HomeGamesUpdatesPricingMethodology
Steam News5 May 20261mo ago

DEVLOG #3 — Shadow Discipline and a Whole Lot More Breakable Stuff

Hey everyone! Packed update today. Let's get into it. Shadow Discipline This one has been in the works for a while and we're really happy with where it's landing. Shadow is the most... unusual of the disciplines so far.

Full notes

Full Sealbreakers update

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

Repeated intro

Hey everyone! Packed update today. Let's get into it.

What changed

0 fixes0 additions1 change0 removals
  • Gameplay
changedShadow can spawn companion shadows that fight alongside you which already makes it feel distinct from anything else we have. But the thing that really makes it special are the dark chasm traps — tears in space that pull enemies in. Dark, bottomless, hungry. We're not going to name any names or mention any horses. You know what you felt. You know what this is.

Sealbreakers changes

changedShadow can spawn companion shadows that fight alongside you which already makes it feel distinct from anything else we have. But the thing that really makes it special are the dark chasm traps — tears in space that pull enemies in. Dark, bottomless, hungry. We're not going to name any names or mention any horses. You know what you felt. You know what this is.

Shadow Discipline

This one has been in the works for a while and we're really happy with where it's landing. Shadow is the most... unusual of the disciplines so far. Where Electro is aggressive and Fire is visceral, Shadow is something else entirely — it's about manipulating space and time, fighting on your own terms, and not always alone.

Shadow can spawn companion shadows that fight alongside you which already makes it feel distinct from anything else we have. But the thing that really makes it special are the dark chasm traps — tears in space that pull enemies in. Dark, bottomless, hungry. We're not going to name any names or mention any horses. You know what you felt. You know what this is.

The time and space manipulation stuff is still something we're being a bit secretive about — we want people to discover some of it themselves. But trust us it fits.

Environment Gets Messier

We mentioned environmental interaction a couple updates ago with the object slams. We've been expanding that a lot since then. There's now significantly more stuff in the world that reacts — things you can pick up and hurl at enemies, things that break when the fight spills into them. Some objects won't go down on the first hit though, they need a bit of convincing before they collapse. Which creates these nice incidental moments mid-fight that feel very unscripted.

The environments are starting to feel properly alive and destructible in a way that makes every fight a bit different depending on where it happens.

Oh, One More Thing

We weren't really planning to announce this today but — we're doing a playtest. Soon. Like, just over a month away soon.

Registration is opening very shortly and spots will be limited. If you want to get your hands on the game before anyone else, keep an eye on our page and subscribe if you haven't already. And if you want to be really sure you don't miss it — come join our Discord, that's where we'll be making noise about it first.

Link coming very soon. Okay that's actually it. Thanks for following along — it means a lot more than we usually remember to say. 🤛

— The team

Source

Steam News / 5 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.