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Steam News28 November 20257mo ago

Devlog #8 - Finishing & polishing

In the beginning we were aiming for the release for the end of the year. However we decided to add more polish to the game! In this update, we’d like to share what we’re currently working on.

In this update4

Full notes

Full SPORTAL update

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

What changed

0 fixes3 additions10 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Performance
addedIn the beginning we were aiming for the release for the end of the year. However we decided to add more polish to the game!
changedGameplay Balance:This is one of the most crucial aspects. We want the balance to feel just right — and trust us, it’s no easy task in a game like this. The biggest challenge lies in tuning the values of the global progression tree (the upgrades that don’t reset after death). Our goal is to ensure smooth pacing: no excessive grind, but also not too easy. In other words, we play relentlessly, adjusting upgrade costs until everything clicks.
changedGameplay Balance:Steam post imageglobal progression tree
changedGameplay Balance:Another key challenge is balancing enemy strength against weapon damage, as well as player movement speed, jump height, enemy speed, weapon reload times, and more. Dozens of interconnected parameters must work together like a perfectly tuned orchestra to bring the game as close to ideal as possible.
changedGameplay Balance:Steam post imageCombat balancing - enemies vs weapons
changedAnomalies:We want every run to feel unique, so we’re introducing a system of anomalies — gameplay modifiers that appear randomly. Here are some examples:

SPORTAL changes

addedIn the beginning we were aiming for the release for the end of the year. However we decided to add more polish to the game!
changedThis is one of the most crucial aspects. We want the balance to feel just right — and trust us, it’s no easy task in a game like this. The biggest challenge lies in tuning the values of the global progression tree (the upgrades that don’t reset after death). Our goal is to ensure smooth pacing: no excessive grind, but also not too easy. In other words, we play relentlessly, adjusting upgrade costs until everything clicks.
changedSteam post imageglobal progression tree
changedAnother key challenge is balancing enemy strength against weapon damage, as well as player movement speed, jump height, enemy speed, weapon reload times, and more. Dozens of interconnected parameters must work together like a perfectly tuned orchestra to bring the game as close to ideal as possible.
changedSteam post imageCombat balancing - enemies vs weapons

In the beginning we were aiming for the release for the end of the year. However we decided to add more polish to the game!

In this update, we’d like to share what we’re currently working on.

Gameplay Balance:

This is one of the most crucial aspects. We want the balance to feel just right — and trust us, it’s no easy task in a game like this. The biggest challenge lies in tuning the values of the global progression tree (the upgrades that don’t reset after death). Our goal is to ensure smooth pacing: no excessive grind, but also not too easy. In other words, we play relentlessly, adjusting upgrade costs until everything clicks.

Steam post imageglobal progression tree

Another key challenge is balancing enemy strength against weapon damage, as well as player movement speed, jump height, enemy speed, weapon reload times, and more. Dozens of interconnected parameters must work together like a perfectly tuned orchestra to bring the game as close to ideal as possible.

Steam post imageCombat balancing - enemies vs weapons

Anomalies:

We want every run to feel unique, so we’re introducing a system of anomalies — gameplay modifiers that appear randomly. Here are some examples:

  • Darkness – the level is pitch black, and the player must rely on a flashlight.

  • Arachnophobia – only spiders spawn, and there are a lot of them.

  • Low Gravity – reduced gravity across the level (still in testing).

  • Iron Boot – wield a metal boot that defeats enemies with a single kick.

  • No Hazards – no spikes or environmental traps.

  • Cow Level – all enemies have cow heads, and headshots are impossible.

  • Cornfield – no enemies, only scarecrows that drop loot when destroyed.

  • Shroom Fest – explosive mushrooms scattered throughout the level.

  • Anomaly 9 & 10 – still to be designed… and we’d love to hear your ideas!

Steam post imageEnemy for the Cow Level anomaly (cow head still without final texture)

Steam post imageSteam post image

The leg in a normal sneaker and special “Iron boot”

Steam post imageDarkness annomally

Steam post imageLow gravity anomaly - I believe I can flyyyyyy

Polishing & Tweaks:

  • Beyond the big systems, we’ve already implemented dozens of smaller improvements, with many more on the way. Highlights include:

  • Four different corridor variants between levels (instead of just one).

  • A reroll button for local progression (upgrade card choices).

  • Stats displayed at the start of each level.

  • A mummy training in the main menu (originally meant to dance, but the somber music didn’t fit — so now it’s for training purposes instead).

  • Added FOV settings.

  • Refined particle effects (e.g., death curse, scare) and explosions.

  • Post-processing adjustments.

  • Optimization — aiming for 60 FPS on Steam Deck.

Different layouts of corridor

That’s all for today!

We’re pushing hard to add at least 100 more fixes and improvements before launch. Time is running short, as release is just around the corner. The official date will be announced soon - expect SPORTAL to arrive in early 2026.

Thank you for your support! – The Sleepwalking Potatoes Team

Source

Steam News / 28 November 2025

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