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Posted - 3 years 9 months ago
My games aren't limited to any one era, but I'm leaning towards costumes as I remember them from No Mercy!
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Posted - 3 years 9 months ago
Allowing any footwear of any base costume has produced a wider variety of them - such as these brown leather boots and different types of cowboy boot.
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Posted - 3 years 10 months ago
I've got my hands full just trying to reproduce the original moves, but there are also plenty of brand new ones that I hope to get around to eventually. This one-handed face plant of a Bulldog is designed to start from the back, and was what I had in mind when I added running/flying moves from the rear. Even the standard Headlock Bulldog is working better from either side, and benefits from lingering in the new sitting state upon landing.
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Posted - 3 years 10 months ago
For the first time in 3D, it's possible to layer any mask design over any base material over any face - and paint each any colour. All now re-mastered in high resolution as standard. It's 3 times as demanding to render them this way, but a creative use of the facial hair layer allows you to use that for a beard and/or a mask. In fact, it's even possible to mix & match TWO different types of facial hair - to create looks such as Hollywood Hogan's blonde moustache over black stubble.
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Posted - 3 years 10 months ago
It's not easy to depict real flowing tassels, so these fake ones are better than nothing. They actually benefit from a creative use of the different arm layers, which allows you to paint them any combination of colours! Or even white in the case of the "Modern Day Warrior". Even down at the legs, the new "laces" layer is allowing them to be used over any combination of kneepads and boots. My efforts to depict curlier hair are also coming in handy for a lot of wrestlers.
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Posted - 3 years 10 months ago
Not all updates promise to be exciting, as I'm having to work hard just to reproduce all of the things we take for granted from the existing game - such as the hundreds of news reports. There have been some advances here, with instant loading times allowing me to depict any character as they actually appear (instead of relying on the same generic model for women and larger men?!). Even the photos from matches are slightly more interesting, as a handful of different ones are taken and presented after each match. As well as being high resolution, the news reports are now more streamlined for today's wider screens and no longer have room for the "Wrestling Review" header. That's not necessarily better, however, as it hits my eye a little sparse.
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Posted - 3 years 10 months ago
The MMA game introduced a women's division, and now this will be my first wrestling game to set aside a dedicated title. It remains to be seen if I can create enough female characters to a sustain a competitive division in every promotion. I'm doing my best to create a wider variety of faces and costumes, but there's only so far I can stray from a male skeleton before the animations become mismatched!
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Posted - 3 years 11 months ago
For the first time in 3D, it's possible to design the ring before your eyes in real-time - including the precise colouring normally reserved for costumes! This classic WWF look has been achieved by painting the white parts blue, and I could proceed to layer any logo over the top. It's not quite as good as dedicated textures, but the space saved and the freedom granted is worth it. Notice how the ring posts are also rounder thanks to more polys. If you were to get close enough to them, you would also see that they have a slightly more detailed high resolution texture.
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Posted - 3 years 11 months ago
In between building a world outside the arena, I have to keep polishing things inside to match! Whether you choose it in blue or black, this new high-resolution mat around the ring is easier on the eye.
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Posted - 3 years 11 months ago
What kind of person has to put their name on everything?! Even though it's early days for free-roam, it already gives you chills to walk to work as you can actually hear the buzz of the fans waiting inside as you get closer.
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Posted - 3 years 11 months ago
I was expecting to overhaul the character selection system, as I actually prefer the one from Weekend Warriors. But the more elaborate it got, the fewer character slots I could squeeze onto the screen. Whereas combining the old system with today's high resolution screens allows you to see an entire 50-man roster without scrolling (this would scale down to a 6x9 grid if it had to)! You can even click on any particular stat to instantly rank the roster by it, each with their ow...n personal meter embedded into their slot. This is helpful for weeding out people who are unfit to perform or have a contract expiring, etc. Sorting by name and having a quick browse through the rosters is also as good as a search. Not least because you can now switch to any other roster instantly instead of leaving this screen! Notice how it's also now possible to view all 3 versions of a costume at the same time. It's still early days and a lot has yet to be finalized, but this is already a lot of gains.
