SPSTEAMPULSELIVE ANALYTICS
SeverLink

SeverLink Steam news

Chosen Bun | Q4 2028 | game

Coming Soon

GameSteam Store content

ActionAdventureIndieSimulation

  • Steam app typegame
  • Steam App ID3285390
  • PriceNo longer available on Steam Store
  • Release dateQ4 2028
  • DeveloperChosen Bun

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

  • Steam app typegame
  • Steam App ID3285390
  • PriceNo longer available on Steam Store
  • Release dateQ4 2028
  • DeveloperChosen Bun
  • PublisherChosen Bun
  • Parent gameNot available

Genres: Action, Adventure, Indie, Simulation

Company pages: Developer: Chosen BunPublisher: Chosen Bun

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

SeverLink Steam news

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

Latest Steam announcements

  • Crowdfunding Day 1 - 60% FUNDED - 19 September 2026

    SeverLink is 60% funded in under 24 hours! More than half-way through. Massive thanks to our early backers!If you haven't checked our page out yet - THERE'S A PLAYABLE BUILD that you can enjoy and leave feedback on. In the TIER section we have some pretty fun stuff too:● Your Face in the Game ● Custom PDA Skin (the Infiltrator's signature gadget).● Your design/likeness for an NPC and our absolute favorite:● "I Hate My Boss" - got a workplace villain who deserves poetic justice? Submit your story and the team will incorporate it into the game’s lore (from a chain of angry emails or maybe even a whole subquest).And have we told you about our NEW TRAILER yet? Here it is:

  • Crowdfunding Starts In 4 Days - 14 September 2026

    Mark your calendars: Friday, September 18th is the day!That's when our crowdfunding campaign launches on BackerKit - and yes, that also means the playable build drops at the same time, downloadable right from the campaign page. Pre-launch link.Limited Tiers We've put together some special tiers with custom content, and they're limited in quantity. Once they're gone, they're gone. So if something catches your eye, don't wait around.You can also sign up for our social media where we will be revealing some of the tiers for the next 4 days. Twitter | BskyWhy Crowdfunding? We're a team of 4, and we've been paying for this project out of our pockets, namely from the salaries of our day jobs. That independence matters to us, and we want to protect it going forward. But also ship a game slightly faster than in 100 years. To scale content production up we need to contract more people.At the same…

  • Sneak peek into the demo level - 26 July 2026

    Hey folks,We've been working hard for the past few months on all sorts of things for the demo (tutorial, AI event manager, progression and mission system, save/loading, balance etc). We are currently cleaning up the bugs - meaning the demo and the crowdfunding campaign are really close. Here are some sneak peeks into what you can expect from the demo level!Also check out our soundtrack samples: Stay tuned!

  • A playable DEMO is coming - tied to something bigger. - 18 April 2026

    This summer SeverLink is coming to crowdfunding - because honestly, you kept asking, and it felt like the right way to bring you into this properly.No specific date set yet, but sign up below and you'll hear from us the moment it's live. LINKThere'll be a playable DEMO when we launch, plus some backer tiers we're pretty excited about. And after that, demo will be available via Steam as well.PS: Why we chose Backerkit and not Kickstarter? Because Kickstarter doesn't support all of the EU countries. In all other aspects it operates the same way - it's an "all-or-nothing" platform.

  • Enemy Behavior - 29 March 2026

    It's been another 2 months! We've been working on a number of things:melee combat 2.0interactive PCsswitching to another animation system (again)enemies AItutorialWe will be showcasing them a bit later. For now we just wanted to show the current state of how the enemies behave.The enemies rely on seeing and hearing things.We want the game to clearly tell you if you've been spotted. So we made a visual and a sound indicator for AI's suspicion meter. This is how the suspicion meter works:Enemies will have different health, speed and sight-hearing radius. Also they will behave differently when it comes to melee: the Heavy is a fan of uppercutthe Mask is a fast-kick guythe Mall Guard doesn't actively seek trouble, but when it finds him - he uses the baton.They will shoot at you from different types of guns.they will react to other guards being down AND they will wake them up (if still alive…

  • Cover, Takedown, Body carrying - 21 January 2026

    Testing the new cover system. The character will keep his head lower when in crouch. This system also allows for different angle of walls, columns, crates etc.On top of that, we have updated the takedown and body carrying:

  • Name change and game announcement - 14 January 2026

    Project KVASIR is officially renamed to SeverLink (which we hope is easier to pronounce and remember). And we are ready to officially announce our game (Press Kit here) coupled with complete revamp of your key art. Check this out and spread the word! PS we will follow up with more news about feature development soon.

  • Searching for that Y2K feel - 11 November 2025

    Updating the UI designs for the Front End. The main goal of this iteration is to streamline the layout and elements, create designs for various scenarios and make the overall look more consistent.

