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Sinking EternityNewsWeekly Changelog: v0.8.21
In-game event

Weekly Changelog: v0.8.21

Sinking Eternity · published 9 Jul 2026, 03:27 UTC

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Hey everyone! I hope you're doing great!

This month, it's been exactly 3 years since development started on Sinking Eternity! It's been a lot of work since July 2023 haha. But we're almost there! :)

For this week's update, I thought it could be fun to look back at what was built during the first year, and then go through years 2 and 3 in the next weekly updates.

I've kept a development log of over 10,000 lines since day one, so it's funny to look back and see how everything started.

The first year wasn't really about building giant underwater bases or huge creatures. It was mostly about creating the foundation that every other feature in the game relies on.

If there's one thing I learned from previous personal coding projects, it's that the code foundation and project structure are incredibly important. If those aren't solid, everything becomes much harder to build on top of them.

Core Gameplay

-The first systems I worked on were player movement, the first-person camera, object interactions, the analysis system, the air meter, and many other gameplay mechanics that make exploring the underwater world possible.

Building the World

-The game slowly evolved from a flat sand terrain into the first playable version of the Shallow Waters biome. During that time, I also added the first water system, underwater ambience, music, skybox, random loot placement, and the first fish and sea creature.

User Interface

-Most of the menus players use today were also created during that first year, including the inventory, crafting, quest, save/load, settings, difficulty selection, pause, and basic HUD. FYI, menus and UI take a lot more time to develop than people (including me) might expect. It was at least 6 months of work, in that first year.

Exploration & Progression

-I also started building the quest log, discoveries, popups, shelter upgrades, storage system, and the first pieces of diving equipment, which slowly transformed the prototype into an actual game.

Looking back, it's amazing how many of these systems are still at the core of Sinking Eternity today. Most of them have been expanded and polished many times since then (and thanks to your great feedback!), and they all started during that very first year.

Also, back to the present: This week I'm working on some giant sea creatures. We're still on target for a launch by the end of the summer! :)

Thanks so much for all your support!

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In-game event10 Sep 2026Weekly Changelog: v0.8.30Hey 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 pre…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…