Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Golel DemoNewsCore improvements to Golel. Demo 2.4.11
In-game event

Core improvements to Golel. Demo 2.4.11

Golel Demo · published 11 Sep 2026, 06:54 UTC

All newsPlayers around this dateRead on Steam

Hello everyone,

How is your day?

Game wide features

I have implemented a few important features to Golel.

First, you can now control the resolution of full screen mode.

I didn't realize that every time you go to full screen resolution, the game selects that native resolution of your screen.

If you want to play on lower resolution because of GPU limitations or because you are streaming, this did not allow you to do it.

Now you can select the resolution you want the full screen mode to be at.

You know have some control on FOV. A lot of people want FOV controls for comfort.

I also keep improving gamepad support.

Gamepad is still the weakest way to play the game.

Expect more button assignment and analog stick assignment in the future.

Experimental features?

I am trying to add more indications on the screen.

My attitude is that I do not want the screen to be cluttered with numbers and Hud elements.

On the other hand, I want people to understand what they are doing and what is going on.

So when I add a HUD element, I always try to add it in a subtle way.

I am adding a "chance to hit" meter under the Attack and Spell Icons.

It has 20 wedges, and basically it's the chance to hit between 0% and 100%.

The most important thing is to understand how your attacks and abilities are compared to each other.

i am also considering to add some sort of armor or avoiding from hit UI, maybe near the HP and MP player status.

You aren't suppose to read it and think about the calculations of chances to hit. It just suppose to give you a sense of what is better relatively.

For instance, a lot of people may not realize that the magic shield, also increase your armor, so when you have it, the chances to get hit are lower in addition to the damage absorbed.

Tutorial

I am trying to add also some subtle tutorial.

The tutorial is basically check mark lines that appear after 20 seconds from starting to play.

When you are able to perform one of the lines, after 15 seconds they disappear, and never appear again in your current session.

I like that the players explore and figure out things on their own. But there are some players that struggle a lot, especially in the beginning of the game. They might miss some important things like... press space to pass turn, that would hinder their entire playthrough.

Full game

Progress on full game was a little slower.

But there was progress in that regard too.

I have also recently made a QA playtest from a paid service.

I have added a logger that records how they play the level, just for the playtest, this is not part of the Demo.

This really helps me understand where people struggle and how they pass the levels, and why they didn't able to pass some levels.

What do you think?

As always, I would like to hear your feedback, if you have any.

I also want to add all the other major languages localization.

At some point I also want to add Arabic and Hebrew, the main issue with those languages is that they are right to left languages.

But I think this will be there for the full release as well.

Thank you,

Ofer.

More from Golel Demo

Other announcements

All news
In-game event27 Aug 2026Golel Progress. Demo and full game.Good day everyone. Game wide improvements I have made a lot game wide improvements that also apply to the full game. A little nicer menus at the start of the game, and game creation. IMPORTANT: You can now select the language from within the game, instead of having to launch configuration separately. A lot of people were unable to find where to change the game's language. More UI and UX improve…In-game event28 Jun 2026Golel Demo 2.3.13. Progress and updates.Good day everyone, Demo 2.3.13 There have been quite a few system wide updates. Bug fixes, performance improvements. UI improvements, gamepad controls improvements. A few past builds of the Demo might have had bugs that hinder the ability to play the Demo. Full Game I am still working on chapter 3. Progress was a bit moderate, there was focus on the Demo and system wide improvements. Final word…In-game event25 May 2026Ukrainian, Portuguese(Portugal), Czech support and update 2.3.6.Good day everyone, Supporting new languages In build 2.3.6, Golel now support Ukrainian, Portuguese(Portugal) and Czech. Localisation is done via AI, and also requires some manual tweaking afterwards. Full pass through the translation will be done before full release, so there might be some issues with the localization before that. Let me know if there are any other languages you would like to…