Today we're adding a new feature to demo playback called TrueView. With TrueView, demo playback will match the player's original experience much more closely.
Previously, demo playback showed the server's view of the world, without accounting for network latency. This could be confusing because shots would hit that didn't look like they should have, and vice versa.
TrueView provides a more accurate representation of the observed player's experience by re-running their client-side prediction.
The video below shows the difference between the old demo playback and the same playback with TrueView.
A few caveats:
By default, TrueView is deactivated when the version of the game you are using to view the demo does not match the version of the game used to record the demo.
Even with TrueView active, there may still be some differences between what you see in the demo and what the player originally saw (especially with slow-motion playback). For example, damage effects will have different timing during demo playback due to the way CPU and GPU work are pipelined.
In addition to performing clientside prediction of the observed player, TrueView will also perform Damage Prediction on enemies, if Damage Prediction was used by the observed player at the time.
Additionally, we're shipping movement changes that we made available last week in a beta branch. All that and more and today's update!
\[ GAMEPLAY ]
Fixed a case where air acceleration was clamped incorrectly while surfing.
Fixed a case where slowly surfing up a ramp was handled incorrectly due to misidentification as a jump apex.
Fix a bug causing "Delay Sniper Rifle Un-Scope after Shot" to be inconsistent.
\[ DEMO ]
Added TrueView demo playback, which reconstructs the observed player's original experience more accurately by re-running client-side prediction.
TrueView playback will show the effects of Damage Prediction, if it was enabled by the observed player at the time.
TrueView does not reconstruct the precise timings of rendered frames, so some differences between the original player's experience and TrueView playback will remain, especially in very slow motion playback. The player's frame at the time when the mouse was clicked, which is used for hit registration, is shown accurately to the nearest demo playback frame. However, reaction effects such as recoil, muzzle flash, blood splatter, and ragdoll are delayed while playing the game by one or two frames due to the way CPU and GPU work is pipelined, and will not appear at the same time during demo playback.
TrueView demo playback might not work properly on old demos and is disabled by default if the playback client version does not match the client version when the demo was recorded. You can set cl_demo_predict 2 to override this.
Fixed a bug causing third person models to not animate smoothly.
Fixed a bug causing time to lurch forward by one tick when unpausing a demo.
\[ MISC ]
Animation fixes for G3SG1 bolt.
Fixed developer console scrollbar to accept mouse clicks.
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.
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.
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