Hello, I'm Shibuya from Studio Snowblind, the developer of Glaciered.
The Steam demo has been updated for Steam Next Fest, which will start on June 9. This update focuses on improving core gameplay and QOL features, and this was achieved by building upon the feedback we've received from the community.

Please join our official Discord channel to directly send me your thoughts!
We've added an English voiceover to the game! I'm very happy to be able to make the game more immersive for non-Japanese speakers.
The text language and voiceover language can be changed separately, so you could try out a different voiceover language for a new playthrough for a fresh experience!

We've added Knowledge, a new feature that digs deeper into the world of the game. Knowledge adds an encyclopedia on the creatures of the underwater world of Glaciered, including the ecology of various creatures and the culture of the Tuai, the player character’s species. You can unlock Knowledge by progressing through the story and completing quests.
Unlocking Knowledge about a creature grants you a bonus that increases the amount of experience you gain from defeating said creature. And with the addition of this feature, names and levels of creatures will no longer be displayed the first time you encounter them. This information will only be displayed once you’ve unlocked one or more Knowledge levels for that creature. We believe this will make for a more immersive experience.
Note: Save data created from the old demo version may not be able to unlock Knowledge. If this happens, please start a new save to experience the new feature.

The protagonist Gray can now fly at high speeds (i.e. in Strom Mode) in four directions: forwards, backwards, left, and right. This was a highly requested feature from the community. This change greatly improves maneuverability and freedom of movement.

We reworked all of Gray’s actions and adjusted the timing for canceling out of attacks, input buffering, and input delay. This makes the action more responsive and satisfying to play.
We’ve also reworked the timing for perfect dodges. Before, there was a slight delay between the dodge input and the perfect dodge judgment. Now, the judgment is made on the very first frame of the dodge. This should make perfect dodges more intuitive.
Before, the camera was restricted to not go behind terrain features, which made it prone to stuttering in tight spaces or when right next to a wall. This has been alleviated by making walls and ceilings turn transparent when they get between the camera and Gray. This should improve camera stability and make it easier to fight in tight spaces.
Moreover, I completely redesigned the aim down sights camera from scratch. This alleviated the issues of the camera getting stuck on objects and the inconsistent camera speeds while trying to aim. This makes aiming much smoother than before.


All of the character animation in Glaciered is handmade, but the game also computes procedural animations in real time and blends them with the handmade animations, resulting in more natural movements. This system has also been redesigned from the ground up.
Many creatures can now move even more naturally and smoothly than before. This should give them a more lasting impression and make battles feel more immersive.
Moreover, hitting an enemy with an attack will cause the point of impact to vibrate slightly afterwards. This should add more oomph to attacks and make it easier to discern where your attacks hit.
Lastly, I’d like to report on our demo showcase at PAX East 2025, back in May 5-May 10 at the Boston Convention and Exhibition Center.
I was happy to see players interested in worldbuilding aspects such as the story and underwater exploration, and players even raised some interesting ideas such as “I want to customize the Pui” and “I want to see an eel-like creature”.
Some players struggled with exploring and battling underwater due to the added verticality and expressed the want for difficulty options. The demo is currently fixed to Normal difficulty, but more difficulty options such as Easy and Hard will be added to the full version of the game.


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