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Full notes
Full Sinking Eternity update
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What changed
- Maps
- Gameplay
- UI and audio
Sinking Eternity changes
Hey everyone, I hope you had a great week!
There has been a lot of progress in the game's development this week, with work on:
-The future era anchor system, where you will be able to increase your anchor level, which defines how far you can explore, 50K years into the future
-The mysterious companions you will find in the game, with their own backstory
-The crafting system with automated machines that process/refine materials over time, in addition to the standard crafting station where you will be able to craft equipment
-The underwater traps that you will be able to set to catch unique smaller creatures
-The game's deep sci-fi story, which ends up being a mix of your past, your present, and the strange future era that you have access to
Also, here are this week's screenshots:
A pillar forest under a thick layer of red underwater fog
A 100% dark area where your headlamp will be your only light source
A crystalline cave biome
As announced last week, I plan to share an update on the revised launch roadmap in the upcoming week, most probably in the next weekly update. Thanks so much for your great support!
Here are this week's demo updates:
-Removed the sand that was clipping inside the cryopod opening
-Updated the color of the larger vegetation in the shallow waters from red to purple, to give a more alien vibe to the early biome
-Made the "megastructures" button larger in the build menu so that all three phase buttons are the same size
-Added a black shadow effect to many UI text fields
-Increased the loot quantity in the early areas
Have a nice week :)
Source
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