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Sinking EternityNewsWeekly Changelog: v0.8.22
In-game event

Weekly Changelog: v0.8.22

Sinking Eternity · published 16 Jul 2026, 06:27 UTC

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Hey everyone! I hope you're doing great!

Last week I talked a bit about what I worked on during the first year of development. This week, let's move on to year 2 (of 3).

If the first year was mostly about building the game's foundation, the second year was when Sinking Eternity really gained its identity and started to become an actual game.

Expanding the World

-One of the biggest milestones was building several biomes and the first major cave systems. I started creating the mid-depth areas, the extreme depths, and many of the underwater ambience and lighting effects that give each area its own atmosphere.

Story & Exploration

-The story evolved a lot during that second year. This is when many of the major story ideas came together, including the opening cryopod sequence, the overall timeline spanning tens of thousands of years, the first major story arc, and the implementation of one of the biggest plot twists in the game. I really hope that moment surprises players, and makes them question what this planet really is.

-I also implemented the first 3-4 hours of the main questline and added the first major companion.

Gameplay Systems

-Many of the core gameplay systems reached a much more complete state during year two. I finalized the mining and woodcutting systems, expanded the player skills, implemented player damage and death, built the first pressure suit for exploring extreme depths, and finalized the save data structures that keep track of hundreds of different things throughout your adventure.

Performance & Polish

-This was also the year where optimization became a huge focus. One of the biggest improvements was increasing the game's performance from a stable 30 FPS to well over 200 FPS on my 2020 development computer. That was an important step toward turning a pure development build into something that actually felt playable.

-Outside of the game itself, I also opened the Steam page, created the first trailer, added initial gamepad support, and... lost an entire week of development because of a faulty SSD haha. That one taught me the importance of daily backups!

Looking back, year 2 was really the year where the project transformed from a collection of systems into a real underwater adventure.

Thanks so much for all your support, the Early Access is still on target for the end of the summer!

More from Sinking Eternity

Other announcements

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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…