- SunderBound Update 0.4.2863.d504e734 Patch Notes - 17 September 2026
Attention, citizens of Haven.Summer is at its end and we've been hard at work bringing SunderBound closer to our vision. The star in this update is the enemy behaviour. They now prefer making smarter decisions instead of swarming you. We want to give you the necessary time to assess the combat situation and make a tactical decision instead of reacting to the nearest threat. New featuresBetter Weapon Knockback. Bullet impacts now feel more powerful, with improved enemy hit reactions.Smarter Enemy AI. Wretches and Skirmishers now move more fluidly and behave more tactically. Chargers were rebalanced, becoming more aggressive and actively trying to attack players from various angles.Added Graphics Settings. Due to popular demand we added Graphics Setting, greatly improving the minimum specs needed to run SunderBound. Stable 30+ fps on SteamDeck on Medium Settings. 60fps is possible with a…
- SunderBound Update 0.4.dfdcefe2 Patch Notes - 5 August 2026
Attention, citizens of Haven.In these scorching summer months, we've been making progress with Haven and its many residents. Today's changes will make the different areas of Haven's sewers look more distinct from one another. We are also bringing you an overhaul to the Mission Selection menu, along with several other fixes. Here are all the details:New featuresCompletely overhauled the Mission Selection menu. The story mission progression is now clearer, along with the randomly generated story missions.Overhauled the lighting of the levels. Expect sharper-looking environments, with multiple variations of postprocessing and lighting palettes in each room.Praise The Minister! The Mission Merchant has set up shop and is now fully functional. The players can collect Mission Currency from chests and by completing challenges in the Mission. This currency can be spent at the Merchant for sweet…
- Dev Log #7: Character Ability Updates - 24 July 2026
Greetings, citizens of Haven!Last time, we took a brief dive into the world of SunderBound and how you, as a player, will experience its story. You can check out that article here. Today, we are looking at our main characters: Vuk and Nu, and their new & improved abilities.New Approach to Character AbilitiesWe’ve always envisioned Vuk as a frontline juggernaut, built to smash through crowds and shatter enemy formations with raw power. Nu, by contrast, is our elusive sniper, silently picking off high-value targets from a distance. While earlier iterations of their ability kits nailed these individual roles, they also felt too isolated. The characters' playstyles were distinct, but they lacked impactful interactions and shared goals during combat.Cooperation is at the core of Sunderbound, and we needed our character kits to reflect that. We went back to the drawing board with a clearer de…
- SunderBound Update 0.4.2629 Patch Notes - 10 June 2026
Attention, citizens of Haven.We hope you've been enjoying SunderBound's demo so far! The first three weeks have been great (with a few rough edges), and we've been hard at work logging in your feedback and improving the game based on that. With today's patch, we're adding various gameplay improvements, some quality of life additions to the tutorial and other areas of the game, along with a wave of fixes and optimizations that should make your gameplay experience much smoother. Some of the most frequent pieces of feedback we received was connected to the way guns feel, so we made some changes there as well. Here's the full list:Bugfixes & Gameplay ChangesExpanded the physical space of the tutorial rooms and revised the instructions for better clarity, based on your feedback. We also added directional decals to the floors/walls to help guide new players. Removed the mechanic that caused t…
- SunderBound Hotfix Update 0.4.2578.66813d12 - 22 May 2026
Attention, citizens of Haven,We are so happy to see everyone’s initial reaction to SunderBound's Demo! The rebellion against The Minister and His cronies is off to a very promising start! We watched some of you play through the first story missions, and we’d be the first to agree that there were still issues to iron out. With today’s update, we want to address the biggest offenders and smooth out your gameplay experience, especially when playing with a friend in online or local co-op.BugfixesFixed several UX issues with the tutorial based on your feedback!Fixed several issues with weapon aiming, including vertical aiming and problematic target placement in the Tutorial.Fixed a bug where both characters would get stuck on the Character Perk Station if they interact with it at the same time.Fixed Nu’s Evade skill aim where the character is facing instead of aiming location; Expect a setti…
