- Playtest Starts Now! - 18 September 2026
The Playtest is now live! :)You can access it on the game's Steam page, right under the Demo button.If you try the Playtest, your feedback would really help make the game better!After you're done playing, could you please take 5 minutes to make a post on the game's Steam Forums with:-Any feedback you may have on what could be improved-Any bugs you encountered-Anything else you would like to shareThat's it! I really want to make a game you all enjoy, so your feedback is very important to me.And I read & reply to every post! :)Playtest length and availability:-The Playtest button has only been live for 20 minutes, and 83 people have already joined (before I even made this post).--> First, thanks so much!!--> Second, that worries me a bit hahah. I'm a solo dev, and I really want to have the time to read and reply to all your feedback posts, write down your suggestions, and see how I can in…
- Upcoming Playtest! - 17 September 2026
Hey everyone!I hope you had a great week!First, the Playtest!-I plan to start the Playtest on Friday, and at the latest next Monday. The only thing I'm waiting for is for Steam to approve the Playtest build. I submitted it at the end of last week, and it usually takes 5 business days, so it should be approved shortly!-As soon as the build is approved, I will make a post and start the Playtest!-Joining will be super easy. On the game's Steam page, right under the "Coming Soon to Early Access" section, you'll see a button to request access to the Playtest. That's it! :)The only thing I'd ask from players who join the Playtest is to please make a post on the Steam forums after playing, with your feedback and any bugs your encountered.That's it! I will keep you updated soon :)Also, here is the changelog for the work that was done on the game over the last week. These changes will be in the…
- Weekly Changelog: v0.8.30 - 10 September 2026
Hey everyone, I hope you're doing well!This past week ended up being very productive, focused on polishing and improving the game!Here is the changelog:-Massive in-game performance optimisations, with an average 40% FPS gain on the computers I tested the new build on!-Huge additional FPS gains inside all menus, with an average 50% FPS gain on the computers I tested it on (on top of the previous improvements).-Major upgrade to the save system to make it much more robust and resilient.-Added a dynamic resolution slider in the Options menu to improve performance on GPU bottlenecked PCs.-Added currently owned materials next to required materials in the crafting and build menus (in the 0/3 and 7/3 format).-Added a horizontal HUD placement slider, allowing players with multi-screen setups and ultrawide monitors to move the left and right HUD elements closer to the middle of the screen.-Improv…
- Roadmap Update - 1 September 2026
Hey everyone!I'm posting a bit earlier this week to share an important roadmap update!I've decided to run a free Playtest (letting you explore further than in the demo) starting around mid-September before launching Sinking Eternity into Early Access. You'll be able to request access to the Playtest on the steam page if you'd like to participate.As shared earlier, the content planned for Early Access is pretty much ready, and I think it will be epic! However, during the last few weeks of working on the game, I realized that giving it more time for testing and polish before Early Access makes a huge difference.There are a few reasons for this:-There are still some bugs and inconsistencies that I would really like to fix before Early Access.-Also, no one other than me has ever tested the content past the Shallow Waters. I think it would be incredibly valuable to have players explore furth…
- Weekly Changelog: v0.8.28 - 27 August 2026
Hey everyone!Early Access launches in 20 days, on September 15! We're almost there!Things progressed well again this week!-The game reached 10,000 wishlists this week! I still can't believe it! Thanks so much to all of you!
- Weekly Changelog: v0.8.27 - 20 August 2026
Hey everyone :)Early Access launches in 27 days, on September 15!Development progressed very well again this week.I was also able to finalize the "Progress" menu, where you will find:-In-game stats on your progress-A timeline section that will note the big discoveries you've made in-game-A very cool "Unlocked Endings" section. Sinking Eternity will have multiple endings based on the actions you complete. You will be able to see your current ending at any time to find out what would happen to the main character and each companion if you ended your journey at that specific point. I think it will be a very cool and pretty unique feature.Here are some of the other things I worked on this week:-Improved the level design of many biomes-Improved how shadows look on the two starting islands. This ended up being a great visual improvement-Improved the Crafting Station model-Improved the bed mode…
- Weekly Changelog: v0.8.26 - 13 August 2026
Hey everyone :)Early Access launches in 34 days, on September 15!We're almost there!Here are some of the things that were improved in-game over the last week:-Added a new companion-Added more unique equipment that you can find throughout the game world-Added improved intermediate crafting materials-Improved in-game sound effects-Improved how remaining air is displayed-Added an option to show remaining air time in minutes instead of as a percentage in the HUD at the top of the screen-Added icons showing which shelter upgrades enhance your Crafting Station when it's open (like having built a loom, cooking station, or high-tech upgrades)-Added an early shelter extension so the buildable area on the island doesn't become too cramped-Added better particle effects to important quest items found throughout the game world-Completely reworked one of the biomes that wasn't up to par with the rest…
- Weekly Changelog: v0.8.25 - 6 August 2026
