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Steam News10 April 20262mo ago

DEVLOG #2 — Electro & Fire: First Look at Disciplines

Hey everyone! Today we want to talk about something we've been quietly building for a while now — Disciplines. What are Disciplines?

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Hey everyone! Today we want to talk about something we've been quietly building for a while now — Disciplines.

What changed

0 fixes2 additions1 change0 removals
  • Gameplay
  • Balance
addedQuick context for anyone new: Disciplines are essentially elemental archetypes that shape how your run plays out. Each one bundles together a set of special moves you pick up as you progress, plus autocasts — passive effects that trigger automatically based on what you're doing in combat. Land a specific type of hit, pull off a parry, do a takedown — things like that fire off on their own. Specials on the other hand cost rage to perform, so there's a resource management layer to it too.
addedFire plays differently. The core of it is that your character's hand starts burning, which adds extra damage on hits and occasionally changes how certain attacks behave. It's subtle but it adds up and makes the whole moveset feel different.
changedBoth disciplines are still being tuned and we have more specials and autocasts planned for each. But they're already feeling distinct from each other which was the main goal early on.

What are Disciplines?

Quick context for anyone new: Disciplines are essentially elemental archetypes that shape how your run plays out. Each one bundles together a set of special moves you pick up as you progress, plus autocasts — passive effects that trigger automatically based on what you're doing in combat. Land a specific type of hit, pull off a parry, do a takedown — things like that fire off on their own. Specials on the other hand cost rage to perform, so there's a resource management layer to it too.

The interesting part is that specials and autocasts can create powerful synergies — both within a single discipline and across different ones combined. So the way you build your run really matters, and there's a lot of space to experiment with combinations that feel completely your own.

Electro

Electro is fast and aggressive and honestly a bit chaotic in the best way. The specials we have so far are a straight lightning discharge, a dash that electrifies everything around you as you move through enemies, and a powerful rapid combo that hits hard and fast.

But the thing we're most excited about is the passive layer. Electro wraps a charge effect around enemies as they take hits, building up over time. Once it accumulates enough — discharge. Big one. It creates this really satisfying loop where you're always kind of aware of how charged nearby enemies are and timing things around that. Steam post image

Fire

Fire plays differently. The core of it is that your character's hand starts burning, which adds extra damage on hits and occasionally changes how certain attacks behave. It's subtle but it adds up and makes the whole moveset feel different.

The specials are where it gets dramatic though. There's a fire cannon hit — heavy, direct, punishing. And a ground slam that launches every enemy in the surrounding radius into the air. That one in particular is really fun in dense fights. Crowd control with style. Steam post image

Both disciplines are still being tuned and we have more specials and autocasts planned for each. But they're already feeling distinct from each other which was the main goal early on.

More updates soon. Thanks for sticking around! 🤛

Source

Steam News / 10 April 2026

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