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Devlog | May Update | Everybody Loves the Yeti

MAY DEVELOPMENT UPDATE!
[p]Sup again gamers. I like filling in the folks who don't look at social media every waking second of their lives by giving these short monthly updates about what I've been working on. I have a list of things I want to add to the game, and so far, the updates are getting done on time. [/p][p][/p][p]Here's a short video about stuff that I added in May. Skip through the video to your heart's content.[/p][p](join the discord, luv u)[/p][previewyoutube][/previewyoutube][h2]Stuff[/h2][p]ːsteamthumbsupː Map Boundary (gotta keep the player contained)[/p][p]ːsteamthumbsupː Yeti that kicks you (part of the map boundary)[/p][p]ːsteamthumbsupː Leveling up Sleds (per sled - yes you can max out all the sleds if you want)[/p][p]ːsteamthumbsupː Shop and Inventory Icons[/p][p]ːsteamthumbsupː Darts Minigame[/p][p]ːsteamthumbsupː Cornhole Minigame[/p][p]ːsteamthumbsupː Campfires[/p][p]ːsteamthumbsupː Roasting S'mores (also kind of a minigame)[/p][p]ːsteamthumbsupː Eating Mechanic[/p][p]ːsteamthumbsupː Prop Shop (buy items to build)[/p][p]ːsteamthumbsupː Building Mechanic (place ramps or other things if you want)[/p][p]ːsteamthumbsupː More map work (this is kind of just ongoing as I keep adding things)[/p][p]ːsteamthumbsupː 14 character skins are in the game now too (shhh, don't tell anyone)[/p][p][/p][p][/p][h2]Follow Along with Development[/h2][p][/p][p][/p][p][/p]

Devlog | April Update | Hot Cocoa Time

Hello sledding gamers! Hope everyone is doing well. This is a couple things I've been working on over the past 2 months. I'm really happy with how the progress is coming along and I hope you guys are as well. Either way, I appreciate the patience. Happy watching! (join the discord, luv u)

[previewyoutube][/previewyoutube]

[h3]I go over all this stuff in the video, but here's basically a summary of what happened in the past 2ish months.[/h3]


[h2]Stuff that I set out to complete 2 months ago[/h2]
These were the things I listed in the last update that I wanted to get done.
  • ːsteamthumbsupː radio chat (or some form of party chat)
  • ːsteamthumbsupː shoving players (I think the more player interaction the better)
  • ːsteamthumbsupː visual assets (fences, rocks, more trees) I think this could help greatly with the immersion of the map
  • ːsteamthumbsupː changing some visual feedback (leaning on sled and others that I can't think of right now)
  • ːsteamthumbsupː maybe rework snow (the current system doesn't work with no light source, so night time can't be a thing right now)
  • ːsteamthumbsupː snowmen making (and breaking)
  • ːsteamthumbsupː hot cocoa dispenser
  • ːsteamthumbsdownː skate park area (this is easy, I'm just saving it for later)


[h2]Extra stuff I got done[/h2]
  • ːsteamthumbsupː target practice
  • ːsteamthumbsupː points rework
  • ːsteamthumbsupː scarves / goggles
  • ːsteamthumbsupː new sleds
  • ːsteamthumbsupː snowmen making
  • ːsteamthumbsupː lodge updates
  • ːsteamthumbsupː inventory / actions menu system
  • ːsteamthumbsupː cinematic camera mode
  • ːsteamthumbsupː map



[h2]Follow Along with Development[/h2]

The past month (and the next)

This past month, as I mentioned in the subtitle, has felt like I haven't been getting as much done as I should. There are a few reasons for that, but at the same time, I still see it as forward progress.

After putting out all my initial content in December/January, I had a surprising number of companies reach out about things like publishing, localization, art, sound design...etc. A big part of what I enjoy in game development is actually doing a lot of those things myself. Sure, some of them can be tedious, but they’re all part of the process. Since I'm still new to the industry, I also wanted to take the time to learn about these different services, which meant sitting down for calls with every single person who reached out. That was both time-consuming and stressful, but I’m getting better at it, and it’s definitely something I need to keep working on.

Because of all these conversations and industry learning experiences, I haven’t had as many long, focused work sessions on the game itself. So yes, from a pure game development standpoint, I could be doing more. But in terms of learning and expanding my understanding of the industry, I’ve grown more in the past month than I have in the last seven years of making games. And that’s still progress, just in a different way.