Hey everyone, big announcement today! :)Early Access launches on September 15!We're almost there, and thank you all for the incredible support.As I was working on the game today (as usual haha), I took a break in one of the deeper biomes and swam around for a while. Everything just felt right. After 3 years of development, it finally felt like the world of Sinking Eternity is ready to welcome players.I also plan to keep working on the game for a long time after the Early Access launch. As many of you have seen, I've posted a weekly update every single week since October 2025, when the demo first became public. I'm very committed to making Sinking Eternity the best game I can.I'll be using the next month before launch to polish the game, add more content, sharpen underwater creatures' teeth, work on the pre-launch marketing and improve in-game performance :)Thank you so much to everyone…
- Weekly Changelog: v0.8.24 - 30 July 2026
Hey everyone, I hope you're doing great!We're in the final stretch before the Early Access release and I plan to announce the Early Access release date in next week's update!Here's a bit more about what you can expect in Early Access:-A huge world to explore, filled with giant sea creatures, tons of underwater equipment to craft and a shelter that evolves from a primitive campfire into advanced megastructures.-Reach depths of more than 2,500 m / 8,000 ft. on day one of Early Access.-An epic story that spans over 50,000 years.-Many unexpected companions, including a small, cute, fluffy one.Other than that, I've been working on a lot of things over the past week:-Added new gigantic creatures.-Added new shelter upgrades.-Played through the entire game several more times for testing.-Improved the ambient music throughout the game.-Improved in game VFX and particle effects.-Refactored many p…
- Weekly Changelog: v0.8.23 - 23 July 2026
Hey everyone, I hope you're doing great!For this week's update, we're looking back at everything that happened during the third year of development (July 2025 to July 2026).The biggest milestone was releasing the first public demo of Sinking Eternity (in October 2025). After years of development, seeing players explore the world for the first time was such a cool moment. Shortly afterward, the game also took part in Steam Next Fest, where hundreds of players tried the game.One of the highlights of the year was getting to talk with so many of you. I had the opportunity to exchange messages with hundreds of amazing players across different platforms, and carefully noted all your feedback and suggestions. Over the following months, I focused on improving the game based on everything you shared. Sinking Eternity is a much better game today because of your help.This year also brought one of…
- Weekly Changelog: v0.8.22 - 16 July 2026
Hey everyone! I hope you're doing great!Last week I talked a bit about what I worked on during the first year of development. This week, let's move on to year 2 (of 3).If the first year was mostly about building the game's foundation, the second year was when Sinking Eternity really gained its identity and started to become an actual game.Expanding the World-One of the biggest milestones was building several biomes and the first major cave systems. I started creating the mid-depth areas, the extreme depths, and many of the underwater ambience and lighting effects that give each area its own atmosphere.Story & Exploration-The story evolved a lot during that second year. This is when many of the major story ideas came together, including the opening cryopod sequence, the overall timeline spanning tens of thousands of years, the first major story arc, and the implementation of one of the b…
- Weekly Changelog: v0.8.21 - 9 July 2026
Hey everyone! I hope you're doing great!This month, it's been exactly 3 years since development started on Sinking Eternity! It's been a lot of work since July 2023 haha. But we're almost there! :)For this week's update, I thought it could be fun to look back at what was built during the first year, and then go through years 2 and 3 in the next weekly updates.I've kept a development log of over 10,000 lines since day one, so it's funny to look back and see how everything started.The first year wasn't really about building giant underwater bases or huge creatures. It was mostly about creating the foundation that every other feature in the game relies on.If there's one thing I learned from previous personal coding projects, it's that the code foundation and project structure are incredibly important. If those aren't solid, everything becomes much harder to build on top of them.Core Gamepl…
- Weekly Changelog: v0.8.20 - 2 July 2026
Hey everyone, I hope you're doing great!This weekly update happens right in the middle of the Steam Summer Sale, so I'm not sure how many people will see it haha :)For this week's update, I thought it could be fun to talk a bit about some of the hardest things I've had to build since I started working on Sinking Eternity about three years ago.World DesignDesigning the world required much more planning than I originally expected.One of my main goals was to make the ocean feel vast and mysterious. When the player stands on the starting islands, there are very few things visible above the surface. I wanted the world to feel like it stretches endlessly in every direction.The challenge with an underwater game is that players need to feel free to explore, without however having to search every single patch of sand to find an important cave or story location.To solve this, I ended up relying o…
- Weekly Changelog: v0.8.19 - 25 June 2026
