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Steam News25 June 202610d ago

Weekly Changelog: v0.8.19

Hey everyone, I hope you're doing great! I've been so focused on finishing up the game build again this week. Sorry if I'm late replying to messages on the different platforms.

Full notes

Full Sinking Eternity update

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

Repeated intro

Hey everyone, I hope you're doing great!

What changed

0 fixes0 additions4 changes0 removals
  • UI and audio
changedUnity: This is the engine the game is built on. It serves as the foundation and helps manage things like physics, audio, game objects, and input processing. Many indie games are made with amazing engines like Unity, Unreal, Godot, etc. I've built a few basic game engines myself a long time ago, and let me tell you, we're lucky as developers to have access to such incredible engines today. They serve as the foundation for so many projects.
changedPhotoshop Elements / MS Paint: These are the software packages I use for object textures, 2D UI elements, and more. And yes, I still use MS Paint for a bunch of things haha
changedAudacity: This is the software I use for all the sound editing.
changedExcel: This one may sound funny, but I use Excel a lot while developing the game. I have dozens of tabs across different workbooks containing all the quests, loot tables, story notes, monster stats, checklists, and more. The game ended up requiring a lot more planning than I originally thought, so I needed a way to keep everything organized and preserve my sanity haha

Sinking Eternity changes

changedUnity: This is the engine the game is built on. It serves as the foundation and helps manage things like physics, audio, game objects, and input processing. Many indie games are made with amazing engines like Unity, Unreal, Godot, etc. I've built a few basic game engines myself a long time ago, and let me tell you, we're lucky as developers to have access to such incredible engines today. They serve as the foundation for so many projects.
changedPhotoshop Elements / MS Paint: These are the software packages I use for object textures, 2D UI elements, and more. And yes, I still use MS Paint for a bunch of things haha
changedAudacity: This is the software I use for all the sound editing.
changedExcel: This one may sound funny, but I use Excel a lot while developing the game. I have dozens of tabs across different workbooks containing all the quests, loot tables, story notes, monster stats, checklists, and more. The game ended up requiring a lot more planning than I originally thought, so I needed a way to keep everything organized and preserve my sanity haha

I've been so focused on finishing up the game build again this week. Sorry if I'm late replying to messages on the different platforms.

For this week's update, I thought I could talk a bit about some of the tools I use to build the game. I've gotten a lot of questions about this since the demo launched 7 to 8 months ago.

-Unity: This is the engine the game is built on. It serves as the foundation and helps manage things like physics, audio, game objects, and input processing. Many indie games are made with amazing engines like Unity, Unreal, Godot, etc. I've built a few basic game engines myself a long time ago, and let me tell you, we're lucky as developers to have access to such incredible engines today. They serve as the foundation for so many projects.

-VS Code: This is the code editor I use for the game scripts. Sinking Eternity is built in C#, and as of today, it has more than 35,000 lines of code.

-Maya / Blender: These are the software I use for 3D models, aside from things like the terrains, which are created directly inside the Unity game engine.

-Photoshop Elements / MS Paint: These are the software packages I use for object textures, 2D UI elements, and more. And yes, I still use MS Paint for a bunch of things haha

-Audacity: This is the software I use for all the sound editing.

-Excel: This one may sound funny, but I use Excel a lot while developing the game. I have dozens of tabs across different workbooks containing all the quests, loot tables, story notes, monster stats, checklists, and more. The game ended up requiring a lot more planning than I originally thought, so I needed a way to keep everything organized and preserve my sanity haha

I've probably used a bunch of other software here and there, but these are the main ones that come to mind. I hope you found this interesting!

That's it for this week's update. Thanks so much for all the messages and for your support. Development is progressing well, with a targeted launch this summer :)

Source

Steam News / 25 June 2026

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