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Golel News

Chapter 2 Done? New demo build.

[p]Hello,[/p][p][/p][h2]Demo update[/h2][p]I have update the Demo for both Windows and Linux.[/p][p]The demo include some bug fixes, also an update to the visuals.[/p][p]There was also a recommendation by Unity to update Unity builds, so I did so.[/p][p]I am working on new QoL updates that will also be part of the Demo.[/p][p][/p][h2]Chapter 2 technically "done"[/h2][p]I have technically completed all the maps and levels of chapter 2.[/p][p]Including the last boss battle.[/p][p]There are a lot of additions and things need to be add to make Chapter 2, truly complete.[/p][p]Playtesting of chapter 2 will start soon.[/p][p]Things that needs to be add for chapter 2, to be complete:[/p]
  • [p]More level decorations[/p]
  • [p]More loot[/p]
  • [p]More talents and update to the talent system.[/p]
  • [p]Balance.[/p]
  • [p]Improve NPC dialogs, improve effects, and bugs.[/p][p]
    [/p]
[h2]Update to talent system[/h2][p]The talent system requires an update, especially for chapter 2.[/p][p]I need to add new talents.[/p][p]I also want to add talent upgrades. So existing talents will have an upgrade available.[/p][p]Instead of getting 1 new talent every level, in higher level, you will get a new talent but also a talent upgrade.[/p][p]Right now you can actually switch any talent you want, and you have the stats to use.[/p][p]I want to make this switching of talents more limited.[/p][p]If you selected talents for a certain weapon type, I want you to have the option to replace the talents with talents of a different weapon.[/p][p]However, I want to limit the option to switch any talent slot you have, in any other talent you have the requirements of(the way it is now).[/p][p][/p][h2]More loot[/h2][p]A lot of people rightfully complain that they win a difficult battle, but the loot is not very "rewarding".[/p][p]In chapter 2 I want to have more loot available.[/p][p]I will consider having more loot in chapter 1 as well. I mean loot as items you can equip, not just consumables.[/p][p]Chapter 2 will have more rewarding loot. Chapter 2 is already quite difficult, so I think more loot will offset the difficulty of chapter 2.[/p][p][/p][h2]What's next?[/h2][p]I hope to finish a version of Chapter 2 that I can start send to playtesters.[/p][p]Chapter 2 was actually never tested by anyone by myself.[/p][p]This is going to be very interesting and insightful.[/p][p]I am still aiming for a release of Q1 2026.[/p][p][/p][p]If you have any questions, feedback, suggestions, bug reports, please let me know in the discussions or in the comments.[/p][p][/p][p]Thank you,[/p][p]Ofer.[/p][p][/p]

Demo update 2.0.7, and Chapter 2.

[p]Hello,[/p][p][/p][h2]Demo build 2.0.7[/h2][p]Improvements to the Demo, which are also improvements for the overall game.[/p][p]I have changed weapon damage from the 1d6+2 notation, into a range of damage.[/p][p]So 1d6+2 would be 3-8 instead.[/p][p]There is now graphical indication of the condition's time until they are over.[/p][p]You won't have to look at the condition tooltip to see how longer it will take for it to disappear.[/p][p][/p][p]In addition a better presentation of the time it takes an ability to be available again:[/p][p][/p][p][/p][p]I have improved the collision objects of some enemies, because it was difficult to click them when they died inside a pit.[/p][p][/p][p]I have also made the graphics options have a wider frame, since there was very little room to see the options.[/p][p][/p][p]I have also added the possibility to really limit the frame rate.[/p][p]So even if you have a 1440p 144Hz monitor, you can limit the FPS to 60, which would make it easier to render.[/p][p][/p][p]Another thing that was requested, is locking the mouse.[/p][p]I did not lock the mouse to the center like other games, but instead confined it into the game's screen, even in window mode.[/p][p]Tell me if there is any other issues with that.[/p][p][/p][p]There are other bug fixes as well.[/p][p][/p][h2]Chapter 2[/h2][p]There is quite some progress in chapter 2 as well.,[/p][p]I am really near it's completion.[/p][p]I actually have only the final boss of chapter 2 to implement.[/p][p][/p][p]There are a lot of small things, and balancing and content tweaking for chapter 2. But the layout of the level is already set, more or less.[/p][p][/p][p]I have also prepared for playtesting of chapter 2.[/p][p]There is a playtesting service I use, and I have already prepared a multiple parts tests so I can have playtesters that finished chapter 1, to also playtest chapter 2.[/p][p][/p][h2]Release Date, Q1 2026[/h2][p]I had to delay release date again. This time to Q1 2026.[/p][p]I won't be able to finish the game by December 2025, and even if I did, I would also need a lot of playtesting.[/p][p]2026 Q1 is quite a realistic date for release, I hope I will be able to do so.[/p][p][/p][h2]Feedback and you.[/h2][p]Please let me know if you have any questions, feedback, suggestions, Quality of Life requests.[/p][p]Any other issues you may have.[/p][p][/p][p]Please let me know in the discussions or in the Community hub of Golel.[/p][p][/p][p]Thank you,[/p][p]Ofer.[/p][p][/p][p][/p]

Linux/Steam deck Demo update. Chapter 2.