Hey everyone, I hope you're doing great!I've been so focused on finishing up the game build again this week. Sorry if I'm late replying to messages on the different platforms.For this week's update, I thought I could talk a bit about some of the tools I use to build the game. I've gotten a lot of questions about this since the demo launched 7 to 8 months ago.-Unity: This is the engine the game is built on. It serves as the foundation and helps manage things like physics, audio, game objects, and input processing. Many indie games are made with amazing engines like Unity, Unreal, Godot, etc. I've built a few basic game engines myself a long time ago, and let me tell you, we're lucky as developers to have access to such incredible engines today. They serve as the foundation for so many projects.-VS Code: This is the code editor I use for the game scripts. Sinking Eternity is built in C#,…
- Weekly Changelog: v0.8.18 - 18 June 2026
Hey everyone, I hope you're doing great!I'm still working on polishing the Early Access content, and things are progressing well. I'm currently going through the main questline for the 5th, 10th, or maybe 15th time. Something like that, haha.For this week's update, I'll talk a bit about the game's sound design. It's such an important part of creating an immersive underwater experience.The Islands (Above Water)-I wanted to keep the audio on the islands fairly light, since players will spend a lot of time there building and customizing their shelters. Most of the ambient sound comes from nearby waves and the wind. In a previous demo update, I also added water splash sounds when the player runs along the shoreline.The Future Era-I really wanted players to feel like they're caught in the middle of a storm. To achieve that, I combined the sound of a raging sea, heavy rain, and frequent thund…
- Weekly Changelog: v0.8.17 - 11 June 2026
Hey everyone, I hope you had a great week!For this week's update, I thought I could share a bit about some of the mysteries of the game.This is a spoiler-free post, only talking about things you start learning about in the demo:-The cryopod: You start the game after waking up from cryosleep. You were asleep for 11,379 years. Did you crash on this planet, or have you been there all along? Who were you 11,379 years ago?-The future era: There is a strange box on the island that transports you 52,821 years into the future. Why that specific date? Why is there such a device on the island?-The wristband attached to your arm: When you wake up at the start of the game, there is a wristband attached to your arm. It allows you to scan nearby objects, but why is it attached to you?-The robotic signal: You intercept a robotic signal toward the end of the demo. Is it emitted by another stranded surv…
- Weekly Changelog: v0.8.16 - 4 June 2026
Hey everyone, I hope you're doing great!Time flies so fast, it's already June!I am working days and nights on the game. The whole Early Access game world is ready, but the polishing phase is taking a lot of time!My new way of estimating how long something I'm working on will take:Step 1: Do my best estimateStep 2: Add a 50% contingencyStep 3: Multiply Step 2 result by 10 hahaBut seriously, we'll get there! I can't wait for the day when you can all try the game! :)For this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):-Achievements: In Early Access, you will find a new achievement tab in the game menu, where you will be able to track many things to accomplish in addition to completing the main quest.-An open world: You will be rewarded for exploring, with the…
- Weekly Changelog: v0.8.15 - 28 May 2026
Hey everyone, I hope you're doing great!First, I want to say that I really appreciate all the comments, support, and great feedback you have been sharing over the past few months. It really means a lot! Thank you!For this week's update, I thought I could share a bit about how character progression will work in-game:-There will be 6 unique skills to level up: Exploration, Survival, Engineering, Swimming, Scavenging, and Marine Biology-You will be able to improve these skills by performing actions related to them, like swimming further and deeper to improve your Swimming skill, and discovering new species to improve your Marine Biology skill-Each of these skills will unlock unique bonuses as you level them up, like for example enabling you to repair machines with Engineering or increasing item stack sizes with the Scavenging skill. There will be several bonuses to unlock for every skill.-…
- Weekly Changelog: v0.8.14 - 21 May 2026
Hey everyone, I hope you're doing well!It's been a great week here, and the development progressed a lot :)As our first point this week, I'm very happy to confirm that Sinking Eternity is part of the Steam Ocean Fest.It runs from May 18 to May 25.For those of you who haven't had the chance to check out the festival yet, it's worth a look, as it features tons of great released and upcoming ocean-related games. Sinking Eternity joined the festival with its free demo, but I can't wait to be able to show more content. We're getting there!Also, the game just reached 9,000 wishlists (with players from 118 different countries!). Thanks so much to every single one of you, it really means a lot. That's around 8,995 more wishlists than I thought the game would get when I started working on it haha.For this week's update, I thought I could talk a bit about the future of the game:-The Early Access…
- Weekly Changelog: v0.8.13 - 15 May 2026
Hey everyone, I hope you had a great week!There are a lot of cool things to talk about this week :)First, Sinking Eternity's demo will be part of the upcoming Steam Ocean Fest, which takes place from May 18th to May 25th.Also, I found some pretty nice optimizations to the game code that improved the FPS by around 10% (on the 2 machines I tested them on). They should be included in next week's demo update!I also thought I could give you a small update on some of the many biomes that will be in the game on day one of the Early Access launch:The Great Cliff:-This is a mysterious vertical area at the edge of the world, where you will descend straight down, with a wall full of resources on one side, and the open ocean depths (and creatures) on the other side.The Crystalline Caves:-This biome is part of a very deep cave system, undisturbed for millennia, filled with unique resources and gigan…