Fix unable to use assets that don't have tags
If asset does not have tags, don't show users in tooltip




Hi MicroKnights, in today's update I've added a major new feature and incremented the version number +0.1 to mark the milestone (*).
You can now pet the snail!
Added ability to pet the snail. To do this, stand on Snail and hold the Aim button until you crouch. Then while the Aim button is still held, press any direction to do the various petting poses. NOTE: this will prevent you from shooting any weapon, so release Aim to exit petting mode.
Shnails will now give a reward after some time of being pet.
Enemies are no longer is "blocked" by pickups. This fixes seeing them flicker when a pickup is in front of them and they were trying to move.
Incrementing version number to 1.1.x, to indicate significant improvements over previous versions.
(*) In all seriousness, the version number increase is more about stability in the game and all the Quality of Life improvements over the launch version. Though, being able to pet the snail does seem worth the celebration :).
Weekly Changelog: v0.106
A lot of progress has been made again this week towards the Early Access release in Q1-2026!
I also uploaded a new version of the demo with the following improvements/fixes:
-Improved fish behavior and made most fish species swim away when approached
-Improved starting islands level design
-Enhanced out of water ambiance (lighting, skybox, cloud density, etc.)
-Added real-time shadows to several outdoor objects
-Added a distant smoke rising from the sea, this point of interest will be explorable in Early Access
-Added a new visible far-away island, coming in Early Access
-Added a light beam to the new distant island that will be part of the Early Access storyline
-Improved shading and color balance of underwater vegetation
-Updated game logo on the start screen
-Added waypoints to the first tutorial steps
-Weight info now correctly shows up for zero-weight items
-Fixed an issue where some items could be equipped in the wrong equipment slot
-Updated item tooltip positions to work across all screen resolutions
-Updated skill tooltip positions to work across all screen resolutions
-Added fallbacks for cursor display after alt-tab and in-game resolution change
-Increased intro sequence text animation speed
-Corrected some small UI typos
-Ajusted the size of the empty cryopod, the reef trunk and some vegetation
-Made many small/medium general visual improvement and performance optimizations
Thanks again for your interest in Sinking Eternity!
Massive change incoming on beta -
imported more ocean tech/shading from falconeer
improved lighting even more while bringing it back a bit from the bleak realism.
Stone houses along walls are at at right angles so things look a tiny bit more decluttered
whales should go over the edge anymore
big gameplay change..
the density of housing AND industry is directly linked to the worker access at that location. So hive cities.. yes, but everything flows from your citadels,
house upgrades are more tied to worker access now, as well as resource access. So at the outer edges of your settlement housing shouldn't spawn higher tier houses if the worker access isn't there.
income is higher from houses to offset the lighter density in places.
This does actually change a lot of the game,, it requires a bit more thinking to gain more splinters through growth, cuz mindlessly grinding walkways isn't an instant solution, and its not for resources either as you cannot insta-fill a resource area anyway.. not without good worker access. Anyways this came to me from a user review that said the most efficient settlements look the worst. Which was actually the case, this is a bit of a remedy for that.
Now available on beta
The following issues have been addressed in this hotfix update:
Fixed connection filter setting not working properly
Various fixes to the Fatality Timer option
Combos option has been added to moves list for relevant titles
Fix for MK3 (Genesis) cheat menus not unlocking properly
Additional improvements to MK4
Minor localization corrections
Some fixes to MK Trilogy Training Mode
Additional fixes will be addressed in the upcoming "Online Arcade" update, with more details to be shared soon.
Hey everyone,
We're thrilled that everyone is enjoying the game! Here's our latest (but by no means last) patch addressing some of the issues, suggestions, and bugs you're having. We'll announce a winner of the Steam Deck giveaway (and update that post) in the next day or two.
If you haven't already pleae leave a review as that helps us immensely with visibility and helping other players on Steam find the game! Now onto the patchnotes!
CHANGES
Replaced all ambient tracks with better ones
Added heavy optimizations to Damage numbers and Ability Effects
Reduced the chance to get a Mimic
Insta-kill Effects longer work on Bosses
Doom no longer work on Final Bosses
Added a "See Damage Numbers" setting in the Options Menu
Added a "Total Effects On Screen" setting in the Options Menu (This should help fix lag if kept low) (Setting it to 0 turns of all Ability effects)
Damage Numbers now always appear over Ability Effects
UI Scale setting in the Options Menu now scales the Town and World Map as well
FIXES
Harpy Boss Fight should no longer cause crashes (but if it still does, please let me know I have another trick up my sleeve)
Fixed the game starting in fullscreen mode even if you disabled it in the options
Fixed Mute When Unfocused setting not muting when unfocused
We have more fixes, changes, and updates in the pipe so stay tuned!
Until Next Time!