SEAR DevBlog, week of 1/26/26: A slightly later schedule
- Adam Nicolai

- Feb 1
- 1 min read
Updated: Feb 27

As alluded to last week, I decided on a longer time horizon for the Kickstarter and Steam EA launch that will make sure we aren't scrambling to hit unrealistic dates. While the specifics aren't nailed down yet, I can say we'll be taking most of this year to make sure our launch trailer is ready, the demo is ready, and all the necessary groundwork for building out new levels and multiplayer is in place, while still making sure that we are hitting the big Kickstarter and EA launch milestones as soon as is practical.
This week was a lot more admin for me - some leftover tax stuff and a lot of emailing. I was able to get into the project just long enough to finish some collision fixes that were necessary to get sound effects firing off of hits correctly. Other than that, we got a first draft of Groove into the game project (still missing a lot of detailing, but the silhouette and overall impression is there), meaning it's ready for physics alignment. Most of our UI aesthetic redesign elements got updated to Pending Approval, meaning I just need to give it final signoff so we can start pulling it all into the project. Our cave environments got some work to make them look more cave-y and less blocky, and HDRI skies are back in the game (they were removed for a while last year) which are just far more vivid.
More next week!



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