NOTFUNGOLF OPEN PLAYTEST
What’s Included
Core gameplay loop
Early course layouts
Updated physics and shot feedback
Basic UI and quality-of-life improvements
What We Need From You
General feel of the swing/shoot mechanics
Course navigation clarity
Any bugs, softlocks, or weird physics behavior
Suggestions on pacing, challenge, and readability
How to Join
Go to the NotFunGolf Steam page
Scroll down to the “Playtest” section
Click Request Access (you’ll get instant entry)
When it comes to designing games you think you might know everything, but players are unpredictable.
But players are not the issue. The issue is always a design mistake - because I designed it poorly, players couldn't understand what to do next.
Somewhere around the beginning of Immortum, on the spaceship itself, there is a door leading to a classic psychological mindfuck. You can escape this crazy room, but the door locks behind you.

My mistake was using that door to open another real room, with a key card. But people had already used that door, and most of them didn't assume it could be opened with the newly picked-up card.
And again, I am not blaming users. I was completely at fault here. I am certain I would draw the same conclusions if I were playing Immortum for the first time.
At this stage, I didn't want to introduce groundbreaking changes to Immortum, but I had to do something. Seeing people get stuck or even drop the demo because of it was frustrating.
So how did I solve it?

Each room had a big map showing which rooms led where, but this specific room was just a plain arrow because it was a hallway. So I updated the text on the card title to include the same hint as the arrow in the map - an infinity symbol.
Nope. Too complex.

Since it was too complex, I had to make it simpler. Yellow paint in game development is where you very obviously tell the player what to do. It should mostly be avoided because the entire fun of the game is feeling empowered and as if you figure things out for yourself.
So I added a lock underneath the symbol - quite obvious - it is a locked door so it should be opened up with a key. Right?
Nope.
A player assumed it was just locked and the map got updated.

It had to be more obvious, but I still didn't want to tell the player exactly what to do. So instead of the lock I decided to put a card symbol underneath the arrow. This way it would be obvious to link the card to the map and the exact place where it shows the card.
I hope.
I just added the fix so it wasn't tested it.
The sample size is currently small, but if it becomes a major issue, I will add to one of the tablets text that says that the room can be unlocked with a specific key.
But I want to avoid it because it is too obvious and I don't want Immortum to feel like it is on rails.
If I were to redesign this level, I wouldn't use the same door for two different rooms. I can't think of any other game that really does it. Immortum is supposed to be a bag of crazy, but not the frustrating type.
Hopefully, this will lay to rest this annoying problem that has been my arch nemesis for so long.
At least it is better than bugs haha.
This update focuses on fixing a major UI issue that affected player navigation. Previously, opening the Settings menu and then pressing the Spacebar caused the Main Menu and Settings UI to overlap. When this happened, pressing the Back button no longer returned the player to the previous menu and instead triggered the Quit Game function. This issue has now been fully resolved.

Thornetica at the SAGA Festival! 🎉
The curtains finally unveil! will be available to play at the SAGA Videogame Festival in Barcelona from November 28th to November 30th!
If you're attending, come and see for yourself what we've been cooking behind these curtains!
We hope to see you there!
— Forbidden Candy

- You can now change your car if it breaks down
- Short trading has been fixed and is now a bit easier to understand

We have carried out a full rebuild of Manor of Mystic Courtesans.
To address the vulnerability issue announced by Unity Technologies on October 3, 2025, we have rebuilt the entire game. At the same time, we have significantly increased the graphical resolution and refreshed the UI to match the specifications of our upcoming title, Mystic Courtesan Stories: Trainee Maria.
Please enjoy the reborn Manor of Mystic Courtesans, now with sharper and more beautiful visuals.
Ver. 1.20
Screen resolution increased from 1024×768 px to 2048×1536 px
Redesigned user interface (UI) for improved usability and readability
Addressed the Unity vulnerability issue
*Due to the higher screen resolution, the game’s system requirements have increased and save data from previous versions is no longer compatible. If you wish to revert to the previous version, please open the game’s Properties, go to the Betas tab, and select “Classic low-res version.”

What's New:
Released a playable teaser of the upcoming Toby's Twisted Playhouse Mode. The full release will be a free update coming early next year.
Visual Improvements:
Objects no longer look fuzzy from a distance.
Added (fake) volumetric lighting.
Added dust particles.
Game Improvements:
Added the ability to jump.
Toby's aggression meter now shakes based on how angry he is.
Added rugs for the player to jump on, to prevent making noise.
Interacting with a door and looking away will now cancel the interaction rather than loudly opening/closing the door.
Added a brightness slider for flashing lights.
Character dialogue now has a scribbled effect.
Bug fixes:
Toby's aggression meter doesn't bug out during the boss fight.
Doors won't randomly freeze the interact UI.
Toby's breathing isn't broken anymore.
Minor Changes:
Changed a few of the achievements names.
Updated the extras menu.