Devlog #8 - Finishing & polishing
[p]In the beginning we were aiming for the release for the end of the year. However we decided to add more polish to the game![/p][p]In this update, we’d like to share what we’re currently working on.[/p][p]
[/p][h2]Gameplay Balance:[/h2][p]This is one of the most crucial aspects. We want the balance to feel just right — and trust us, it’s no easy task in a game like this. The biggest challenge lies in tuning the values of the global progression tree (the upgrades that don’t reset after death). Our goal is to ensure smooth pacing: no excessive grind, but also not too easy. In other words, we play relentlessly, adjusting upgrade costs until everything clicks. [/p][p]
global progression tree[/p][p][/p][p]Another key challenge is balancing enemy strength against weapon damage, as well as player movement speed, jump height, enemy speed, weapon reload times, and more. Dozens of interconnected parameters must work together like a perfectly tuned orchestra to bring the game as close to ideal as possible.[/p][p]
Combat balancing - enemies vs weapons[/p][h2]
Anomalies:[/h2][p]We want every run to feel unique, so we’re introducing a system of anomalies — gameplay modifiers that appear randomly. Here are some examples:[/p]
Enemy for the Cow Level anomaly (cow head still without final texture)[/p][p][/p][p]The leg in a normal sneaker and special “Iron boot”[/p][p][/p][p]
Darkness annomally[/p][p][/p][p]
Low gravity anomaly - I believe I can flyyyyyy[/p][p][/p][h2]Polishing & Tweaks:[/h2]![]()
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[/carousel][p]Different layouts of corridor[/p][p][/p][p][/p][h3]That’s all for today![/h3][p]We’re pushing hard to add at least 100 more fixes and improvements before launch. Time is running short, as release is just around the corner. The official date will be announced soon - expect SPORTAL to arrive in early 2026.[/p][p]
[/p][p]Thank you for your support! – The Sleepwalking Potatoes Team [/p]
[/p][h2]Gameplay Balance:[/h2][p]This is one of the most crucial aspects. We want the balance to feel just right — and trust us, it’s no easy task in a game like this. The biggest challenge lies in tuning the values of the global progression tree (the upgrades that don’t reset after death). Our goal is to ensure smooth pacing: no excessive grind, but also not too easy. In other words, we play relentlessly, adjusting upgrade costs until everything clicks. [/p][p]
Anomalies:[/h2][p]We want every run to feel unique, so we’re introducing a system of anomalies — gameplay modifiers that appear randomly. Here are some examples:[/p]
- [p]Darkness – the level is pitch black, and the player must rely on a flashlight.[/p]
- [p]Arachnophobia – only spiders spawn, and there are a lot of them.[/p]
- [p]Low Gravity – reduced gravity across the level (still in testing).[/p]
- [p]Iron Boot – wield a metal boot that defeats enemies with a single kick.[/p]
- [p]No Hazards – no spikes or environmental traps.[/p]
- [p]Cow Level – all enemies have cow heads, and headshots are impossible.[/p]
- [p]Cornfield – no enemies, only scarecrows that drop loot when destroyed.[/p]
- [p]Shroom Fest – explosive mushrooms scattered throughout the level.[/p]
- [p]Anomaly 9 & 10 – still to be designed… and we’d love to hear your ideas![/p]
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- [p]Beyond the big systems, we’ve already implemented dozens of smaller improvements, with many more on the way. Highlights include:[/p]
- [p]Four different corridor variants between levels (instead of just one).[/p]
- [p]A reroll button for local progression (upgrade card choices).[/p]
- [p]Stats displayed at the start of each level.[/p]
- [p]A mummy training in the main menu (originally meant to dance, but the somber music didn’t fit — so now it’s for training purposes instead).[/p]
- [p]Added FOV settings.[/p]
- [p]Refined particle effects (e.g., death curse, scare) and explosions.[/p]
- [p]Post-processing adjustments.[/p]
- [p]Optimization — aiming for 60 FPS on Steam Deck.[/p]
[/p][p]Thank you for your support! – The Sleepwalking Potatoes Team [/p]


