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Wayline app icon
Venture / Mobile game · Founder & developer

Wayline//

Run. Escape. Win.

An endless runner set on America's highways. I'm developing it on my own, from concept and code through to market launch.

Route 663 lanes · live traffic
Genre
Endless runner
Platform
iOS · Android
Engine · Language
Godot · GDScript / C#
Status
Preparing for store launch
01 / The game

Escape on
the highway

Players switch lanes, jump barriers, slide under signs and weave through live traffic. Each route is a different journey with its own scenery and hazards.

Switch lanesDodge oncoming cars and lane-changing trucks.
JumpClear barriers and roadworks.
SlideGet under signs and low obstacles.
Oregon forestsRoute 66Florida KeysRocky winter+5 routes
End of the WorldA zombie horde is on your tail. Make two mistakes and they catch you.
02 / Strategy

One person,
two stores

I planned Wayline to ship at store quality as a one-person team on a small budget. Every technology, content and revenue decision follows from that goal.

One codebaseWith Godot the same project ships to iOS and Android, with no licence costs or revenue share.
Short sessions, long retentionRuns of a few minutes, nine routes and the zombie mode keep players coming back.
Hybrid revenueFree to start, with ads, in-app purchases and an ad-free premium pack.
03 / Development

Development
phases

The stages the project has moved through, from idea to store.

  1. 01

    Concept & game design

    Done

    I defined the genre, the American highway setting and the run, escape, win loop. The three-lane road, three core moves and a risk system that ties every mistake to the zombie chase took shape here.

  2. 02

    Technology choice

    Done

    I chose Godot: open source, no licence fees or revenue share, and one codebase that exports to both iOS and Android. I use GDScript for fast gameplay iteration and C# where it's needed.

  3. 03

    Prototype & game feel

    Done

    I focused on making lane switches, jumps and slides feel instant and fair on a touchscreen. Controls, camera and the speed curve came together into a playable core loop.

  4. 04

    Content & world

    Done

    I built nine routes, from Oregon forests and the Route 66 desert to the Florida Keys bridges and a Rocky Mountain winter. I added live traffic with oncoming cars, lane-changing trucks, roadworks and tunnels, plus the End of the World zombie chase.

  5. 05

    Business model

    Done

    The game is free to play. Revenue comes from ads and in-app purchases, and players who don't want ads can buy an ad-free premium pack.

  6. 06

    Go-to-market preparation

    Now

    Store listings, screenshots and descriptions are being prepared for a simultaneous launch on the App Store and Google Play. The Turkish and English website, support channel and privacy policy are already live.

  7. 07

    Launch & live operations

    Next

    After launch, the plan is to tune difficulty and economy from player data and keep growing the game through updates.

Run.
Escape.
Win.