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    <title>Seoul Media Studio — News &amp; Devlog</title>
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    <description>Updates from the studio — releases, dev logs and announcements.</description>
    <language>en</language>
    <lastBuildDate>Fri, 17 Jul 2026 10:30:03 +0000</lastBuildDate>
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      <title>Seoul Media Studio — News &amp; Devlog</title>
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      <title>Get your discount!</title>
      <link>https://spawndeck.de</link>
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      <pubDate>Fri, 17 Jul 2026 10:00:00 +0000</pubDate>
      <description></description>
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      <title>Spawndeck Launch!</title>
      <link>https://spawndeck.de</link>
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      <category>Studio</category>
      <pubDate>Fri, 17 Jul 2026 10:00:00 +0000</pubDate>
      <description></description>
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      <title>SpawnDeck, is in early access. 🚀</title>
      <link>https://spawndeck.de</link>
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      <category>Studio</category>
      <pubDate>Thu, 02 Jul 2026 10:00:00 +0000</pubDate>
      <description>SpawnDeck, our business hub for indie game developers, is in early access. 🚀 We launched SpawnDeck , our own SaaS platform for the business side of shipping games. Launch planning, a Steam wishlist tracker with a launch forecast, publisher and press contacts, revenue and marketing, all in one calm place. It is built for indie developers, freelancers and small studios, with a free plan to start and a one time, lifetime license, no subscription. You can take a look at spawndeck.de. Visit SpawnDeck</description>
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      <title>Impact Numbers Update is available on FAB! Now</title>
      <link>https://www.fab.com/listings/3077b60e-c54f-4567-9e39-c5d4c8e8d756</link>
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      <category>Plugins</category>
      <pubDate>Mon, 29 Jun 2026 10:00:00 +0000</pubDate>
      <description>English A new update for Impact Numbers - Plugin is now available! ✔ Added the announced GAS Bridge. ✔ Various bug fixes and improvements. ✔ Fixed an issue where Fab provided the wrong plugin files.</description>
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      <title>The Shop Is Live — 10% Launch Sale</title>
      <link>https://seoulmediastudio.com/news.html#n-2026-06-26-2</link>
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      <pubDate>Fri, 26 Jun 2026 10:00:00 +0000</pubDate>
      <description>Our self-hosted studio shop is officially live ! Browse UE5 plugins, assets, templates, tools, source code, guides, courses, mini-games, bundles, services and merch — all at indie-friendly prices, straight from the studio with no middleman. To celebrate the launch, get 10% off everything with code LAUNCH at checkout — valid until July 10, 2026 . Instant delivery for digital products, secure checkout, no VAT (§19 small-business scheme). Take a look — and thank you for supporting an indie studio. 💛</description>
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      <title>New Services are now available!</title>
      <link>https://seoulmediastudio.com/services.html</link>
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      <category>Studio</category>
      <pubDate>Wed, 24 Jun 2026 10:00:00 +0000</pubDate>
      <description>We are now accepting new orders again. You can choose between simple fixes for your Unreal Engine C++ scripts, small plugin or Blueprint systems, larger projects, or full implementations. New on offer are also simple website creations. Either as a one-page site or as a package solution. All services are subject to custom pricing. Feel free to reach out, we will find the right solution for every budget.</description>
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      <title>Forsaken Shadows playtest — pre-registration is open. 🎮</title>
      <link>https://seoulmediastudio.com/forsaken-key.html</link>
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      <category>Games</category>
      <pubDate>Wed, 24 Jun 2026 10:00:00 +0000</pubDate>
      <description>Forsaken Shadows is in closed beta — and you can be among the first to play. Pre-registration for the playtest is now open. How it works: sign up with your email, and as soon as we open the playtest you’ll automatically receive your Steam key by email — no need to ask again. Spots are limited and keys are handed out in order. Want in? Pre-register in under a minute. Keys for the main game will follow later. 👻</description>
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      <title>Website relaunch — faster, mobile-first, more modern.</title>
      <link>https://seoulmediastudio.com/studio.html</link>
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      <category>Studio</category>
      <pubDate>Tue, 23 Jun 2026 10:00:00 +0000</pubDate>
      <description>Our website got a complete overhaul: optimized images (AVIF/WebP), full mobile &amp; iPad optimization, smooth scroll animations and self-hosted fonts. Performance and privacy on a whole new level.</description>
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      <title>Devlog #4 — Co-op level streaming, sound &amp; lobby.</title>
      <link>https://seoulmediastudio.com/news.html#n-2026-06-22</link>
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      <category>Devlog</category>
      <pubDate>Mon, 22 Jun 2026 10:00:00 +0000</pubDate>