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Posted - 3 years 11 months ago
A high resolution new contract graphic makes paperwork easier on the eye. The whole process of interacting with it is a little smoother too. Although you can back out at any moment, you no longer have to "confirm" the details that you proposed in the first place - which gets you through contract renewals twice as fast! I've also reduced the trio of clauses to ONE important one, which is more limited in that sense - but less limited in so far as that clause could be ANY number... of things. Details like Nash & Hall's "favoured nations" deal with WCW don't belong in a check box, but they're possible here. And notice how this is all happening outdoors because I'm preparing ALL conversations to happen anywhere at anytime! It's conceivable that you could bump into a promoter in the street or after a match and start talking business right there...
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Posted - 3 years 11 months ago
The good news is that I have a free-roaming concept of wrestling that I'm hoping to introduce. The bad news is that it will take a LONG time to fully flesh out an entire city - especially in 3D where every little thing has to physically exist. It could delay the game's completion unless I can find a way to roll it out gradually, so my priority will still be a basic career mode that works with or without roaming. If enough people share my long-term vision, there will then at least be plenty more to look forward to!
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Posted - 3 years 11 months ago
There was a chance that my old 2D games could be lost forever (as the Flash engine I made them in is obsolete), so I'm relieved to have cobbled together one last update for iOS 13 that should keep them on the stores for a while yet! These are also the highest resolution versions I've ever been able to bring to iPhones - finally making full use of the "notched" screens in either landscape orientation. Although Unity will take my games even further, this bridges the gap quite n...icely. It's not all good news, however, as the MP3 function has not survived the transition intact and must be deprecated - shooting a fatal hole in Popscene's music concept, as well as entrance themes in wrestling. Not least because most people stream music nowadays, so there isn't much concept of piling up MP3's. Nor is there much I can do for the old 3D games, which are more likely to be antiquated by the new era of Unity games.
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Posted - 3 years 11 months ago
I'm getting creative with the hair options by allowing a tattoo to be a type of shave! It's not an exact replica of Bam Bam's, but it comes in handy for such characters. I'm also experimenting with 14 different head SHAPES that can be used with any face on any body for infinite possibilities. This frees me up to focus on the texturing, as I can rely on the model to depict a big nose/jaw, chubby cheeks, protruding forehead, wide/narrow eyes, etc.
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Posted - 4 years 1 Week ago
Social interactions were mostly absent from the last 3D sim, but they're already part of this game - as you hug or shake hands with allies, or raise the hand of the winner. It happens more naturally than anything we've seen before, and with a wider variety of animations depending on the situation you find each person in.
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Posted - 4 years 1 Week ago
Here's a brief glimpse of some of the new item interaction I've been working on. Notice how things like the folded chair now dent with each impact, and it's possible to slump into (or out of!) the upright chair in real-time. The smashed table can also be salvaged for parts, as you proceed to beat somebody to death with a table leg in each hand. Link
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Posted - 4 years 1 Week ago
The intuitive real-time match setup process now extends to promos, allowing you to preview exactly who an angle will involve and how. The green "outgoing" and red "incoming" symbols indicate who will give abuse and who will take it - either of which you can change at the swipe of a finger or the press of a button. It's not easy to cram so many options into a game without overwhelming the user, so I'm constantly having to think of creative solutions!
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Posted - 4 years 1 Week ago
For the first time in 3D, it's possible to actually sit in the chairs as you find them in real-time... which means it's also possible to be knocked out of them! This is also complemented by the naturalistic taunting system that allows you to make any hand gesture while seated - and even add a microphone in either hand to any such gesture.
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Posted - 4 years 1 Week ago
Yet another revelation for weapons is that larger furniture can be broken down into smaller handheld components - such as broken chunks of table or the legs. We didn't see anything like this until the end of the 2D run, so it's good to see it from the start of the new era. I can't imagine I'll do it for every structure, but it's nice to have the option.
