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Golden Light Dev Log #6: Holiday preparations

Heya everyone!

It's time for another devlog innit, to keep you updated on what's been going on with Golden Light in time passed since last major update.

To keep the message short and informative: We're working on our december major update that should include a list of quite interesting things (some of which you can help us test right now!) Let's talk about it more.

[h3]What's cooking:[/h3]

  • Multiplayer - Daniel is hard at work to make Co-op real (or other multiplayer Golden Light experiences, as a matter of fact). Right now Co-op is in a very early stage, but it's already available on our developer steam branch. If you want to check it our and playtest with your friends - access dev branch through going to properties of Golden Light > select the "Beta" tab > insert iwanttotestgl and confirm. After that you're good to go. Upon launching the game you'll find instructions in the main menu on how to initiate a Co-Op session.

    If you don't really have friends that have Golden Light - you can always join our Discord and search for associates there, as well as to report any bugs, ask us questions and etc.

  • New biome: Insides It's finally the time to leave the hallways that The Gut want you to see and dive into the insides. The biome isn't yet available in the dev branch, but should be added for testing before our major update in near future. We'll keep ya updated in our discord.

  • Destructible walls You can now destroy walls of The Gut and reach what you wasn't suppossed to see. Tiles you'll access may contain something good or something you wouldn't want to see. It's fun to risk, innit?

  • Dozens of other small changes Along with new biome you can surely expect new stuff like weapons, monsters and a new boss, as well as continuation of GL story. Previously added biomes won't be left without attention too, as they are constantly re-balanced to find that elusive spot where it's "just right".



As always, if you have any questions - you can ask us here or on our Discord server, and we'll be happy to answer. https://discord.gg/KvvrN4Qv

Quick hotfix: WASD rebinding

Hey everyone, a quick update for GL public and dev branches.

Movement keys are not set to WASD permanently and you should be able to freely rebind it now.

Hope it helps! Some more optimizations are coming in the near future!

The Meat Song Update is LIVE!

THE MEAT SONG UPDATE IS LIVE!

And to increase the excitement for this update even further we run a 20% discount for Halloween steam sale! (It will run after Halloween sale until the 8 of November too) It's the best time to grab Golden Light and experience the newest update along with all before seen content in this spookiest of times.

Check out the update trailer:
[previewyoutube][/previewyoutube]

Without further ado let's see what's new in Golden Light with The Meat Song update:

  • New Biome: The Factory is at your service! This machinery filled biome is not for the faint of heart, try to get through and meet the horrific final foe of this area, only if you can spot him. This area has settled as a second biome of the game and is the closest to the Graveyard.


  • New monsters: The new hub as well as The Factory and other floors are now inhabited by never seen before fowl creatures. They are cunning, wicked, and sometimes quite unexpected.


  • New weapons: Eyetakers now possess a Meat Spear that they drop upon death, grab it, use it! You can also find a Vein Whip on cage/cabin/bar floors, whip ya enemies with it!


  • New Hub: We've completely revisited our hub level. It's not a simple field anymore, now the hub is divided into multiple areas that you can access in whatever order you prefer. To do that, you'll need Golden Keys. Each Golden key unlocks a Golden Lock that will limit you from going further. You can find these keys in the gut (although they won't be shown on a map), as well as you can buy them from Val (The Pianist) in the Hub for 100 gold each. Since it's possible to access later floors early now - you'll may encounter a difficulty raise that you won't be able to handle, but it's not a problem since you can always start from higher floors, and because of the next thing we've added. (Beware of walking mushrooms, they'll steal yo stuff!)


  • HP Upgrades: You can now increase your healthbar! Search for Golden Meats scattered across the Hub, each meat will grant you with an additional piece of healthbar and increase your max health.


  • New memento: Vicious Air - you slow time when you dash. Very stylish!

  • Weather?: The hub also features a little weather mechanic that will change the lighting and overall feel of the field. It's a starting point for this idea, so we may expand on it in the future.

  • New story bits: We continue to branch out the story of the game, adding more characters, flashbacks and dialogue for you to read, let's see if you'll make sense of it though...


  • Notes with effects: Any note you collect has a chance to apply a random effect on you. Watch out for those jumpy words!

  • Aiming is back: Once again you can aim your ranged weapons on right mouse button.

  • Alive weapons are more alive now: Ever seen a 3 barreled revolver? If revolver is alive he be dancin with it's barrels.

  • Snout's tape recorder: You can now find tapes in the Gut, that will unlock a new soundtrack for Snout you can change while driving him around. It's a possibility that we'll add a proper select menu, but as of now - he'll play a random tune from those you've found in the Gut.


  • New and upgraded SFX: Every weapon and every single NPC that was present in Main branch now have updated sound effects. Sounds like fun!

  • Revisited Visuals and more settings: Yes, you can actually turn off the pixelation filter now, as well as some other things. We hope you'll find the right balance just for you.


  • Inventory save after exiting the game: After death you'll still loose your items and weapons, but if you need to exit the game for any reason - next time you login you'll find yourself with weapons, mementos and items that you've carried in the run you've exited from.

