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Fixed CSV logging preference not being saved between sessions
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month's challenge is to play a full 18 (or 12 in Short Round) holes in each game mode in Free Play. You can play solo, online or against CPU - are you up for it? Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards are now live too! Happy golfing!
Thats right folks, its update time again! If youve been keeping up with the previous posts then you should have some idea of what to expect - but for those not in the know, or who have only just joined us (welcome!) lets take a look at a summary of everything new and updated, right here This update is all about customisation, modding and the Steam Workshop, although there are a bunch of other tweaks and fixes included too - for instance every third weekend of the month is now Double XP Weekend! Steam Workshop Previously the Steam Workshop had support for player cosmetics, including balls, headwear and player avatars. Ive added to these in this update, with 3 new customisations:
Happy Spring Time everyone! As is the custom each year, Steam is celebrating with a Spring sale, starting March 13th 2025, running until the 20th.
During the sale youll be able to get your hands on a copy of Super Video Golf at 33% off the regular price, as well 20% off the soundtrack. So, as the flowers flourish around you, what better time to get yourself (and your friends!) out on the fairway?
And dont forget - this months challenge is still active, right up until midnight of the 31st, so theres still plenty of time to get those bulls eyes in
See you on the green, Happy Golfing!
Howdy golfers! Welcome once again to another progress update, where we take a look at whats on the horizon for Super Video Golf. Last month I covered some of the new workshop features coming in the next update, and Im going to continue that trend here.
Following on from the custom flags, Ive updated the Workshop to support two new types of item: first you can now add new club models to the game. These are merely cosmetic, but it does mean you can choose anything from a set of pro clubs (which glow in the dark!) or something a bit more fanciful
Secondly, Ive added the option to create new voice sets for your avatars. Voice sets are also now re-assignable in Super Video Golf, so you can choose any one of the installed voices as part of your player profile. There is already a selection of voices available in the workshop, which you can test out by using the public beta.
Ive also updated the workshop tools to allow creating these new content types which, again, is available in the public beta. Hopefully the tools are fairly intuitive, however Ill be updating the content creation guides on Steam in due course, which will cover how to use the new importers.
Beyond that Ive been spending much of my time refining and polishing quality of life features - for instance its now possible to adjust your controllers analogue deadzone in the options menu
Also along the lines of the controller input, Ive fixed some glyphs such as the Playstation controller icons not appearing correctly in Big Picture mode, as well as displaying the correct controller on the options menu, instead of the Steam Deck icon.
Further menu updates include the League Browser which now properly shows the final results of a league once it is completed, instead of resetting the scores. These wont reset until you play the first game of a new season.
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Other than that the update is more or less feature complete - I shall be spending the next week or so sanding off as many rough edges as I can find, in preparation for the release. Thanks to everyone who has been offering feedback either in the chat, the discussions, or over on Discord. As I mentioned above, the update is available in public beta, so if you want to give it a try and share your input, please do! Im always happy to hear your thoughts.
Until next time, as always, Happy Golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC.
You may have noticed random bull's-eye targets, normally reserved for Multi-Target mode, popping up on your course recently, and not known why! These targets are this months challenge During Stroke play, either solo, online or against CPU opponents, up to 2 targets will appear on the course in a single round. Hit the target with your ball and scratch one off for this month's challenge! You'll need to hit 25 targets to complete it.
Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen.
And, don't forget, new monthly leaderboards are now live too!
Happy golfing!
Greetings! Its festival time again on Steam - those of you who were around last year may remember that Super Video Golf took part in Steams Sports fest - this year Im happy to say were taking part in the Steam Couch Co-op fest. One of Super Video Golfs main features is the ability to play local hotseat multiplayer with up to 8 players on the couch (thats a big couch!), as well as being able to network multiple hotseat games together To celebrate Super Video Golf is running a 33% discount for the duration of the Couch Co-op Fest, which is one week starting on February 10th 2025 (today!) until February 17th, with a 20% discount also on the Soundtrack. Not only that, we have new animated backgrounds available in the Points store, and you can check them out over here. So make sure to spread the word and grab yourself a bargain! Hope to see you on the fairway, Happy Golfing!
Hello golfers! Its time once again to take a look at what Ive been working on for the next update to Super Video Golf - so lets dive straight in!
