RELL Seas has looked stuck in limbo for months. This month’s Discord updates from Mr. Sin suggest that’s changing, with core tools stabilized, large-scale tests back online, and the balancing team finally inside the build.
The turning point, per the dev, was taking Deattached Attachments out of beta. While that system was unfinished, testers could not see combat indicators or VFX (for example, Fire Fist), which made sessions “invisible” and “basically unplayable.” With the update, the team says it can run proper sessions again and begin real tuning.
What the devs are testing now
- Performance: the studio reports a noticeable boost on mobile, Xbox, and lower-end PCs. In one clip, Mr. Sin mentions 200 NPCs in a single town running at 220–240 fps on his own machine (he notes he still uses an RTX 2080).
- Scale: after hitting 200 NPCs, the team pushed to 5,000 NPCs in stress tests and says results met “great performance expectations.”
- World feel: the team is populating Sea One with 50–100 NPCs per town/city on average, calling it the most lively game they have played on the platform and promising a fuller look in Movie 3.
- Content pass-through: the crew is setting up event points, cutscenes, and storylines and says implementation is “going well,” while acknowledging it is “a lot of planning and a lot of work.”
Balancing is now officially underway. The devs say the beta state of Deattached Attachments had blocked honest balance work; with it stable, testing sessions are back and the backlog can be tackled. The message is careful on timing: there is catch-up to do, but they say it will not slow momentum from “getting things done.”
One public check-in arrived on X, where RELL Games showed broader world testing across the entire Sea One and reiterated the push toward a more reactive open world.
There is still no hard date, but the signal is clearer than it has been in a while: systems are in place, performance is trending up, and the team has moved from “can’t test” to “testing again,” with balancing, population, and story scripting all in motion.





