Hey hey everyone! Another month (ish), another Diorama Break update! Lots of news to announce today, starting with the new…
Demo Update!
The past several weeks, I’ve been hard at work porting the engine to SDL3 and developing and optimizing the heck out of a new custom renderer! I’m proud to say that, thanks to these efforts, performance has been massively improved in the new build (available now)! Basically any device with DirectX 12 or Vulkan support should be able to run the game without experiencing any performance issues1.
And I do mean any device… that’s right, the Diorama Break demo is now on Linux! Er, natively, I mean; no Proton necessary! Right now, for compatibility reasons, we’re only distributing the Linux build through Steam, but we’re looking into getting a DRM-free release build out there (though you are of course welcome to build the game yourself from the public demo repo, as is traditional).
“Ok, ok, but what about my sweet sweet content??” Well… nothing new on that front, but I am happy to say that pre-production has finally begun on Chapter 2! If you’re an insider on the Discord, get ready for those sneak peeks to start trickling in as the work ramps up…
As usual, you can view the full changelog for the new build here on Steam. Also, a little later than planned, but the demo is now up on GOG too.
We’re hiring!
While I don’t yet have anything I can announce publicly on the business side of things, affairs have been proceeding swimmingly. We’re now confident that we’ll be able to bring on a few more team members to help cover gaps and lighten the load on the existing team. While we have a handful of other openings we’ll be announcing in the near future (keep an eye out!), we’re first looking to hire an Art Director who can work full time. If you have experience as an artist on a commercially released game (or know someone who does) and are interested in the project, we’d love to hear from you!
You can find the full listing and job description here.
In Other News…
So far, Diorama Break’s dev team has been operating under the “Studio Massimo Gauthier inc.” label. As you can probably tell though, this was just a name I slapped onto the box I’m using to handle the business end of things, even if it ended up in more places than I would have liked. For better accuracy, we’ll be using the label “Diorama Break Team” wherever possible from now on to identify the dev team.
…and that’s all for today. See you next update!
Though it does need to support those graphics APIs. According to the Steam hardware survey, that’s >98% of devices, but if your PC is over 10 years old, you might want to double-check that.