      <description>This week was all about making the game feel right in co-op — and about atmosphere. 🔦 The most important fix: when you pick a level in the lobby, it now builds correctly for BOTH of you and you can head in together. (Before, the other player sometimes didn’t see the freshly streamed level at all — a nasty multiplayer detail that’s now cleanly solved.) On top of that came a whole lot of life and sound: a central audio system now feeds the game with dynamic sounds — doors opening/closing, placing an artifact on the ritual, items shattering, the flashlight click, and more — all tweakable in one place. The flashlight (well, the glowing eyes 👀) finally points where you look, not stubbornly straight ahead. A portal flickers at the level door, and it seals behind you once you’re both through — no turning back. And the lobby is getting cozier: a hologram shows the selected level, a board shows your progress per difficulty, your name and your total playtime. We also did a big cleanup behind the scenes. One bug slipped into our net (a player can get „locked in“ if the other cancels the ritual while you’re already inside) — it’s noted and up next. 👻</description>
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      <title>Forsaken Shadows — To Be Announced.</title>
      <link>https://seoulmediastudio.com/press/forsaken-shadows.html</link>
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      <category>Games</category>
      <pubDate>Sat, 20 Jun 2026 10:00:00 +0000</pubDate>
      <description>We’re currently reworking the presentation of Forsaken Shadows. The game is already listed on Steam — add it to your wishlist to be the first to know at release.</description>
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      <title>Impact Numbers — Available Soon for UE 5.7.</title>
      <link>https://seoulmediastudio.com/docs/impact-numbers.html</link>
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      <category>Plugins</category>
      <pubDate>Mon, 15 Jun 2026 10:00:00 +0000</pubDate>
      <description>Floating combat numbers for Unreal Engine 5.7: damage, heal, crit, miss, block — fully configurable via a Data Asset, one function call to show a number. The documentation is already online.</description>
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      <title>Devlog #3 — Multiplayer polish &amp; item names.</title>
      <link>https://seoulmediastudio.com/news.html#n-2026-06-13</link>
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      <category>Devlog</category>
      <pubDate>Sat, 13 Jun 2026 10:00:00 +0000</pubDate>
      <description>Cleanup and polish round, especially in multiplayer: notifications now appear for the right player — if you pick something up, only you see „Picked up: gold bar“, while join/leave messages are seen by everyone. If the host leaves the session, everyone lands cleanly back in the main menu, and no dead lobby haunts the server list anymore. Items now also have names that show up consistently everywhere — in the prompt when you aim at them and in the messages when picking up/dropping. And all UI texts now live centrally in one place, ready for later translations. One small thing (the player list in the pause menu) is up next. It’s running smoothly — on to the next features!</description>
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      <title>Devlog #2 — Polish, highlights &amp; over-the-shoulder camera.</title>
      <link>https://seoulmediastudio.com/news.html#n-2026-06-10</link>
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      <category>Devlog</category>
      <pubDate>Wed, 10 Jun 2026 10:00:00 +0000</pubDate>
      <description>Today was about polish and feel. Interactions feel „real“ now: objects are highlighted when you aim at them, a prompt slides gently in from the bottom („[E] Pick up“) and back out — without stutter, no matter how fast you look around. Some things now have to be held (with a progress bar) — the basis for revives and terminals later. The camera moved to an over-the-shoulder perspective, with a crosshair in the center — so you hit exactly what you aim at. There’s also a notification system in the HUD now that shows messages neatly one after another instead of stacking them on top of each other. Tested over Steam on two PCs — most of it runs butter-smooth in sync. A few corners with the notifications still need straightening (they currently show on the wrong player), that’s first up. See you soon!</description>
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      <title>Devlog #1 — Pick up, carry &amp; hit things.</title>
      <link>https://seoulmediastudio.com/news.html#n-2026-06-03</link>
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      <category>Devlog</category>
      <pubDate>Wed, 03 Jun 2026 10:00:00 +0000</pubDate>
      <description>This session is all about touching the world. You can now pick up items — they move cleanly into your robot’s hand — and drop them again, where they tumble to the ground with real physics (including an impact sound) and stay put. Whoever carries an item has their hands full: hitting only works again once you’ve put it down. And yes — you can hit. Crates can be smashed … and fellow players take a little hit reaction if you whack them for fun (don’t worry, no damage — just silliness for the co-op vibe). The whole thing runs fully synced in multiplayer. Under the hood this turned into a standalone interaction system that we want to reuse outside of Forsaken Shadows later, too. Next up we polish the details: HUD hints („[E] Pick up“), object highlighting and interactive switches/doors. See you soon!</description>
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