SPSTEAMPULSELIVE ANALYTICS
Sunken Realms

Sunken Realms Steam news

Magic Puncher Games | Sep 18, 2026 | game

Released

4players observed · 6 October 2026 - 07:10:48 UTC

AdventureSteam Store

  • Latest observed players4 · 6 October 2026 - 07:10:48 UTC
  • SteamPulse tracked peak27
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score81% positive

Sunken Realms news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players4 · 6 October 2026 - 07:10:48 UTC
  • SteamPulse tracked peak27
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score81% positive
  • Total reviews63
  • Release dateSep 18, 2026
  • DeveloperMagic Puncher Games
  • PublisherMagic Puncher Games

Genres: Adventure

Company pages: Developer: Magic Puncher GamesPublisher: Magic Puncher Games

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Sunken Realms Steam news

Sunken Realms news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • v1.09 - Difficulty Optioin - 4 October 2026

    • There is now an option in the general settings to adjust the difficulty setting. -Story: When you die, you lose nothing, you keep everything you were carrying. You also get 2 Essences after each boss fight -Normal: Same as it has been, you keep anything equipped, but lose everything else and get one essence -Hardcore: You lose everything, even items you have equipped. You get no essences at the end of each section. • Fixed a bug where you couldn't pick up gold with a full inventory • After a fight finishes, the exploration picks up where it left off instead of restarting every time. • Added some color saturation to camp overworld. It was a little washed out.

  • v1.08.2 - Big Performance Boost in Dungeons - 3 October 2026

    I found a bug related to the dungeon map that was very expensive, especially on lower end hardware. On my Steam Deck on low settings, this fix took my FPS from 12 to 50.

  • v1.08.1 - Spell Scroll Fix - 3 October 2026

    Fixed a bug introduced in the last update that made it so spell scrolls could not be read. Sorry >_

  • Week 2 | Community Requested Upgrades - 2 October 2026

    Development continues at a blistering pace. I pushed 3 patches this week, mainly focused on features and improvements requested by my players. The big highlights are major improvements to the map, the addition of two more item quick slots, and improved combat feedback. Here's the full rundown: v1.06 - Map Improvements• Map can now be zoomed and panned• Stairs added to map, with up or down indicators• Dead ends are now indicated on map• Treasure room door is now indicated on map• Fixed various errors in room textures for a more accurate map• Fixed regression in Orc Grunt hit reaction animation v1.07 - HUD Feedback and Combat Improvements• Stat bars now flash + audio cue when an action cannot be completed due to too little (or too much) of a stat. IE, attacking with too little stamina, trying to cure when you already have full health, or casting a spell with too little mana.• Prevent the…

  • v1.08 - Two More Potion Quickslots - 2 October 2026

    Per community request, I added two more quick slots! They now activate with 1, 2, and 3 by default on keyboard. On controller, D-Pad up now opens a selection wheel, similar to selecting spells Food items can now be added to quick slots. Gotta get that protein in. Added missing VFX / SFX for consuming certain potions and food Simplified how controller works in inventory. Y now opens the item submenu same as right clicking with a mouse. Action bar inside the inventory is now much more accurate as far as which commands are currently available. Updated player inventory window to make room for new quick slots as well as..... let's just say "future content"

  • v1.07 - HUD Feedback and Combat Improvements - 29 September 2026

    • Stat bars now flash + audio cue when an action cannot be completed due to too little (or too much) of a stat. IE, attacking with too little stamina, trying to cure when you already have full health, or casting a spell with too little mana. • Prevent the use of Mana potion with full mana or Health potions with full health. • Combo queueing logic improved. Should feel more intuitive now to chain together combo attacks • Parrying an enemy now makes the player face them. It was common before to miss a counterattack because the player was facing the wrong way. • Fixed a bug where if you ran out of stamina mid-combo, when stamina came back you would begin mid-combo. Now it resets. • Weapon now flashes along with the audio cue when winding up for a charge attack • Fixed a bug where the FPS bow draw animation would play when the player had too little stamina to do so, resulting in confusion w…

  • v1.06 - Map Improvements - 28 September 2026

    • Map can now be zoomed and panned • Stairs added to map, with up or down indicators • Dead ends are now indicated on map • Treasure room door is now indicated on map • Fixed various errors in room textures for a more accurate map • Fixed regression in Orc Grunt hit reaction animation

  • Week 1 Update | Bug Massacre - 25 September 2026

    Today marks Sunken Realms' one week anniversary! Woot woot! This week I have been hard at work hunting down bugs and making improvements, and the list is quite extensive. It covers just about every complaint I received from reviewers. Here are just the highlights: Dungeon load times have been dramatically reduced. My testing shows an average of 6.9 seconds, with a max time of no longer than 12Crashes on dungeon load have been eliminatedTreasure Room mechanic has been bullet proofed. I haven't seen or heard of it failing a single time. Climbing / Mantling has been overhauled and works near perfectly on any surface.Added a button from the pause menu to get the player unstuck if they get stuck behind something or manage to clip through a wall, etc.Toned down the movement of Glis (the will-o-wisp light) so she isn't so distracting.Tightened up character movement so it's much more responsive…

  • v1.06 - Minor Combat Fixes - 25 September 2026

    • Fixed animation bug where the mesh of an enemy could get knocked back into a wall on hit reaction. • Orc Hoplites now have the ability to parry the player • Murlock's auto dodge is now much more effective. The hit box of their triden was also increased.