It’s also tough because so much of the work happens behind the scenes. Sometimes it takes me a couple of days just to fix a bug that needs to be fixed, or to rework a mechanic that I know will pay off in the future. Because of that, I don’t always have something flashy to post like, “Look at this brand-new mechanic I just added, woah!” But I have to remind myself that this is all part of the process. As long as I’m working on the game and making forward progress, that’s what really matters.

But I did just make that NEW TRAILER which was pretty cool!

I'll quickly cover the things that I've added into the game as well in the past month.
[h2]New Stuff[/h2]
  • points earned from snowballs
  • lodge (unfinished)
  • text chat local/global
  • voice muffling (when behind certain "hard" walls)
  • camera rework
  • cannons with added in-air ragdoll control
  • reworked sleds to be "seats" (this is for overall combining of mechanics)
  • key rebinding options
  • emotes / new sitting animations
  • muting / volume control
  • names over players heads
  • racing (finished? maybe? it's pretty close)


[h2]Going Forward[/h2]
There's a couple things that I have planned for the near future
Controller Support
I think controller support is a big feature. There won't be a lot to show (it's one of those "behind the scenes" mechanics) but for the long term I think people will appreciate it.

Some other ones which might be nice:
  • radio chat (or some form of party chat)
  • shoving players (I think the more player interaction the better)
  • visual assets (fences, rocks, more trees) I think this could help greatly with the immersion of the map
  • changing some visual feedback (leaning on sled and others that I can't think of right now)
  • maybe rework snow (the current system doesn't work with no light source, so night time can't be a thing right now)
  • snowmen making (and breaking)
  • hot cocoa dispenser
  • skate park area


I realize some of these things will take longer than I expect and so maybe this isn't a "next month" type of thing, but these are definitely some priorities when it comes to future updates.

[h2]If you haven't seen the new trailer, check it out here![/h2]
It was a lot of fun to work on!


[h2]Follow Along with Development[/h2]

Thank you for 100k wishlists!

When I first started making Sledding Game, it wasn't even called Sledding Game, it was just something that I thought sounded fun to play with some friends.

With a little less than 1 month in development, I decided to launch a store page on Steam. (something I've never done before). From what I was reading at the time, a decent indie game launch should have anywhere from 7k-10k wishlists for it to be a little successful. On January 9th, 2025 I clicked publish on the steam store, made an announcement on Instagram, and went to bed.

I knew that people were excited to play and excited to see the store page, so I was hoping to wake up to like 500 wishlists in the morning. On January 10th, 2025, to my surprise, 15 THOUSAND PEOPLE added my game to their wishlist in the first day of the store page being live. THE FIRST DAY!

This kept climbing and I kept refreshing the page multiple times every morning. After about 9 days we hit 100,000 wishlists!



Going from an unnamed Unity project to over 100,000 wishlists on Steam in just a month is something I never thought possible—let alone something I could accomplish on my own.

THANK YOU!


I can't thank everyone enough for the kind words and support over the past month and a half. The messages on Instagram, the comments, the discord chats, the DMs...everywhere I look it's just people having fun, helping others, and giving suggestions. I say this a lot to my parents and those around me, but even with this many people following the project, I don't think I've read a single negative comment, and that's something special. It's just a massive community of genuine individuals all looking to play a little sledding game with a frog.

When I started this project (as with most projects) it was just a test - something that I thought I might put a little time into and then work on the next project. But after seeing the reactions both here on Steam and on social media, my goals have shifted and I'm hoping to give everyone here the best game I can make and I hope the final result is something you’ll love as much as I’ve loved working on it.

[h3]First 2 weeks down, what could possibly happen in the next 2 months!??!?[/h3]


[h2]Follow Along with Development[/h2]

Sledding Game is a chill "hangout game" like Webfishing, but with penguins that ragdoll downhill

The relaxing fish catchin' and scratchcard gamblin' of Webfishing proved itself deeply attractive to anyone looking for an easygoing escape. So it makes sense at least one other developer is looking to apply the same lo-fi principles to their own "hangout game". The simply titled Sledding Game looks like a chill afternoon of standing around on mountains with your mates and going for a big slide downhill every now and again. It's still early in development, as you can tell from the trailer below. But you'll be able to embody penguins, frogs, and polar bears as they drink hot cocoa in log cabins and ragdoll into one another willy-nilly. Other cute animals are to be confirmed, but I am putting my money on an dopey-faced ermine.


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