- SunderBound Demo OUT NOW! - 20 May 2026
Attention, citizens of Haven.Surprise! We are incredibly happy to announce that SunderBound's Demo is officially OUT NOW, along with a brand new trailer:If you took part in our playtest a few months back, you will notice quite a lot of changes. Here's what's new:3 brand new story missions.Brand new character abilities.Brand new user interface.Adjusted combat and level design to encourage a wider variety of tactics, and more!We are always improving SunderBound and encourage feedback or suggestions. We are planning to add more content to the Demo throughout May and June, so if you want to be in the loop, join our Discord!We hope you enjoy the demo!- Kipi Interactive
- Announcing Closed Playtest: Online Multiplayer - 24 April 2026
Greetings, citizens of Haven!We are beyond excited to bring you the next playable version of SunderBound very, very soon! If you’ve been following our dev logs, you already know that the game has changed quite a lot. We can’t wait to see your reactions to all new additions and updates. One of the new additions to SunderBound, compared to its playtest version, is the implementation of Online Co-op play! To ensure everything goes smoothly at launch, we will organize a closed playtest on 29.04.2026 (Wednesday), from 19:00 to 20:00 EEST (18:00 to 19:00 CET). We encourage anyone who would like to get their hands on the game early and help out with our development to sign up solo or together with a friend. Here’s what our ideal candidates look like: Has a stable & reliable internet connection. VPN/Proxy use and Mobile/Satellite networks are not suited. As this playtest will focus on online pl…
- Dev Log #6: Story & Narrative - 17 April 2026
Greetings, citizens of Haven!In the last couple of weeks, we dived deeper into the direction we want to take SunderBound after the open playtest gameplay-wise. This week, we want to take a slight detour into the story and the lore that you’re going to experience while blasting your way up the Mega-Tower. The World of SunderBound Let’s start from the beginning. Generations ago, a massive military conflict sparked an irreversible and devastating ecological catastrophe. All survivors sought shelter inside a massive megalithic fortress called Haven. Over the years, sections of it have fallen into disrepair. Overpopulation, resource scarcity, and corruption have gripped the populace, but hope lives on. Hope for those living above to keep building up and reach for clear air and skies. And hope for the downtrodden, that they may some day climb up the tower to a better life. Haven has and alway…
- Dev Log #5: Missions and Levels Overhaul - 10 April 2026
Greetings, citizens of Haven!Last week, we went through the combat changes that we are working on for the next playable iteration of SunderBound. We pushed the needle more towards a tactical approach. The enemies are fewer, their attacks are more obvious, but they are tougher and hit way harder. You can read more about it in our last Dev Log! The changes to SunderBound’s combat made us rethink the battlefields in Haven. The corridors and walkways of its sewers had to give way for wider generator rooms and ruined maintenance tunnels. This restructuring also allowed us to rethink the mission system. Here’s a Engaging in tactical combat in tight spaces is quite hard. We’ve redesigned our levels to fit our new combat system needs. More room for maneuverability, cover, and recuperation. We’ve replaced Sub-Missions with optional objectives you can discover through the mission. This makes miss…
- Dev Log #4: Combat System Overhaul - 3 April 2026
Greetings, citizens of Haven!We are very excited to be back after two months of hard work, as we have a lot of new updates around SunderBound! We received a ton of insights from the first playtest, and we are bringing substantial changes to the game, starting with a combat overhaul. We took a look at our old combat system and found a few key issues:Players were overwhelmed by constant waves of enemies.Players had little time to strategize, restock ammo, and heal.The rapid combat pace leaves little room for tactical variety.We noticed that players would often become overwhelmed by the constant waves of enemies, leaving very little time to breathe between fights and little opportunities to restock ammo and health. In many cases this also encouraged them to ‘shoot on sight’ rather than look for strategic targets. Most of you resorted to the same moves of kiting mobs and shooting the neares…