  • v1.05 - Movement Remapping & Misc. - 24 September 2026

    • Movement (WASD) can now be remapped • Toggle Map can now be successfully remapped • Enemies can no longer be climbed (except Fallen Tufa) • Tried to reduce repeating rooms. Should no longer see the same room next to itself • Fixed a theoretical crash that could happen after excessive failed dungeon build retries

  • v1.04 - 23 September 2026

    • All treasure room bugs have been fixed. As far as I can tell, it should work perfectly every time. • Enemy spawn rates have been increased across the board

  • v 1.04 - 22 September 2026

    • Fixed bug where jumping while performing a mantle could make the player clip through what he was climbing • Fixed bug where an arrow would still be in the player's hand after putting the bow away • Increased speed of draw / sheathe weapon animations for heavy sword and spear • Increased enemy spawn rates in dungeon across the board. • Bone Golem is now stunned when you parry it's attacks

  • v1.03 - Dungeon Load Times Fix - 21 September 2026

    Dungeon load times have been drastically reduced. I ran an internal test where I entered the dungeon 20 times and tested the load times. Fastest was 3 seconds, longest was 11 seconds, with an average time of 6.9 seconds. No crashes. The tradeoff is the possibility of having dungeon rooms repeat. I will work on keeping this number down, but I think it's a worthy tradeoff.

  • v1.02 - 20 September 2026

    • New Unstuck Button from Pause Menu • Reduced dungeon loading time / crashing • Fixed some instances of treasure rooms remaining locked • Fixed weird foot snapping on sword and shield dodge animations • Fixed some performance and AI issues with the Golem boss

  • Sunken Realms has a Release Date! - 31 July 2026

    Who's ready to finally get their hands on Sunken Realms? July was all about level design. Each of the six sections needed a total of 17 different rooms, plus a few extras here and there, which made a grand total of 109 rooms. I got probably 40 of them done in 30 days, so I've been cooking. The plan for August is to greatly improve the enemies in the later sections. They mostly have placeholder attack animations right now, and aren't particularly fun to engage with. I also hope to redo the player attack animations for claymore and spear. September I'll finish the remaining cutscenes so we can see how it ends, along with overall bug fixes and polish in general, which brings us to our release date! September 18th, 2026! 7 Weeks from today. Thanks everyone for you passion and patience, and I can't wait for you guys to finally get to play the whole thing. Stay tuned!

  • Sunken Realms Live Stream - Part 2 - 18 June 2026

    NEXT FEST IS HERE! Come hang out with Magic Puncher, the solo dev behind Sunken Realms, as he takes you deep into his dungeon-crawling, rogue-lite adventure! Explore procedurally generated dungeons, craft powerful builds, and fight your way through brutal enemies — all while getting a behind-the-scenes look from the one-man team who built it. Drop in, ask questions, and grab the FREE demo while you're at it!

  • Sunken Realms Developer Livestream - 13 June 2026

    NEXT FEST HAS ARRIVED — and Sunken Realms is ready! Join Magic Puncher, the solo dev behind this dark dungeon-crawling rogue-lite, for a live run through procedurally generated depths packed with deadly enemies, deep loot, and brutal combat. Every run is different. Every death teaches you something. Come watch, play the FREE demo, and see what one dev has been building!

  • New Demo Now Available! - 14 May 2026

    Way back in 2022, I released a demo for Sunken Realms here on Steam. Shortly thereafter I was hired full-time to work on another game, and Sunken Realms got put on the backburner. But now Sunken Realms is back and way better than ever before. I have learned quite a lot in four years and I think the demo proves that. It is a night and day difference from what it was way back then. I'm also happy to announce that Sunken Realms will be a part of Steam Next Fest in a few weeks. So if any of you guys are streamers or know any streamers, please reach out. I would love to get some more exposure. And don't worry, it won't be another four years this time. I plan to release the full game in a few short months. Stay tuned!

Patch notes and updates

S.noRelease datePatch nameGID number
14 October 2026v1.09 - Difficulty Optioin1845383656390454
23 October 2026v1.08.2 - Big Performance Boost in Dungeons1845383656390017
33 October 2026v1.08.1 - Spell Scroll Fix1845383656389476
42 October 2026v1.08 - Two More Potion Quickslots1845383656386996
529 September 2026v1.07 - HUD Feedback and Combat Improvements1844751498233021
628 September 2026v1.06 - Map Improvements1844751498231823
725 September 2026v1.06 - Minor Combat Fixes1844751498225479
824 September 2026v1.05 - Movement Remapping & Misc.1844751498222516
923 September 2026v1.041844751498218534
1022 September 2026v 1.041844115010503070
1121 September 2026v1.03 - Dungeon Load Times Fix1844115010500350
1220 September 2026v1.021844115010499511

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