  • Leaderboards: You can now race with other players for the best results, such as "most gold collected in 1 life", "most levels completed in 1 life", "total kills". We'll continue to polish the leaderboards to race for the best results ourselves.


  • UI Polishing: A bunch of UI fixes and improvements.

  • There're only 2 difficulties now: We've decided to stick with regular and permadeath options for now. The only difference between them is, obviously, permadeath. On a normal difficulty if you've finished an area - you'll go into the hub with all your gathered mementos, items and weapons and then continue to run the next area with the same set. (Unless shroomy guys will steal yo belongings)


  • Status Effects Synergy: From now on a combination of some status effects will create a new buff (as well as debuffs or some other interesting things in the future) for the player. Find out if you can find these combinations for yourself!



Also, we'd like to thank Nikonekonyaa for a beatiful promo art he made for us. Check his stuff out at https://nikonekonyaa.itch.io/




And this is not all, there're much more fixes, big and small, and much more to come in the future. Here's what our next steps:

  • After this update we start to experiment with Co-op Golden Light experience due to large demand. We'll try our best, hope you'll be patient with us.
  • The Final biome
  • More weapons, Mementos
  • An overall finale to Golden Light story

Golden Light Dev Log #5: Halloween shroomy goodness

Hey everyone!

Woah, it's been hell of a few months since the last update we've put out to main branch! We're really grateful for the amount of support from our players! Thanks to you we can still work on the game and continue to expand GL overall. There's been a lot of feedback, suggestions and helpful bug reports, so we'd like to say thank you from the bottom of our indie-punk-rock hearts.

While the main branch isn't updated so often apart from minor bugfixes and other corrections - our dev branch is blooming with tons of new stuff that will be soon a part of our upcoming major Halloween update, that will be out in 2 weeks or so. So in this devblog we'd like to make a little rundown of what's coming.

So, what's new:

  • Difficulty rebalance: We've heard even more of your pleas to make the game a tad bit easier, which we did. Difficulty curve now should be more fair to new players, and as always, we'll continue to revisit that segment of Golden Light.
  • New Hub: We've completely revisited our hub level. It's not a simple field anymore, now the hub is divided into multiple areas that you can access in whatever order you prefer. To do that, you'll need Golden Keys. Each Golden key unlocks a Golden Lock that will limit you from going further. You can find these keys in the gut (although they won't be shown on a map), as well as you can buy them from Val (The Pianist) in the Hub for 100 gold each. Since it's possible to access later floors early now - you'll may encounter a difficulty raise that you won't be able to handle, but it's not a problem since you can always start from higher floors, and because of the next thing we've added.
  • HP Upgrades: You can now increase your healthbar! Search for Golden Meats scattered across the Hub, each meat will grant you with an additional piece of healthbar and increase your max health.
  • New Biome: The Factory is at your service! This machinery filled biome is not for the faint of heart, try to get through and meet the horrific final foe of this area, only if you can spot him.
  • New monsters: The new hub as well as The factory and other floors are not inhabited by never seen before fowl creatures. They are cunning, wicked, and sometimes quite unexpected.
  • New weapons: Eyetakers now possess a Meat Spear that they drop upon death, and there's one more interesting weapon you can wait for in the upcoming update.
  • New story bits: We continue to branch out the story of the game, adding more characters, flashbacks and dialogue for you to read, let's see if you'll make sense of it though...
  • Notes with effects: Any note you collect can now apply a random effect on you. Watch out for those jumpy words!
  • Snout's tape recorder: You can now find tapes in the Gut, that will unlock a new soundtrack for Snout you can change while driving him around. It's a possibility that we'll add a proper select menu, but as of now - he'll play a random tune from those you've found in the Gut.
  • New and upgraded SFX: Every weapon and every single NPC that was present in Main branch now have updated sound effects. Sounds like fun!
  • Revisited Visuals and more settings:Yes, you can actually turn off the pixelation filter now, as well as some other things.
  • Inventory save after exiting the game: After death you'll still loose your items and weapons, but if you need to exit the game for any reason - next time you login you'll find yourself with weapons, mementos and items that you've carried in the run you've exited from.
  • Leaderboards: You can now race with other players for the best results, such as "most gold collected in 1 life", "most levels completed in 1 life", "total kills". We'll continue to polish the leaderboards to race for the best results ourselves.
  • UI Polishing: A bunch of UI fixes and improvement.
  • There're only 2 difficulties now: We've decided to stick with regular and permadeath options for now. The only difference between them is, obviously, permadeath.




And this is most likely not everything that will be included in the update. We remind you just in case, that you can check out our dev branch. If you want to switch to dev branch you can go to the game's properties>open beta tab>type in a password: iwanttotestgl > and then choose the goldenlightdev beta.

And give us feedback and your opinions on the upcoming stuff in our discord: https://discord.gg/s2Ms7sY

Thank you for sticking with us for more and more meaty goodness!

Trading Cards are Live! + new memento and fixes


Golden Light trading cards are finally available! Collect cards to craft our badgy goodness and get silly emoticons and meaty backgrounds for your profile!

But that's not all! We've also updated the dev brunch with more fixes (there's never enough of those, haha) and new memento with a working title "horror mode".

Enjoy the cards, dive into meats and stay around for what's coming next!