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Posted - 4 years 2 Weeks ago
The impetus for bringing dual wield to wrestling was the chance to literally "hold" multiple titles, so I'm glad to see it come to fruition! You can carry a belt in each hand, whilst still wearing yet another for the Triple Crown. Despite the apparent similarity, the belt's model has actually been remastered with more polygons to have a less angular shape. It is even animated differently to have more of a leathery quality, and can unfold on the floor in different ways. When you see it in action, you'll also notice that it has more of a metallic sheen under the lights.
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Posted - 4 years 2 Weeks ago
As the worst/first wrestling game to offer dual wield, this game also introduces lying grabs to help you get either hand on a weapon at any moment. And holding 2 weapons at the same time would be pointless if you couldn't USE them both at the same time, so look/listen carefully and you'll notice that the moves are scoring double damage! The new splintering effect as well as the gore helps to make such impacts clearer. I'm also happy with the improved collision detection, which incorporates the length of the bat to find the exact area of impact - which the victim then sells accordingly. * Any stuttering is from the poor recording and is not representative of the game itself. Link
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Posted - 4 years 3 Weeks ago
Dual wield is confirmed, which makes this my first 3D game to offer a weapon in each hand - and presumably the first wrestling game of any kind? That means it will literally be possible to "hold" multiple titles! But it's still early days for the feature, so we'll have to see how it holds up with props more elaborate than a baseball bat. Designing objects to be held in either hand means I can no longer rely on modelling, so this is all happening thanks to some headache-inducing mathematics!
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Posted - 4 years 3 Weeks ago
This higher resolution gore combines better with any face underneath to depict brighter reds and deeper scars, which was previously only possible in 2D. As tempting as it would be to scar the rest of the body in this much detail, I have to think carefully about whether it's a good use of resources in a wrestling game. It's more likely that a 3D adventure like Extra Lives will have the luxury of taking violence to the extreme!
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Posted - 4 years 4 Weeks ago
Splashes may seem like one of the most basic moves, but landing them properly has bothered me for decades. It's easy to sit back and dismiss something as being "shit", but it's quite another to sit there for hours analysing every frame of animation to pin-point WHY! I'm getting my best results yet from a wider variety of selling animations, which are better suited to the moment of impact. These include reaching over an opponent you barely landed on, leaning forward over one you overshot, and even selling the pain of a snug connection. Combined with the smoother physics of the improved frame rate, flying attacks are now some of the most convincing and satisfying. We also now have RVD's "5-Star" variation of the Frog Splash, which has been great for testing these things!
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Posted - 4 years 1 month ago
It's not often that a move works well on the first time of asking, but this new Claymore Kick is inch perfect! You can also use it as a flying/springboard move.
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Posted - 4 years 1 month ago
I've yet to program any actual double-team moves because I'm getting so much mileage out of the move-melding system! This kind of wrestling is not "pre-determined". It's 2 independent players choosing to combine their actions.
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Posted - 4 years 1 month ago
I'm working on a new high-resolution stadium background - as well as an epic stadium that goes an extra tier further into the distance! Although I'll still be resorting to a cardboard cutout crowd, they are at least higher resolution so that they hold up better up close. These 2D characters are stepping in as placeholders until I get around to replacing them.
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Posted - 4 years 1 month ago
This game distinguishes between running/flying moves to the rear. Although you're less likely to catch opponents in that position, it at least gives you more options when you do. Notice how there's also a new sitting state inspired by No Mercy, so if you were to hit something like a Sitting Powerbomb it's conceivable you could stay sat there like Bubba Ray! I'm only just beginning to explore the possibilities it opens up...
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Posted - 4 years 1 month ago
As you may have gathered, the MP3 gimmick has not survived the transition to iOS 13 and can only be withdrawn as it is too far gone to be resolved. There are no plans to make it part of future games either, as Switch users would have no concept of dipping into their music collection even if it was possible! Thanks to everybody who supported Popscene back in 2014, but it looks set to be the first casualty of the new era - so download it while you still can. And until I get around to removing the feature myself, please refrain from using MP3 music if it's not compatible with your device.
