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Steam News14 April 20262mo ago

⚔️ Gods of Sand Official Release — Rise, Gladiator! ⚔️

Gladiators, rise! The sands tremble once more… and YOU have been summoned. From the depths of the colosseum to the roaring cries of the crowd, your legend begins now.

In this update8

Full notes

Full Gods of Sand update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions11 changes0 removals
  • UI and audio
  • Compatibility
  • Gameplay
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Gods of Sand changes

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Gladiators, rise!

The sands tremble once more… and YOU have been summoned.

From the depths of the colosseum to the roaring cries of the crowd, your legend begins now. Steel your nerves, sharpen your blades, and prepare to carve your name into eternity.

Welcome to the official release of Gods of Sand!

"Only those who fight with honor… or fury… shall be remembered."

🌍 Now Available Worldwide

The arena welcomes warriors from all across the world.

Languages:

  • English

  • French

  • Portuguese

  • Spanish

  • German

  • Russian

  • Chinese

  • Polish

Platforms:

  • Windows

  • macOS

  • Linux

Enter the sands and fight for glory—no matter where you come from, or how you play.

📖 A Word from the Developer

The Road to v1.0, the Hiatuses, and a Personal Apology

Hello everyone,

I'm Gabriel, the programmer behind the game, and I want to personally apologize for the long stretches of silence and the missed deadlines during our four years in Early Access.

You supported this project, and you deserved better communication. I want to be completely honest about why that happened.

When we started this, it was our very first commercial game. While we had development experience, releasing a full commercial title was entirely new territory. We were a passionate team of four, but as development progressed, the scope of the game grew far beyond what we initially expected. We kept adding features that weren’t originally planned, which meant constantly revisiting and reworking older systems.

At the same time, the reality was that the revenue from Early Access simply wasn’t enough to support even one person full-time, let alone all four of us. Because of this, life naturally took the rest of the team in different directions. Our artists had to focus on their day jobs, and our publisher had another project that required his full attention.

I want to make this clear: it was an absolute pleasure working with them, and I am not blaming anyone. Life changes, and I completely understand their decisions.

We really tried to keep things going as a team. I scheduled meetings, set up Discord calls, and reorganized tasks multiple times. But with everyone’s different schedules and new responsibilities, it just didn’t work out.

This brings me to the lack of communication. I kept trying to create roadmaps and share release windows, genuinely believing I could meet them. But as I ended up handling more and more on my own, I kept falling short of those promises.

To be honest, I became ashamed. I felt terrible giving you dates I couldn’t meet, and eventually, that made it too difficult to promise anything at all. So I chose to stay quiet until I had something real to show you.

Even with all these changes, development never stopped. I’ve been working daily behind the scenes—building systems, adding bosses, fixing bugs, and even handling translations myself—to bring the game to where it needed to be.

And now… it’s finally here.

The game is exactly what I always dreamed it would be.

Version 1.0 is ready.

Thank you, truly, for your patience, for sticking with me through the silence, and for making this release possible.

— Gabriel

📜 Patch Notes — Version 1.0.0

➕ Added

  • 10 new bosses at the Tower

  • Temple in the City (used to upgrade boss weapons)

  • Weapon tier system for boss weapons (accessible via the Temple)

  • Final Tower and Tower+ unlocked after completing the game once

  • Training Camp, Apprentice, and Old

Source

Steam News / 14 April 2026

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