How do you save your beloved team’s court from being torn down by a real estate developer? You do what you do best – renovate dilapidated sports facilities to collect the money you need to help out.
Restore gyms, courts, pools and pitches to their former glory, upgrade your tools and expand your headquarters. Collect trophies and mementoes during your renovation missions and display them proudly in a special room for everyone to see.
FEATURES:
Two game modes: Campaign with a predefined number of levels and storyline.
Buy new tools and upgrade the equipment you already own.
Earn money on your renovation jobs and use it to expand your own base of operations – each room unlocked will add some perks and some of the rooms come with a side mission.
Buy cosmetic items you can place around your office.
Trophy room where the player sees various memorabilia collected during renovation missions.
Are you ready to give sports facilities a second chance?
As we enter our second week since full launch we wanted to thank you once again for your support and feedback. We’ve loved hearing your experiences on the fairways and have loved seeing some of your crazy shot combinations.
We are listening to every piece of feedback and want you to know we’ll be continuing to update the game in response to your comments over the coming weeks and months.
We also thought it may be helpful to offer some hints and tips to new players. Whilst the genres Golfie tackles are familiar to most, the fusion of the three maybe less so. For that reason, we wanted to take a few minutes to introduce the game properly and show how a deckbuilding golf game can be a hard-as-nails roguelike – and how to work with the systems of each style of play.
In the video below, Sandra - one half of the development team at Triheart Studio – showcases some of the concepts and principles you’ll need to win in Golfie, including discarding your hand if you don’t draw the cards you need, using the checkpoint system to correct some awkward lies, and also how to abuse an over-heating reactor.
We hope this provides some inspiration!
Let us know your questions and comments below – or, even better, please do join the growing community on Discord.
Much love, Jacob, Sandra and the whole Golfie team.
Excitement continues to build as we progress on our train dispatching PC game. In this blog post, we'll give you a sneak peek into some of the new features and updates we've been working on, so sit back and get ready to hop on board for an unforgettable ride.
Building Better Train Tracks in Our Game
We're making significant changes to make track building in our game more fun and easier to do! No more laying out each piece of track by hand. With our new automatic track layout, players can simply select their start and end points and let the game do the rest. The game will even consider things like terrain and other tracks to give you the most realistic and efficient track possible.
Reusing Old Tracks is a Breeze
We're also making it simple to reuse parts of other tracks when connecting two points. No more laying down new track every time - just pick and place the pieces you need.
Easy Rotation of Beginning and End of Track
If you need to rotate either the beginning or end of a track? No problem! We've made that easy too. By using our new actions keys - Q, E, Z, C (or d-pad) and mouse wheel (RT or LT on the controller) you can access additional actions. In this case, you can select track beginning with Q or the track end with E and then rotate it with mouse wheel.
Visual Help When You Need it
We've also added some visual aids to make track building even more effortless. You'll see helpful cues as you lay out each piece of track, so you'll always know where to place the next one. And your tracks will always be perfectly aligned!
Next? Context Actions and Sensors
This week, we're finishing up the improved track building. Next up, we're working on "context actions" for other elements in the game. For example, when you're building a signal, you'll be able to rotate it (action key Q or E), change its type (action key Z or C), or even pick it (if you hovering already built one) up with your primary action (left mouse button or X key on the controller) and move it to a different spot. This will allow you to move your sensors, signals (or all other elements) to make more minor adjustments to your network without breaking any of your sensors' configurations. Or without the need to reconfigure the sensors again. I'll show you bits of the progress on this next week.
And speaking of sensors, we're fixing them so their placement won't split the tracks anymore. So go ahead and place those sensors without worrying about invalidating your configurations and not speaking of the small pieces of tracks if built close to a signal. These are a pain to click in automatic routing. Sensors will lay on the tracks instead of splitting them.
Menu, Game and Editor - all integrated
We are preparing a minor update to be on Unstable version this week which features a different loading mechanism of the game. The new menu has been integrated into the game, speeding your transitions between maps, editor, saves, and everything you can find in the menu. Be sure to join the beta testing.
We could improve that even further, especially the Editor part so the game don't need to load the map if you want to test it or run a trial. But we're leaving that for now and maybe will iterate over this in the future.
New Buildings, New Sensors
We're wrapping up some major improvements to our game's behind-the-scenes systems. This work will make it easier for us to add new content in the future. We're fixing technical issues and improving our designs from when the game was first started.
Stay tuned for next week when we'll share more about new buildings and updated system upgrades. it will be about Block Signal, Accept, Reverse and Replay Sensors and Salesman's Post.
As we prepare to celebrate Cut the Rope’s 10th anniversary on Steam, we want to let you know that the rope cutters on PC are an important and valued part of our player community. ːsteamhappyː We aim to provide you with the best experience possible.
That is why we are working on something exciting (and pausing the option to purchase the current game version from February 6, 18:00 UTC+0)! There is much to be done: sample the candy, sharpen the spikes, and test the ropes… We hope you are as thrilled about the upcoming surprise as we are!
Alien hunters or sympathizers, thank you for your ongoing support!
This minor update will address some grammatical errors and misspellings in English. If you encounter program bugs or other language issues, you can post a message on the game's discussion board on steam, specifically on the BUG REPORTING pinned topic. You can also contact us at support@eis-interactive.com.
[bugfix] sometimes the cupboards were unable to be moved [bugfix] fixed some notes' typos [feature] Anita calls less frequently [feature] added splash screen [feature] a lot of QOL