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Posted - 4 years 1 month ago
Caps, hats and glasses have been remastered with more polys to not look quite so stiff and angular. And for the 1st time in 3D, there are 2 slots to set one as your eyewear and another as your headwear - each painted a separate colour. This brings it more in line with how accessories were combined in games like Super City.
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Posted - 4 years 1 month ago
Demolition's studded bondage gear looks even more formidable in high resolution! For what it's worth, such things can also be layered over any costume underneath and re-painted any colour. Pro tip Don't search "leather chest straps" while your children are watching you work from home.
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Posted - 4 years 1 month ago
I'm happy with some of the new costumes that are being added, such as this leather jacket that can be separately layered over ANY existing costume underneath. This is also true of suit jackets and ties, so you can layer those in any colour over a shirt of colour to create more natural looks.
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Posted - 4 years 1 month ago
Bittersweet to see a 5 increase in people playing my games on a weekday. When you make mobile apps, you can never predict when or where people will take solace in them! Rest assured I'll look out for some relevant charities to pay it forward to. And within own little community here, I'll be doing some free giveaways to help people who wouldn't otherwise be able to turn Pro. Consider following along on Twitter if you want to be part of that, where I'll try to hit different time zones Link
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Posted - 4 years 2 months ago
I've been matching donations for this good cause, so thanks to anybody who bought Wrestling Revolution - and check in on the stream if you get a chance Link
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Posted - 4 years 2 months ago
Despite the apparent similarity, all of the game's displays are being redrawn from scratch in high definition for the big screen! This has even allowed me to squeeze more detail into them. The star rating builds up pixel by pixel, so you can appreciate the slight difference between a 3-star match and a 4-star match without having to make sense of a numerical score. The clock icon is so detailed that a moving hand actually points to a different number to indicate how bored fan...s are by it running long! The chemistry icon is literally set alight when there's "heat" between the wrestlers involved. And a welcome addition to multiplayer is that an exact replica of your controller - right down to the colour and port number - is shown next to your health meter to avoid confusion. It's even possible to depict up to 4 of these meters on any device that does not require virtual buttons. It's still early days, and even more could change between now and the game's release, but it's nice to see the bar being raised.
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Posted - 4 years 2 months ago
Being grounded isn't the death sentence it used to be, as you now have more options down there than ever before! The lying kicks from Weekend Warriors are a welcome addition to wrestling, while the lying grapples from Extra Lives allow you to cling to somebody's legs before eventually toppling them over. Small details such as these cultivate the feeling that anything can happen at any moment.
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Posted - 4 years 2 months ago
The instant loading times are allowing me to work towards the most intuitive match setup process we've seen in wrestling. It has more in common with Popscene, where you can drag & drop characters anywhere on the stage to determine their involvement. Placing them either side of the centre puts them in that team, towards the rear makes them a referee, outside makes them onlookers - or you can toss them off the screen entirely if you've made a mistake! I'm demonstrating the touc...h-screen version here, but it's just as easy with the thumbsticks & buttons. I'm also adding characters randomly, whereas you would choose them if the character selection screen was ready. The innovations also continue on the next stage, where each controller gets to choose exactly who (if anybody) they will control. Multiplayer will be a real priority for the Switch version, so we want people to feel included from the start instead of fumbling for a background character to control (although it is still possible to switch during the match if you change your mind). Notice how the animated characters are able to express excitement or dismay about whether they're going to be picked! Editing the arena in real-time is also something to look forward to... Link
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Posted - 4 years 3 months ago
YouTube has historically been a source of anguish for me, so I thought I'd record a special message for the 1 subscribers who turned it into silver Link
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Posted - 4 years 3 months ago
For the first time in 3D, the lying grapples from Extra Lives give you more options from the ground. You can either get your hands on a lying opponent quicker, or fend off a standing enemy with a takedown. As in Weekend Warriors, it's also possible to dive low from a distance. The resulting holds are also the best compromise we've seen yet between MMA and pro wrestling. It's still satisfying to manipulate the hold in any direction, whilst feeling the genuine resistance of your victim - which should be even more apparent in multiplayer encounters! Strikes from within holds are once again possible, and even more sophisticated with the same hold & release mechanism that gives any other strike that sense of control.
