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.
- Genre
- Endless runner
- Platform
- iOS · Android
- Engine · Language
- Godot · GDScript / C#
- Status
- Preparing for store launch
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.
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.
Development
phases
The stages the project has moved through, from idea to store.
- 01
Concept & game design
DoneI 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.
- 02
Technology choice
DoneI 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.
- 03
Prototype & game feel
DoneI 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.
- 04
Content & world
DoneI 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.
- 05
Business model
DoneThe 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.
- 06
Go-to-market preparation
NowStore 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.
- 07
Launch & live operations
NextAfter launch, the plan is to tune difficulty and economy from player data and keep growing the game through updates.
Run.
Escape.
Win.