- Dev Log #3: Learnings from SunderBound’s first Open Playtest - 30 January 2026
Attention, citizens of Haven!We’ve just closed access to SunderBound’s first open playtest build, and firstly, we want to genuinely thank each of you who signed up for, wishlisted, and played this very early version of our game!Many of you left us notes on how to improve, what issues you encountered, and what parts of the game you liked and didn’t like. This was all so important to us, and it gave us a substantial push in motivation, but also in what direction to take the world of Haven.Let’s dive deeper into some of the feedback we’ve received over the past couple of months. Key TakeawaysCombatWe’ve taken your feedback regarding the combat gameplay to heart, and we’re hard at work refining it. The main direction of improvement is towards a more deliberate and precise combat, full of possibilities and variety. One where the individual and the cooperative choices matter, one where action…
- SunderBound Playtest closes on January 26th - 23 January 2026
Attention, citizens of Haven!After 4 months of open playtest, including 2 major gameplay updates, we will close the SunderBound public playtest on Monday, 26th of January at 09:00 AM CET.What happens next?We are incredibly grateful for all the feedback over the last few months! We will soon share more information about the insights we collected during the playtest and how we plan to implement them. Also, keep an eye out for an update on our roadmap for 2026!If you haven’t tried the latest build yet, this weekend will be your last chance to participate!See you soon!- Kipi Interactive
- SunderBound Update 0.3.2209.198b5f31 Patch Notes - 19 December 2025
Attention, citizens of Haven,Today, we are releasing the final patch of 2025, with which we aim to add another couple of big gameplay features to SunderBound: Portable Cover and Blind Fire!We always wanted to make cover a significant gameplay element throughout all missions, as it adds a layer of complexity and a driver for player cooperation. To make taking cover more impactful for players, we’ve also made some changes to enemy behavior and lethality. You can check out the full list of changes down below!And with the holidays approaching, we’d like to extend our heartfelt gratitude towards all of you who tried out SunderBound’s playtest, streamed it, talked about it, helped us find those pesky bugs, and gave us feedback! It was all immeasurably valuable to us, and it has already influenced some of our decisions in our recent patches and the ones going forward in 2026.SunderBound’s Play…
- SunderBound Update 0.3.2158 Patch Notes - 2 December 2025
Attention, citizens of Haven,Today, we are rolling out a big change that we believe will enhance SunderBound with an additional strategic gameplay layer. Along with a list of new fixes and balancing updates, we are implementing a new mechanic: limited ammo.Thank you all, once again, for your support during the playtest! Expect one more major gameplay update planned for this month, before the holidays, when we will add a bit more adversity your way. Limited Ammo SystemEach player's gun has a limited ammo reserve.Weapon melee attack restores ammo on kill, indicated by a VFX.Player characters can open ammo chests scattered around the levels to fill their ammo.Co-op ability (High Five) fills up all ammo.Our vision for SunderBound’s gameplay includes cooperation, tactical thinking, and dynamically shifting between shooting, melee, and abilities, but we found that players often defaulted to s…
- Dev Log #2: Art Direction & Aesthetics - 21 November 2025
Greetings, residents of Haven!With our second dev log, we want to dive a bit deeper into SunderBound’s art direction, our main inspirations, and our intent behind the designs.The game has recently entered OPEN PLAYTEST, and you can jump in and check out the game right now for free! When you’ve had your fill of the action, you can contribute to the development by leaving your thoughts here, in SunderBound’s Community hub, or on our Discord channel! Why Dieselpunk?Back in 2020, we decided that after working on several projects, it was time to start our own IP. We generally knew what kind of game we wanted to build, and we had a ton of ideas about what the theme could be. We narrowed it down to four concepts: Post-apocalyptic, Dieselpunk, Cyberpunk (near future), and Sci-Fi (far future). It quickly became apparent that we were all excited about making a game that scratches the itch for a d…
- SunderBound Update 0.3.2118 Patch Notes - 14 November 2025
