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Steam News9 April 20262mo ago

Weekly Changelog: v0.8.8

Hey everyone, I hope you have a great week! So I've been sick for a few days last week, but other than that, development progressed well :) For this week's update, I thought I could share some cool facts about Sinking E

In this update4

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Full Sinking Eternity update

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What changed

0 fixes2 additions5 changes0 removals
  • Gameplay
  • Performance
  • Maps
  • UI and audio
addedFor this week's update, I thought I could share some cool facts about Sinking Eternity, so here we go:The current development backlog (filled with ideas you shared, features to add, etc.) has over 2000 items. Thanks for all the amazing suggestions that you made in the last 7 months since the demo launch.
changedFor this week's update, I thought I could share some cool facts about Sinking Eternity, so here we go:The current game world is one continuous open world area, with no loading time or zone lines. The only exception is the future era, with a quick simulated "fade out" / "fade in", since I didn't find how to make you swim 52,000 years into the future.
addedFor this week's update, I thought I could share some cool facts about Sinking Eternity, so here we go:Also, I plan to have a game ending reachable on day one of Early Access launch, and a lot more content added as Early Access progresses.
changedFor this week's update, I thought I could share some cool facts about Sinking Eternity, so here we go:For this week's screenshots, here are some slightly deeper biomes than what I usually show. There is only the environment as usual, but you'll be able to meet some pretty weird alien life down there in Early Access :)
changedAlso, here are this week's demo updates:Improved some level design elements like the main terrain, some plant locations, etc.
changedAlso, here are this week's demo updates:Increased the size of smaller UI text fields to make sure everything is at least font size 18 by default

Sinking Eternity changes

addedThe current development backlog (filled with ideas you shared, features to add, etc.) has over 2000 items. Thanks for all the amazing suggestions that you made in the last 7 months since the demo launch.
changedThe current game world is one continuous open world area, with no loading time or zone lines. The only exception is the future era, with a quick simulated "fade out" / "fade in", since I didn't find how to make you swim 52,000 years into the future.
addedAlso, I plan to have a game ending reachable on day one of Early Access launch, and a lot more content added as Early Access progresses.
changedFor this week's screenshots, here are some slightly deeper biomes than what I usually show. There is only the environment as usual, but you'll be able to meet some pretty weird alien life down there in Early Access :)
changedImproved some level design elements like the main terrain, some plant locations, etc.

Hey everyone, I hope you have a great week!

So I've been sick for a few days last week, but other than that, development progressed well :)

For this week's update, I thought I could share some cool facts about Sinking Eternity, so here we go:

-3125 of you tried the demo since its launch last October, and you wishlisted the game from 114 different countries! That's so cool!

-The current development backlog (filled with ideas you shared, features to add, etc.) has over 2000 items. Thanks for all the amazing suggestions that you made in the last 7 months since the demo launch.

-The game is made of over 35,000 lines of code (in C#) and 56,000 unique files. And... it keeps growing haha

-The current game world is one continuous open world area, with no loading time or zone lines. The only exception is the future era, with a quick simulated "fade out" / "fade in", since I didn't find how to make you swim 52,000 years into the future.

The few days I spent sick in bed this week made me think a lot about the future of the game (since I wasn't able to work on the game itself, I had to keep myself busy haha).

  • For the launch date, my first approach of going public with a date before the game was fully ready really was a mistake

  • I don't want to make this error again, so I'll announce it 2-3 weeks before launch, to be 100% sure that it won't move again.

  • Also, I plan to have a game ending reachable on day one of Early Access launch, and a lot more content added as Early Access progresses.

For this week's screenshots, here are some slightly deeper biomes than what I usually show. There is only the environment as usual, but you'll be able to meet some pretty weird alien life down there in Early Access :)

Also, here are this week's demo updates:

-Improved some level design elements like the main terrain, some plant locations, etc.

-Increased the size of smaller UI text fields to make sure everything is at least font size 18 by default

-Improved the spacing of some UI elements, mainly in the inventory and build menus

Thanks a lot, have a nice day :)

Source

Steam News / 9 April 2026

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