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Steam News4 June 20261mo ago

Weekly Changelog: v0.8.16

Hey everyone, I hope you're doing great! Time flies so fast, it's already June! I am working days and nights on the game. The whole Early Access game world is ready, but the polishing phase is taking a lot of time!

In this update4

Full notes

Full Sinking Eternity update

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

What changed

0 fixes6 additions0 changes0 removals
  • Gameplay
  • UI and audio
addedMy new way of estimating how long something I'm working on will take:Step 2: Add a 50% contingency
addedFor this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):Achievements: In Early Access, you will find a new achievement tab in the game menu, where you will be able to track many things to accomplish in addition to completing the main quest.
addedFor this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):An open world: You will be rewarded for exploring, with the Exploration skill to level up, but also for each new area, point of interest, creature, plant you discover, etc.
addedFor this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):The quest system: I always liked the visual and audio cues of achievement-like things in games, even while doing quests, so I added objective progression popups to help keep track of your quest progression.
addedFor this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):Equipment based progression: Acquiring and crafting better gear will be at the core of the gameplay, unlocking new areas and skills.
addedFor this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):As we had a pretty big demo update last week, I focused 100% on the Early Access content for the last 7 days, so no new demo version has been uploaded this week.

Sinking Eternity changes

addedStep 2: Add a 50% contingency
addedAchievements: In Early Access, you will find a new achievement tab in the game menu, where you will be able to track many things to accomplish in addition to completing the main quest.
addedAn open world: You will be rewarded for exploring, with the Exploration skill to level up, but also for each new area, point of interest, creature, plant you discover, etc.
addedThe quest system: I always liked the visual and audio cues of achievement-like things in games, even while doing quests, so I added objective progression popups to help keep track of your quest progression.
addedEquipment based progression: Acquiring and crafting better gear will be at the core of the gameplay, unlocking new areas and skills.

Hey everyone, I hope you're doing great!

Time flies so fast, it's already June!

I am working days and nights on the game. The whole Early Access game world is ready, but the polishing phase is taking a lot of time!

My new way of estimating how long something I'm working on will take:

Step 1: Do my best estimate

Step 2: Add a 50% contingency

Step 3: Multiply Step 2 result by 10 haha

But seriously, we'll get there! I can't wait for the day when you can all try the game! :)

For this week's "random info about the game" section, I thought I could write a bit about how the game design is influenced by old-school MMORPGs (that I loved playing back in the day):

-Achievements: In Early Access, you will find a new achievement tab in the game menu, where you will be able to track many things to accomplish in addition to completing the main quest.

-An open world: You will be rewarded for exploring, with the Exploration skill to level up, but also for each new area, point of interest, creature, plant you discover, etc.

-The quest system: I always liked the visual and audio cues of achievement-like things in games, even while doing quests, so I added objective progression popups to help keep track of your quest progression.

-Equipment based progression: Acquiring and crafting better gear will be at the core of the gameplay, unlocking new areas and skills.

And I can confirm that even with an influence from MMORPGs, there will be no XP grind haha, and it's a 100% single-player game :)

As we had a pretty big demo update last week, I focused 100% on the Early Access content for the last 7 days, so no new demo version has been uploaded this week.

That's it for this week! Have a nice day, and thanks so much for your support :)

Source

Steam News / 4 June 2026

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