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Steam News29 January 20265mo ago

Weekly Changelog: v0.118

Weekly Changelog: v0.118 Hey everyone, I hope you had a great week! Thanks a lot for your amazing support, the game just reached 3,500 Wishlists on Steam! Development progressed very well again this week.

In this update5

Full notes

Full Sinking Eternity update

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What changed

1 fix3 additions10 changes0 removals
  • Maps
  • Gameplay
  • Performance
changedDevelopment progressed very well again this week.Here are some teaser screenshots of biomes I’ve been working on:
addedAlso, here is a bit more info on some cool features that should be in the Early Access:Underwater vehicles: In addition to the player swim speed gear upgrades (swim fins, propulsion add-ons, etc.), I am currently working on the first underwater vehicle. The target goal is to have an open world with underwater vehicles, and narrower cave systems where the player has to swim by themselves. Vulnerable. To everything :)
changedI also uploaded a new version of the demo, with these upgrades:Made sure that the important points of interest that are very far away (like the huge tentacles, the island in the distance, the strange robotic watchers, etc.) are visible on all visual quality level settings (they are pretty light on performance and are essential to the general ambiance)
changedI also uploaded a new version of the demo, with these upgrades:Improved the ocean water visual quality for medium and low graphic levels to almost match the maximum quality level
changedI also uploaded a new version of the demo, with these upgrades:Reduced the schools of fish performance/FPS impact by almost 90%. This was code that I didn’t have time to optimize earlier, and these modifications have a huge beneficial impact on performance, even with the standard 250+ fish visible on screen at the same time.
changedI also uploaded a new version of the demo, with these upgrades:Reduced the loading time in the first fade-out after the difficulty selection screen

Sinking Eternity changes

changedHere are some teaser screenshots of biomes I’ve been working on:
addedUnderwater vehicles: In addition to the player swim speed gear upgrades (swim fins, propulsion add-ons, etc.), I am currently working on the first underwater vehicle. The target goal is to have an open world with underwater vehicles, and narrower cave systems where the player has to swim by themselves. Vulnerable. To everything :)
changedMade sure that the important points of interest that are very far away (like the huge tentacles, the island in the distance, the strange robotic watchers, etc.) are visible on all visual quality level settings (they are pretty light on performance and are essential to the general ambiance)
changedImproved the ocean water visual quality for medium and low graphic levels to almost match the maximum quality level
changedReduced the schools of fish performance/FPS impact by almost 90%. This was code that I didn’t have time to optimize earlier, and these modifications have a huge beneficial impact on performance, even with the standard 250+ fish visible on screen at the same time.

Weekly Changelog: v0.118

Hey everyone, I hope you had a great week! Thanks a lot for your amazing support, the game just reached 3,500 Wishlists on Steam!

Development progressed very well again this week.

Here are some teaser screenshots of biomes I’ve been working on:

Also, here is a bit more info on some cool features that should be in the Early Access:

-Underwater vehicles: In addition to the player swim speed gear upgrades (swim fins, propulsion add-ons, etc.), I am currently working on the first underwater vehicle. The target goal is to have an open world with underwater vehicles, and narrower cave systems where the player has to swim by themselves. Vulnerable. To everything :)

-Repairing the future: Repairing the future will be an important part of the game. As many have already noticed in the demo, you can travel to another era. The impacts of many things you do in the present time will show in the future.

I also uploaded a new version of the demo, with these upgrades:

-Made sure that the important points of interest that are very far away (like the huge tentacles, the island in the distance, the strange robotic watchers, etc.) are visible on all visual quality level settings (they are pretty light on performance and are essential to the general ambiance)

-Improved the ocean water visual quality for medium and low graphic levels to almost match the maximum quality level

-Reduced the schools of fish performance/FPS impact by almost 90%. This was code that I didn’t have time to optimize earlier, and these modifications have a huge beneficial impact on performance, even with the standard 250+ fish visible on screen at the same time.

-Reduced the loading time in the first fade-out after the difficulty selection screen

-Improved underwater shadows

-Added flying alien creatures in the distance during the start screen

-Improved the start screen level design

-Improved the texture of the larger rock models

-Adjusted the water-resistant suit required materials

-Prevented the Era Change popup from appearing when loading from a save file

-Improved the info text visible the first time the player interacts with an era portal

-Added an additional cloud layer in the future era to improve lightning visual effects

-Bug fix: Fixed the sky and water surface lights flickering issue that affected some players using 4K resolution

Thanks so much again for your support! :)

Source

Steam News / 29 January 2026

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