I've been adding in modding support and wanted to share its progress.
The modding feature allows a player to direct the 3D procedural generation (biome layout, enemies, objectives etc) by way of a simple 2D map editor.
The map editor enables hassle free, quick and easy creation of worlds and challenges by allowing the user to simply paint layers onto the map (a grid). Once saved, clicking play launches the player into their creation.
Painting a city and enemy layout and then flying through trying to survive your creation is actually a lot of fun (see below for a work in progress preview).

Hello players,
The 1.13 update builds upon version 1.12 with several bug fixes and gameplay improvements:
Fixed a bug where the computer screen would not change.
Adjusted the monster’s spawn position in the meeting room.
The monster can no longer kill the player after falling down.
Added a repair hint for the fuse box.
We welcome everyone to report any other bugs in the comments or via the link below:
https://noteforms.com/forms/bug-feedback-form-x0xxhs
Thank you for playing!
Since the beginning, this project was a delight to develop. The ups, downs and everything in between was as good as I could possibly ask for. But the more I was adding the more apparent it was that I bit off more than I can chew... This update marks the day that I finished adding EVERYTHING that I intended to add since the beginning, which took around 800 days or around 2000 hours of work, learning and remaking what I didn't do right the first time and I have no idea how much time it will take me to polish everything on a satisfactory level for the release, so I wanted to take a longer break in order to spend my time more effectively on other things.
Also for anyone who cares there are patch notes for the update:
Features:
The wind sound is now much more subtle.
The wind intensity changes more smoothly.
Improved and decreased intensity of FOV changes.
Changed when camera tilt and bob are applied.
Added sliding state.
Added exploded state.
Added melee attacks.
Removed ammunition.
You can no longer send empty messages in the chat.
Removed weapon displays.
Added a time limit.
Removed The Slug.
Added The Railgun.
Removed the scoreboard.
Added a header in-game.
Abilities now use cooldowns instead of the number of uses.
Removed effects and passive abilities.
Bugfixes:
Fixed FOV not changing when chatting.
Fixed the resume button in the pause menu.
Fixed some artifacting on the player's model.
Fixed anomaly's effect still being active after the player dies inside of it.
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
