1, 2024 at 10:34 PM
... its intent is NOT to be interpreted differently by different people. There is a "right" answer to the questions raised by the abstractions. Personally, I don't like "it's whatever you make of it" in art and so I don't really engage in it.
December 1, 2024 at 10:34 PM
Even just a full screen effect taking the enlarged pixels and shading them with a CRT phosphor array would be a big change.
November 15, 2024 at 7:33 PM
Even the re-branding I did to Wrench Laboratories a few years back was partly inspired by Valve (in ways that are obvious, ways that are not obvious, and ways that are damn near abstract).
November 15, 2024 at 7:31 PM
When those VR features come, they will still be focused on Valve Index owners. So that bit hasn't changed.
November 7, 2024 at 9:46 PM
VR will be in the back of my mind as I create the game though, and the ambitious and detail-oriented VR systems I've been working on won't go to waste; we may still add full VR support (that doesn't feel tacked on) to the game sometime later.
November 7, 2024 at 9:43 PM
Again, you won't be locked out, but you will probably not be able to bind all functionality required to any other controllers due to simple lack of input functionality on Quest, Vive, etc.
May 24, 2024 at 6:33 AM
There are more than enough VR games already that cater to the Quest crowd and few, if any, that cater squarely to the Index. We want to encourage the growth and use of boundary-pushing hardware like the finger tracking and grip strength sensors so that VR isn't a race to the bottom.
May 24, 2024 at 6:32 AM