Hey everyone!
It’s been a while since the last playtest. I wanted to share what’s happening with Sorry, My King and thank everyone who’s still following the project.
Around 3,000 people have played the early builds, and the game has been wishlisted almost 5,000 times. Thank you to everyone who took the time to play, join discussions, report bugs, or share their thoughts. That support means a lot to me as a solo developer and keeps me going.
I’m now getting Sorry, My King ready for release. I’ve gone through your feedback and made a lot of changes along the way. My goal was to use your suggestions to make the game better while staying true to its original concept.
I’ve also been working on something I’ve wanted to show you for a while. You had a lot of praise for the game’s atmosphere and visuals during the playtests, but I wanted to take them even further.
Here’s the new look for Sorry, My King! It combines modern pixel art, hand-drawn illustrations, and early 3D visuals inspired by the PlayStation 1 and Nintendo 64 era.
I’m planning to release the game in Q1 2027. That timeline reflects both the major visual overhaul and another big change: the game is moving to Godot.





Why switch engines? I want to bring the game to consoles in the future, and my custom engine makes that much harder. On top of that, the game changed so much during the playtests that the code needed a major rework. I decided to combine that work with the move to a new engine.
I spent a long time thinking about it. My previous project was built in Unity, but this time I wanted to give Godot a try. Beyond the practical reasons, it’s also a new challenge for me as a developer.
Thank you for following Sorry, My King and helping make it better. I’d love to hear what you think of the new visuals!