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Posted - 4 years 3 months ago
A week of destruction ends in flames! This high-resolution 64-frame animation is the best attempt at fire my games have seen yet. That doesn't mean it's perfect, however, as the 2D illusion doesn't hold up to close scrutiny from all angles. But combined with explosions and blood, it's satisfying to see destruction have these real consequences. The way it gradually disappears over time is also more convincing, accompanied by 3D sound that influences how you hear it.
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Posted - 4 years 4 months ago
Blood is also making a welcome return to 3D:
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Posted - 4 years 4 months ago
Starting the New Year with a BANG! Explosions return to my 3D games for the first time since 2008. It wasn't something I could prioritize back in 2014 when I first brought 3D wrestling to mobiles, but in 2020 there are no compromises. My unique brand of destruction hasn't been quite the same without explosions, so it's good to have them back! Hopefully it will be accompanied by fire and gore soon enough, which will bring the 3D experience fully in line with 2D.
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Posted - 4 years 4 months ago
A new tip-toe walk helps to sell the danger of living life on the edge!
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Posted - 4 years 4 months ago
With one eye on remaking Super City in 3D, Jushin Liger has been a canary in the coal-mine for revamping the way such costumes are depicted - The mask is now separate from the face, which means anybody of any race can wear it. - It is also slightly transparent in the eyes & mouth, which means you can just about make out facial expressions and signs of life underneath! - Even the detail of the mask is separate from the mask itself, which means it can just as easily be used as... a kind of face-paint in any colour. - This is the first time we've seen the full mask in 3D, with an optional set of horns. This can be adapted to depict similar characters such as Psychosis. - The red & white components of a costume such as this are actually separate, and each can be mixed & matched in any colour. - Notice how we're also seeing more irregular shapes in these overlays, such as the circular holes in the wristbands, etc. Link
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Posted - 4 years 4 months ago
For the first time in 3D, it's possible to piece together Jushin Liger's full mask thanks to an overhaul of the headwear. The rest of the costume will also get an upgrade in due course, allowing the red & white segments to be repainted any colour.
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Posted - 4 years 5 months ago
From day one, the furniture in these games will be as interactive as they were in the more recent 2D games - allowing you to destroy them with stray strikes as well as falls. It's not massively relevant to a wrestling game, but it's funny to hide behind a desk and have them hit that instead of you! Other little details such as your footsteps sounding different on each material are also present and correct - with an even greater variety of sounds for each purpose.
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Posted - 4 years 5 months ago
Although it's still early days for the game and its editor, the switch to Unity has already opened up a lot of exciting possibilities. Check out this video for an example of how "blend shapes" allow me to gradually change models in real-time, while materials of any colour are layered up to an extent that was only previously possible in 2D! You can find a full list of features in the video's description Link
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Posted - 4 years 6 months ago
I'm pleased to have fully implemented the Switch controllers in all their weird & wonderful forms, as it was a potential headache that could have derailed the project. One quirk that I may market as a feature is that you can disconnect ALL controllers and STILL play the game as if it were a touch-screen mobile app! I can't imagine too many scenarios were you would want to do so, but it's nice to have options. You can even pass the controllers to 2 wingmen and proceed to have an impromptu 3-player match huddled around one small screen. Although we're not likely to ever see online play from my games, I can at least take multiplayer wrestling back to its sociable roots. Link
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Posted - 4 years 6 months ago
I'm working on a new "move melding" system, where the victim of one move can break out into a move of their own on somebody else nearby. Or they can be fed to that third party in some sort of elaborate double-team move. This human centipede of a hurricanranna is actually one of the least logical examples of it, but it's a start and now my mind will be racing to dream up all the possible move combinations! Just when you thought you had seen everything, a whole new layer of chaos has opened up...
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