SEAR DevBlog, week of 6/29/26: The Big Announcement
- Adam Nicolai

- Jul 6
- 2 min read

On Tuesday we formally announced SEAR with a press release, publication of the Coming Soon Steam page, and an unveil of the first teaser, designed to demonstrate phasing and how we use it to sync long racing levels to songs without them getting boring.
If you haven't wishlisted on Steam yet, please do! https://store.steampowered.com/app/4694830/SEAR/
The SEAR page has already been updated with the trailer, but if you missed it you can also check it out on GameTrailers.
June/July is a tricky period for video game announcements, but we still managed to get some solid press coverage, including this piece in TechMash. It feels like they really understand what we're aiming for here.
On top of all that we started a small marketing research campaign aimed at gauging viability for a possible Kickstarter.
In short, this past week was the culmination of a lot of different things I've been working on over the last couple months. We're still showing alpha footage and our Itch prototype is still the original one released in November, but I've seen a lot of positive responses ranging from the cautiously intrigued to the outright enthusiastic. Those early responses mean a lot to me and from the marketing perspective, the next goal is to just keep getting the word out and start some organic wishlist-building.
Now that this particular target date is passed, I can get back into the project and am hoping to have more development-related updates for you as soon as next week. I've decided to make sure I get at least a few hours in on the project itself every day. Both because I'm not happy with the project's dev pace the last couple months, but also because I just need it from a mental health perspective. I think I've mentioned this before, but nothing stokes me up for the game like just working on the project and I could use an infusion of that good stuff.



This game looks amazing! I can't wait to see more!