Garbage Types Collection
The core loop comes together — collecting, cargo inventory, the weighbridge, mechanic workshop, per-vehicle upgrades, the showroom, fuel, damage and recovery, day/night and container haulage.

Been heads-down on a bunch of features this cycle and honestly had a blast building most of these — it feels like the game is finally starting to come together as a proper loop rather than a pile of disconnected systems. Here’s what’s new.
🗑️ Collecting garbage
The absolute core of the game — walking up to trash scattered around the map and hauling it into your truck. Getting the pickup feel right (the timing, the animation, the satisfying “got it” moment) took more iteration than I expected.
📦 Cargo inventory
A proper system for tracking what’s actually sitting in your truck bed. It unlocks weight limits, sorting and payouts, and gives you something to manage rather than an invisible counter.
⚖️ Weighbridge access
Drive onto the weighbridge, get weighed, then head off to dump your load. It adds a genuine checkpoint to the loop — now you’ve got a reason to plan your route and manage capacity.
🔧 Mechanic workshop
A home base where you patch up your truck and sink your earnings into upgrades — the game’s first real “downtime” space.
🛠️ Upgrades unique to each vehicle
Every truck now has its own upgrade tree, so you have a reason to care which truck you’re driving, not just which one looks cool.
🚚 Truck yard & 🏬 vehicle showroom
Swap between owned trucks from the yard, and browse and buy new ones in the showroom — the big money sink for all that garbage cash.
⛽ Fuel, 💥 damage & 🌗 day/night
Trucks burn fuel, reckless driving has consequences, and a full day/night cycle makes the map feel alive.
📍 Haul container to site
A new delivery-style task — the first taste of mission variety beyond straight garbage collection.
Overall this batch was about turning a single collect-and-dump loop into something with actual structure. Lots more to do, but it’s starting to feel like a game rather than a tech demo.