New week, new patch! We've done some fixes, some of them based on your feedback! Here's a full list:Bugfixes to known issuesFixed “A few moderate issues when Player 2 joins mid-game - loss of focus, Player 1 input issues, missing UI elements, etc.”Updated gamepad selection for Player 2 - navigation throughout the Missions, Submissions, and the Perk Selection screens is now available.Fixed “Rare behavior bugs to certain types of enemies in specific situations - i.e., Wretches getting stuck, Spider Mech not using his abilities sometimes”.Fixed a rare crash due to a missing voiceover.Other Bugfixes Following your feedback, we added a few more health chests to the harder encounters, including the Spider Mech fight.The controls mapping screen should now be responsive on all resolutions.Made the text descriptions on some encounters clearer and fit the encounters better.Door frames should now…
- SunderBound Update 0.3.2098 Patch Notes - 7 November 2025
First Patch Notes, by The Minister's grace! Welcome to our first patch notes! We will regularly update you on our bugfixes, hotfixes, new content, and all big and small improvements to SunderBound :)Bugfixes A lot of improvement on Gamepad inputs in Co-op Mode - selection on all menus of the game is now available on the gamepad.Fixed an annoying Player 2 gamepad bug where the character started reloading before any interaction.Fixed a rare bug where both characters can die on our Howitzer encounter, and the game cannot continue.Fixed some issues with Co-op ability activation, made it much smoother overall.Fixed a rare (but rather thematic for Halloween) issue where a dark fog obscured small parts of the map.Fixed a very rare progression issue in which the starting elevator did not spawn, and our dear characters fell through the map. Oops…Fixed a crash during a specific Protect Encounter.…
- SunderBound Enters Open Playtest! - 5 November 2025
Attention, Citizens of Haven! We are beyond excited to finally bring SunderBound into your hands! As of today, you can request access to the SunderBound playtest from the game’s page on Steam! The playtest will be accessible and playable starting today, November 5th, 2025. Let’s go through some questions that might pop up regarding the playtest: Q: When will I receive access to the game?A: We will allow the first wave of players to access the game as soon as this week, and will allow additional waves of players every update cycle. Q: There will be updates?A: Yes, we commit to updating the playtest build every two weeks to adjust balance, add bugfixes, and optimize performance. (so we will allow a new wave of playtesters every two weeks). Additionally, we commit to at least two larger content patches that will add new enemies and other goodies ;) Q: For how long will the playtest be avai…
- SunderBound Closed Community Playtest - 29 October 2025
Attention, Citizens of Haven!We are beyond excited to finally bring SunderBound into your hands! As of today, you can request access to the SunderBound playtest from the game’s page on Steam! The playtest will be accessible and playable to everyone starting November 5th, 2025. For a limited time, we will be putting SunderBound into your hands and will be testing out some of its fundamental features, together with you. This is your chance to experience the game early, become a crucial part of its development, and help us shape its future. How to Join the Playtest Earlier:For now, we already offer access to this playtest to our official Discord members. If you would like to join the playtest before November 5th, these are the steps you need to take: If you haven't already, join our official Discord server.Find your way to the forums channel and request access in the “Playtest Access Reque…
- SunderBound Dev Log #1 - 8 October 2025
Hi everyone! We are Kipi Interactive, the developers behind the upcoming game SunderBound, and this is our first dev log! Today, we’d like to briefly introduce ourselves, our game dev philosophy, and discuss why we believe we are best suited to create a game like SunderBound.Who are we?10 years ago, in Sofia, Bulgaria, Kipi Interactive was born. We are currently a small team of 12 passionate full-time developers, supported by several freelancers. From our humble beginning in 2014, we’ve had a vision for what design pillars we want to build our games on:Readability over Graphical Fidelity: tight controls, snappy animations, and reactive combat is what we’re after. Realism will be sacrificed if it means delivering a responsive experience. Function over form.System-driven over Linear experience: a variety of systems working together like a well-oiled machine, driving the players to adapt t…