[p]Hello,[/p][p][/p][h2]Linux and SteamDeck Demo update[/h2][p]I have updated the Linux build of the Demo.[/p][p]The build works on Linux and SteamDeck. There should be no visual artifacts.[/p][p]I have test it on a real Steam Deck device, it seems to work well.[/p][p]If you have any tips how to improve the Steam Deck controls for the Demo, please let me know in the comments or discussions.[/p][p][/p][p]VR support for Linux is not available yet.[/p][p][/p][p]A demonstration of me trying out Golel Demo on Steam Deck, can be seen here:[/p][p][/p][p][/p][previewyoutube][/previewyoutube][h2]Chapter 2 progress[/h2][p]Chapter 2 is progressing well.[/p][p]I have said I am nearly complete of chapter 2, but there was a lot more work to do.[/p][p]I am now working on the last dungeon, and there is the final boss battle as well to do.[/p][p]All the NPCs are already in place, but need to be worked on more too.[/p][p]Overall, I am close to finish chapter 2.[/p][p]A lot of bugs and usability improvement were made as well.[/p][p][/p][p]Here is a blurred sneak peak:[/p][p][/p][p][/p][h2]Feedback for UI and usability[/h2][p]You can play the Demo again, in windows. See if you have more quality of life improvement suggestions.[/p][p]Performance was improved as well.[/p][p][/p][p]If you have any feedback, suggestions, tips, ideas, bug reports, please let me know in the comments or in the community hub discussions.[/p][p][/p][p]Thank you,[/p][p]Ofer.[/p]

Progress update, and Demo Build 1.9.7

[p]Hello,[/p][p][/p][h2]Demo Build 1.9.7[/h2][p]A demo build was uploaded to Steam.[/p][p]This Demo includes several improvements, in performance, bug fixes, and quality improvements.[/p]
  • [p]Flank Hack skill now fixed.[/p]
  • [p]Poison attacks now have their own "decal"[/p]
  • [p]Important update in "Turn manager" that might affect smoothness in some cases.[/p]
  • [p]VR headset recenter now saved from the intro screen.[/p]
[p]More bug fixes and performance improvement. There may be new bugs introduced as well.[/p][p]So if you find any, please tell me in the comments or in the discussions.[/p][p][/p][h2]Chapter 2 progress[/h2][p]I have made a significant chapter 2 progress.[/p][p]Still have more work.[/p][p]I would say it is more than 60% finished.[/p][p]I cannot reveal too much, but it is a very beautiful environment and has a lot of new challenges.[/p][p][/p][h2]What's next?[/h2][p]As I said before, I would like to improve a few existing things:[/p][p]For VR, there is a slight hiccup in some cases, even if you select comfort view. I don't think it cause too much issue for the player, but I would like to make it perfectly smooth. In VR it is more apparent.[/p][p]Better gamepad support, I would like to improve gamepad support, also allow full gamepad support.[/p][p]That requires that I will be able to do everything with gameplay, and also have key symbols and pictures to help a new player.[/p][p]Linux, and SteamDeck support is also something I would like to make. I already have a linux build for the Demo, but it isn't on par. I do not have a good Linux system to test as of yet, I will have soon enough.[/p][p][/p][p]Apart from those quality and functionality changes. I would like to mostly progress with the full game.[/p][p][/p][p][/p][p]As always, if you see any issue, have any question, any feedback, report any bug... please comment int here or ask so in the discussions.[/p][p][/p][p]Thank you,[/p][p]Ofer.[/p]

Demo Build 1.9.6

Hello,

[h2]What's new in Demo update 1.9.6?[/h2]
Golel Demo update 1.9.6 has a few improvements.
  • Used Quick items that reach 0, do not disappear from the quick item menu. So picking more of the same item, will refill the same item spot you placed it at.
  • Bug fixes, quality issues, performance. A big update in Unity version, hopefully not major bug introduced.
  • Windowed full screen mode that was requested by a lot of people.
  • There is a "Loot all" button, and you can see more "combat keys" under the controls menu.
  • Mushroom can be opened from both side(there is one in the beginning that could be opened only from one side).


[h2]More future updates for the Demo.[/h2]
Improving existing language support.
There needs to be improvements in terms of translation, and space to contain the text so it won't overlap.
More bug fixes, mostly visual.
Support for SteamDeck in the future(which will improve support for Linux).
Not sure about Mac.
Also significant improvement in VR controls.

[h2]Full version update.[/h2]
There was quite some progress in chapter 2. Still didn't finish chapter 2, but it is progressing.
New interesting ideas and mechanics.


If you found any issue, if you have any question, if you have any feedback, any request...
Please let me know in the discussions in Community Hub or in the comments of this event.

Thank you,
Ofer.