  • Stun Gun & Hit Zones Explained - 20 August 2025

    Our recent posts on social media about hit zones & stun gun have gained a lot of traction. People were asking if they could do this and that with a non-lethal weapon. So we decided to compile it into a short demo vid for you. Please enjoy!

  • Animations & Interaction System (May/June updates) - 8 July 2025

    Animation ReworkIn May and June, we've been slowed down by a complete overhaul of our animation systems. We decided to switch to Advanced Locomotion System (ALS) in UE5. At first it looked like a fast and simple thing, but ended costing us months of work. And then additional weeks of fine tuning.However, the benefits are we are able to use many cool animations from a universal library and not drain our budget on custom anims - which means we still get to finish the game =)We've also added a testing space that looks cool without being ashamed for grey boxes all the time. Interaction System Upgrade It started from a simple thought: certain doors need to be closed and react to a specific key to unlock them. But that also means that guards should have a key-carrying system as well. Which led to a whole array of design decisions and code overhaul. Thanks to that, we now can do this:But also…

  • AI behavior, Detection Meter, March/April Progress - 23 April 2025

    Hey folks, During March and April we've been working on: shooting picking up and moving bodies enemy AI Shooting Despite how easy it might sound, these are the things we had to take care of: is it trace or projectile? how to make a big weapon not clip with the character model should the trace go from the actual muzzle or from the third person camera what about a camera shake for impact what about vfx (and why doesn't it work properly?) should you go into melee combat while having a gun when the enemy gets to close, and if yes - what happens to the gun etc So far the technical side of the shooting works, what's left is to add hit reactions. Without them it's hard to understand if it's a hit or miss. Early iterations: Later iterations: Picking up bodies We did it. And then we decided to switch to a universal animation library for all the characters, and it broke the feature completely. So…

  • February Progress - 8 March 2025

    This is what we were working on for the past month. 1. We finally got our weapon wheel working: 2. We also finished rigging the last of the demo's opponents - the Heavy. 3. The UI heart is now beating when enemies are close. The distance needs to be tweaked after level design tests. 4. You can hide in bushes and become semi-transparent when in crouch. For the demo level we have plans to include a mini garden into an office premise. But in future we plan to have much more greenery, so this should come in handy. 5. Level blockout in progress: We're now working on: shooting picking up and moving bodies enemy AI level design

  • 1,000 wishlists! - 3 February 2025

    Steam has zero visibility so far. So thanks for supporting us, folks!

  • Testing the scale - 2 February 2025

    Scale in level design is super important. That's why we have a special level to test all the metrics:

  • Core Loop: Stealth Meters - 25 January 2025

    KVASIR is heavily inspired by stealth adventure games like Metal Gear Solid and Splinter Cell. And one of the coolest mechanics we noticed there that was so rarely use elsewhere is the "environmental awareness". Meaning how much you blend in and how easy/hard it is to spot you. Here's an example from Splinter Cell that we used in our documentation: 1. VISIBILITY METER In KVASIR, the visibility meter (aka light indicator) reveals how visible you are in the environment. At first it was just how much light are you under right now (hence "light indicator" title). But then we realized that player's visibility should depend not just on the light around you but also on your opponent's sight radius. And different opponents will have different sight radius and reaction time. So you'll need to stay in the shadows to outsmart them. We also have a couple of shorts on the youtube channel, made for t…

  • Steam Deck Compatibility - 24 January 2025

    Hey folks, Dima has managed to launch Kvasir on Steam Deck this week. All three of us are loyal fans of the platform. So we thought it would be cool to launch there as well. Also, you're looking at a very cool, updated UI of ours. Please contain your excitement. Right now we're testing the max amount of info present at the same time, so it will be way less crowded.

  • New character model & anims - 30 November 2024

    It is time to say goodbye to this fella. He's been with us for the past year. And now we have finally upgraded him to this guy. Well, isn't he gorgeous! Also upgraded the rig and some of the animations.

  • Hello there! - 27 November 2024

    🌟 How it started >> How it's going 🌟 It’s been less than a month since we launched our Steam page, and we’re absolutely overwhelmed by your warm support and encouragement. Thank you from the bottom of our hearts for checking out our game! 💖 A quick introduction for those new to our journey: about a year ago, Kvasir began as a passion project of a husband-and-wife duo—Alina and Arvy. Together, we’ve spent over a decade each in the game industry—Arvy as a UI/UX lead and artist, and Alina as a producer and narrative designer. Being long-time fans of the stealth and immersive sim genres, we’ve felt these areas have been not only lacking fresh ideas and new titles, but even not repeating what was already achieved in stealth. So we decided to take matters into our own hands and make the kind of game we’ve always wanted to play. However, as two non-coders, diving into Unity and Unreal Engin…

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.