Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Sinking EternityNewsWeekly Changelog: v0.8.30
In-game event

Weekly Changelog: v0.8.30

Sinking Eternity · published 10 Sep 2026, 04:27 UTC

All newsPlayers around this dateRead on Steam

Hey everyone, I hope you're doing well!

This past week ended up being very productive, focused on polishing and improving the game!

Here is the changelog:

-Massive in-game performance optimisations, with an average 40% FPS gain on the computers I tested the new build on!

-Huge additional FPS gains inside all menus, with an average 50% FPS gain on the computers I tested it on (on top of the previous improvements).

-Major upgrade to the save system to make it much more robust and resilient.

-Added a dynamic resolution slider in the Options menu to improve performance on GPU bottlenecked PCs.

-Added currently owned materials next to required materials in the crafting and build menus (in the 0/3 and 7/3 format).

-Added a horizontal HUD placement slider, allowing players with multi-screen setups and ultrawide monitors to move the left and right HUD elements closer to the middle of the screen.

-Improved the level design around the Sandlurkers, with analysable eggs that they are guarding and a more immersive description of the creatures.

-Fixed a visual glitch that happened when the player returned to the surface, where the underwater effect would remain for a few frames after leaving the water.

-Increased the spawn distance of most fish so they don't appear too close to the player.

-Improved the Shallow Waters level design with more large rocks surrounding the starting islands.

-Improved the exploration behavior of medium-sized peaceful sea creatures so they clip less through their environment.

-Made sure the Flowing Sands fog always appears when the player is in range.

-Reduced the performance impact of fog particle systems, like the one visible in the distance at the end of the demo.

-Improved the visuals of HUD elements like the bottom right notifications.

-Improved how water surfaces throughout the game are managed for better performance.

-Configured the Steam Cloud save feature.

-Added more sound effects throughout the game.

-Added better ambient audio tracks throughout the different game biomes.

-Prevented actions from starting if the player moves while holding the action key and then targets an interactable object, now requiring the key to be released first.

-Improved the Amberhelm fish behaviour and added many sound effects to its different states.

-Added safeguard code to make sure all standard fish stay underwater.

-Added all sea creatures to the creature database.

-Added another page to the creature database.

-Moved the axes and pickaxes crafting category to the top, as it felt like the most natural category to be focused on when opening the crafting menu.

-Improved the colliders of the Reef Wood trunks.

-All these changes are now live in the latest uploaded demo build (v0.8.30).

I still plan to start the Playtest very soon, most probably by the end of next week!

I'll update you on the start date and how to join the Playtest in the next weekly update :)

Thanks again for your support!

More from Sinking Eternity

Other announcements

All news
In-game event1 Sep 2026Roadmap UpdateHey everyone! I'm posting a bit earlier this week to share an important roadmap update! I've decided to run a free Playtest (letting you explore further than in the demo) starting around mid-September before launching Sinking Eternity into Early Access. You'll be able to request access to the Playtest on the steam page if you'd like to participate. As shared earlier, the content planned for Ear…In-game event27 Aug 2026Weekly Changelog: v0.8.28Hey everyone! Early Access launches in 20 days, on September 15! We're almost there! Things progressed well again this week! -The game reached 10,000 wishlists this week! I still can't believe it! Thanks so much to all of you! <3 -Also, the Early Access build is currently under review by Steam. It's the final step before full approval for the Early Access launch. -I've also submitted the reques…In-game event20 Aug 2026Weekly Changelog: v0.8.27Hey everyone :) Early Access launches in 27 days, on September 15! Development progressed very well again this week. I was also able to finalize the " Progress " menu, where you will find: -In-game stats on your progress -A timeline section that will note the big discoveries you've made in-game -A very cool "Unlocked Endings" section. Sinking Eternity will have multiple endings based on the act…