- Sealbreakers Joins Ukrainian Games Festival! - 17 August 2026
Hey everyone! We've got some big news to share.Sealbreakers is officially part of the Ukrainian Games Festival — and as a Ukrainian team, we couldn't be prouder to stand among so many talented developers from home. This one means a lot to us.To mark the occasion, we've dropped a brand new trailer — and this time it's not just about combat. We're finally starting to tease the story of Sealbreakers, and introducing the first narrative character: Ishtar, a powerful goddess whose servant you step into the role of. There's a whole world and history behind this cursed place, and this is your first real glimpse of it. The trailer also shows off our brutal new elite enemy — the Executioner — swinging his massive axe and generally ruining people's day. Consider it a warning. 🪓 And the best part: our public playtest is now open. Everything we've been building — the disciplines, the new content,…
- DEVLOG #4 — Blood, the Executor and Another Playtest in a Week - 9 August 2026
Hey everyone! Big one today — new discipline, a nasty new elite, some love for the existing disciplines, fresh map, and oh yeah — another playtest starting very soon. Let's get into it. Blood DisciplineMeet the newest addition to the roster. Blood is visceral, aggressive, and honestly a little gross in the best possible way.One of its abilities is Blood Spear — you hurl it out like a harpoon, it sinks into an enemy, and yanks them straight toward you for a quick follow-up. It changes how you control space: instead of chasing enemies down, you drag them into your rhythm and punish them the moment they arrive. Feels incredibly good to pull off.Then there's Bleed — wounded enemies start losing blood, and the more they're moved around, the worse it gets for them. We'll let you figure out exactly how to make the most of that, but let's just say keeping a bleeding enemy on the move tends to p…
- Playtest by the Numbers - 23 July 2026
First things first: thank you. To everyone who jumped into our second playtest — you showed up in numbers we genuinely didn't expect, and every run, every clip, every bug report and scrap of feedback matters more to a small team like ours than we can properly put into words. So, from the bottom of our hearts — thank you. 🙏We added analytics at the very last moment before the playtest went live, which means for the first time we can actually pull back the curtain and share some numbers. And some of them genuinely surprised us. Here's how it went:The big picture6,000+ players jumped into the build32,000 total runs attempted2,000 runs reached the boss fight — with 600 actually taking him downWhat you reached for mostMost-used special: Flame Cannon — a staggering 73,000 uses Most-used advanced move: Rapid Strikes — 82,000 uses Most-selected autocast: Lightning Chain — picked 22,000 times I…
- Playtest! Playtest! - 23 June 2026
Hey everyone! Big news today — we're opening up a brand new playtest soon, and we want you to be part of it.Let's rewind for a second. A little while back we ran our very first closed playtest with around 50 players. It was the first time the game had ever been in the hands of people who weren't us, and to be honest we were nervous about it. It ended up going better than we'd hoped — the combat landed, people found the flow we'd been designing around, and a few players even pulled off combos and transitions we hadn't managed ourselves. More than anything, we walked away with a mountain of thoughtful, detailed feedback that's been shaping the game ever since. To everyone who took part in that first round — thank you. Genuinely. You helped us more than you know. This time, we're opening the doors a little wider. The build won't have a pile of new content — instead it's the same experience…
- DEVLOG #3 — Shadow Discipline and a Whole Lot More Breakable Stuff - 5 May 2026
Hey everyone! Packed update today. Let's get into it.Shadow DisciplineThis one has been in the works for a while and we're really happy with where it's landing. Shadow is the most... unusual of the disciplines so far. Where Electro is aggressive and Fire is visceral, Shadow is something else entirely — it's about manipulating space and time, fighting on your own terms, and not always alone.Shadow can spawn companion shadows that fight alongside you which already makes it feel distinct from anything else we have. But the thing that really makes it special are the dark chasm traps — tears in space that pull enemies in. Dark, bottomless, hungry. We're not going to name any names or mention any horses. You know what you felt. You know what this is.The time and space manipulation stuff is still something we're being a bit secretive about — we want people to discover some of it themselves. Bu…
- DEVLOG #2 — Electro & Fire: First Look at Disciplines - 10 April 2026
Hey everyone! Today we want to talk about something we've been quietly building for a while now — Disciplines.What are Disciplines?Quick context for anyone new: Disciplines are essentially elemental archetypes that shape how your run plays out. Each one bundles together a set of special moves you pick up as you progress, plus autocasts — passive effects that trigger automatically based on what you're doing in combat. Land a specific type of hit, pull off a parry, do a takedown — things like that fire off on their own. Specials on the other hand cost rage to perform, so there's a resource management layer to it too.The interesting part is that specials and autocasts can create powerful synergies — both within a single discipline and across different ones combined. So the way you build your run really matters, and there's a lot of space to experiment with combinations that feel completely…
- DEVLOG #1 — Locations, Grappling Gone Wrong, and Bench Violence - 21 March 2026
Hey everyone, hope you're all doing well. We've got a chunky update today so let's just get into it.The SettlementWe've been heads-down building out the first major environment for a while now and we're finally at a point where we can show some of it. Check out the screenshots below! The location is a dark fantasy settlement — think a town that has survived things it probably shouldn't have. War, occupation, something worse. Whatever happened here, most of the people didn't make it out the other side as people. The streets are filled with demon-possessed warriors and villagers, which... yeah. Sets the tone. There are some other characters lurking around too, more mysterious types, but we'll let you discover those yourself. We're not spelling everything out for the player, but if you pay attention to the architecture, the broken shrines, the way the streets are laid out — there's a story…
- Sealbreakers Announced! - 27 January 2026
Hi everyone! We’re Fire Sparrow Studio, and today we’re finally ready to announce our first original game: Sealbreakers. Sealbreakers is a roguelite, fists-only beat ‘em up with top-down 3D combat. Every run is about building a new fighting style. You start simple, then stack moves as you go. Depending on what you choose after each cleared room, you can add new punches, kicks and finishers to your moveset, unlocking new combos that come with them.You play as the knight of the Faceless Order, a disgraced brotherhood that once swore to protect the Chaos Seals. They failed. The Seals were corrupted, and reality itself fractured across time and space. As punishment, the Order took an oath never to pick up a weapon again. Instead, they disappeared into the shadows, training themselves in martial arts.When the game begins, a stranger offers the Order one last chance at redemption. The Order n…