This update is very much a technical one - with an emphasis on engine work and optimisation, as well as new modding features. Under the hood Ive been working on reducing the amount of RAM and VRAM used by the game, to get things running extra smoothly, particularly on handhelds such as the Steam Deck.
Flexible Configuration
The Options menu has had an overhaul too, with a whole new page added for all the extra configuration available. Options include: being able to log the text chat to a file, enabling a high contrast power bar and one for reducing the quality of the lightmapping system to get an extra speed boost on night time maps.
Here youll also find new options for the modders out there - you can optionally log the games scores to CSV files at the end of each round so that they can be imported into a spreadsheet or other compatible software, and you can now modify the way the pin flag looks in game, too:
There are two main options for the flag - you can select the texture used for the pattern on the flag, as well as enable hole numbering on each flag as you progress through the course. While the game includes some basic colour textures for the flag its also possible to add your own images, using the updated Steam Workshop tools. This also means that you can upload your custom flags to the Workshop and share them with everyone else!
Websocket Interface
Another new option is the websocket interface. This is a relatively big deal for modding, as it allows any websocket enabled client (e.g. your web browser) to connect to a game in progress and receive real time updates, such as scores, player details and even the movement of the balls. To complement this Ive created a repo over on GitHub with some javascript examples and documentation on how to use the new interface.
Uses might include reproducing the scoreboard on a secondary display, creating teamplay games, automatically logging scores to a real-world league with your friends or even creating a spectator client to watch the game in progress. New, higher resolution thumbnail images of the courses will be included in the games assets directory which can be used for this purpose.
As this is currently in beta I strongly encourage anyone with an interest in modding to check it out and offer any feedback they may have. Nothing is entirely set in stone yet, so if you do try it and think something else might be useful to be exposed by the interface, get in touch! The websocket enabled version of the game is available on the beta branch on Steam.
Buffs
As usual there is also a selection of polishing touches which have been added to the beta, with more to come. Ive updated the artwork for the larger version of the power bar, added new sound effects to the golf clubs and tidied the menus up here and there. There are also a few tweaks and fixes to the menus, such as dialogues which werent closing with the back button. The in-game chat also now welcomes you to the course!
Finally
This isnt everything planned for the next update, but Ive yet to get all my ducks in a row. As such Ill leave revealing some of the other new features (which will be mod oriented, of that you can be sure ) until the next post.
For now though, thanks for reading, and thank you for your continued support of Super Video Golf! I cant wait to get all these new features completed to see what fantastic mods people make. Until then though make sure you leave any feedback or suggestions over in the discussions, the chat, or on Discord.
Happy Golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month we challenge you to make 50 'Nice Putts' - sink any putt from 6 metres (just under 7 yards) or more to make a Nice Putt. This can be done in any game mode, playing solo, online or against CPU players. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Fix edge case where using the back button to cancel profile deletion would still delete the selected profile
Fix possible packet overflow during loading screen in multiplayer games
Fixes Large Power Bar option not being correctly restored from previous session
Welcome one and all to the latest update! It took a bit longer than I hoped, but its finally here (and a little larger than I anticipated)
If youve been keeping up with all things Super Video Golf then you probably know what to expect - but for those who havent, heres the rundown:
Career Tournaments
Two new tournaments are now available when entering the Career mode. Each one follows a traditional tournament tree, pitting you 1v1 against a CPU player each round. Losing a round will eliminate you from the tournament, so you need to win all four rounds to get the coveted trophy. As tournaments are Career games they can be left mid-round and resumed again at any time. Each tournament has 3 difficulty settings, depending on which clubset you have currently unlocked in your Career, and can be completed as many times as you like. There are multiple trophies and achievements to get for completing the tournaments, as well as two new animated balls to unlock for your profile. To read more about how the tournaments work, you can read this in-depth breakdown here.
Quick Play
If youre looking for a quick round on a random nine holes, then quick play is the new mode in the Free Play menu for you. The idea of quick play is to dive straight into a game which qualifies on the leaderboards, perhaps when youre out and about on the Steam Deck, or trying to squeeze in a swift hole or two on your lunch break. The course, holes and weather are all selected at random, though you can still choose your opponents difficulty (based on your selected clubset) and whether or not you play in night mode. Quick play rounds will pit you against 3 virtual CPU players (i.e. those you see in Career mode, rather than bots). While only your final score really matters when it comes to the online leaderboards, coming first in the round is always a bonus!
New Arcade Game
Theres also a new arcade game in the clubhouse, named Scrub! - assuming youve figured out how to unlock the arcade (its not that tough if you know your old-school cheat codes ). Scrub! is a QWOP-like / stick-waggler where you have a timed challenge to wash as many balls, and as efficiently, as you can. There are online leaderboards for Scrub! too so you can see just who is the current ball washing champion For more details on Scrub! check out this post which goes into more detail.
Tweaks and Fixes
Besides the big new additions there are many smaller changes designed to improve the quality of the game, based on feedback from the community. Thanks to everyone who made suggestions and spotted mistakes (and if you suggested something which hasnt been added, dont worry, it may still yet come in a future update) - incorporating your ideas really helps make Super Video Golf what it is.
Notable additions include:
A new elevation meter at the top of the UI. The meter displays the elevation of the cup relative to your balls current position, displayed in whichever units you currently have selected in the Options.
A new Free Play mode named Nearest The Pin+. This mode takes Nearest The Pin, but awards points based on whoever is closest to each hole. Whoever has the most points at the end wins - with total distance (smaller is better) used to decide tie-breaks.
The scoreboard is now multi-coloured. Previously over-par scores were marked in red. Now under-par scores are also marked in green.
Variable wind speed options. In Free Play its now possible to select the maximum wind speed when choosing the weather, for some possibly extreme conditions! You can also decide if the wind changes speed and direction randomly, even mid-shot, which adds some extra tension to the round!
Playing hot-seat only games automatically unlocks all the clubsets. For those of you who play hot-seat local play almost exclusively, it seemed a little unfair to keep the clubsets locked because you werent levelling up your profile in single player, so now if a game is exclusively local multiplayer all club sets are available, unless clubset-limit is activated in the game rules.
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There is also a selection of new options in the Options menu, such as opting out of downloading remote workshop content in multiplayer games, and turning off the dynamic range adjustment of the putter.
Heres the full list of changes since 1.18.2:
Hey all! This is mainly just a note to all the achievement hunters out there. As we reach the final milestone for the 1.19 update, I've enabled the new stats and achievements which will be included in its release. However, as Steam has no specific mechanism for beta testing achievements, this does mean new achievements will be visible throughout Steam, with seemingly no way to get them with the current version of Super Video Golf. Fret not! These achievements are not impossible to get (I wouldn't do that to you ) - however if you're keen to get them please understand that you must wait until 1.19 is released. Or, if you're *really* keen, test them out in the public beta. You can access it from the game's properties in Steam, under the Beta tab. Specifically the new achievements are:
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month's challenge is to chip the ball onto the green and land within half a metre (18 inches) of the cup to trigger the So Close XP reward 100 times. The challenge is active in solo and online games, and games against the CPU. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
So as we wind down for the year, I thought Id share with you the final big new feature coming to update 1.19 - golf tournaments!
This has been a popular request, so Ive been laying down the groundwork for Career tournaments the last few updates, particularly by implementing 1-on-1 CPU players. Now that this is all in place Ive been able to add two tournaments to the Career mode; The Dagle-Bunnage Cup and the Sammonfield Championship. Tournaments can be accessed from the Career menu where youll now be asked to choose between playing the existing Leagues or the new Tournaments. Its not necessary to play either in any particular order - although unlocking the advanced clubsets by playing through the Leagues first will enable you to choose the CPU opponent difficulty in the Tournaments.
Tournaments are similar to the Leagues in that, as they are a Career mode, youll be able to suspend a Tournament game at any time, even mid-round, and resume it next time you load the game. With this in mind it also means that the scores you gain in Tournament rounds do not qualify for the online leaderboards. Unlike Leagues, Tournaments are generally much shorter - there are 4 rounds in total, and the first 3 rounds are played over 9 holes, with the final round played on 18 holes. Whether you play the front or back 9 depends on whether youre drawn in the left or right Tournament bracket. Tournament opponents are all taken from the Club League (which also means they have the names you give them in the league browser) so they all have the same skill levels as when you play against them in the Leagues. When the Tournament is initially drawn your current profile level is taken into account, and youll be matched against a CPU player of a similar level.
To win a Tournament you must win every single one of your rounds, which are each played as Stroke Play. Lose a round and youre out! Tournaments can be restarted at any time though, and multiple playthroughs are encouraged!
Prizes are of course awarded to the winner, which include new balls, all new Tournament-specific trophies for your trophy cabinet and large sums of XP. Tournaments will also play a big part in an upcoming feature down the line, though more on that another time
If you want to get an early-in on the Tournaments they are now available to try in the Steam beta. Just right click on the game in your library, and choose Betas from the properties menu. If you have any feedback do please share it over on the discussions, or on Discord.
Thats all for now though, I hope you all enjoy the rest of the year, and Ill see you next time, which will (hopefully!) be the release for 1.19 in the new year!
Happy Golfing!
Hello All! Just a brief announcement to share the new stickers available in the points shop. I've been sitting on these for a couple of months now as I hoped to have a few other items to go along with them, however I've just not had the time
So for now then I present to you:
Happy Bin, Dancing Bin and... Bonk
Of course they're all animated when used in the Steam chat - so if you want to see them in action hop over to the points store page: https://store.steampowered.com/points/shop/app/2173760
That's all for now, Happy Golfing!
Greetings once again fellow golfers!
Weve arrived at that time of the month where I like to take a look at whats coming up for Super Video Golf - but first Id like to offer a big Welcome to all the new golfers who have joined us over the last week or so. Welcome! Apologies go to those (thankfully few) who may have experienced teething troubles - PC Gaming is a wonderful thing, but the varied hardware configurations means that sometimes an edge case can slip through the cracks - If you're one of those people thank you for your patience while Ive worked out a solution. If you do find something is not working quite right please drop a note on the Discussions, or hop into the Steam chat or Discord, where I will do my best to set things straight. Im usually available throughout waking hours, but please note that Im based in Europe, so if youre located elsewhere on this fabulous planet it may be a couple of hours before I get back to you, simply because Ill be fast asleep dreaming up new ideas for future updates
Speaking of which, lets take a look at what Ive been working on for update 1.19! Last month I introduced Scrub! to the arcade, as well as talking about some potential new game modes and a selection of QoL updates. Im happy to say that the latter are now making their way into the public beta, where you can try them out for yourself and even offer any feedback you may have, if you so wish.
Gameplay
The most significant change is probably the new game mode in Free Play called Nearest The Pin+.
If youre not familiar with the existing Nearest The Pin mode, the game play is simple: each player has two strokes to get their ball as close as possible to the pin, without holing out. Whoever has the shortest total distance at the end of the round wins. Nearest The Pin+ puts a twist on this mode, by awarding the player nearest each of the holes 1 point. So, like Match Play, the player with the most points by the end of the round wins. However, distance is also tallied over the round and used as a tie-breaker (using the shortest distance) should two or more players finish with the same number of points. Shout out to Salvor for this excellent idea!
And, for those of you who like to squeeze in a quick game here or there, maybe even on the Steam Deck, Ive added a Quick Play option to the Free Play menu. Now, below the usual Create Game and Join Game options, you can choose Quick Play to dive straight into a randomised 9 hole round of Stroke Play. You can still choose the difficulty by selecting your clubset and whether or not you play at night, but other than that the weather, course and opponents are chosen at random, and youre thrown into the thick of things right away Thats right, there are also 3 CPU opponents in this mode, though they are virtual opponents lifted from the leagues in Career mode. Unlike Career mode, however, saving and resuming is not possible (as this is technically a Free Play round), but it does mean all your stats and scores go towards your achievements and the global leaderboards.
Also in Free Play (though not in Quick Play), Ive modified the options slightly when choosing the weather. As existing weather conditions dont actually affect game play (theyre purely cosmetic) you can now up the ante by altering the wind behaviour. Here there are two options: Random Wind which causes the wind direction and strength to change erratically at any time, as opposed to between player turns, and Wind Strength which will increase the maximum strength of the wind up to 20MPH! These two options make for entertaining (and sometimes frustrating ) twists on the existing game play.
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Quality of Life
With regards to quality of life updates Ive been taking the feedback from the Discussions and chat and channeling it into the game. Firstly Ive refined the controller input slightly so that, while aiming with the thumbstick still allows for sweeping moves, using the D-Pad now aims in smaller increments so that you can really fine-tune your aim.
It was also pointed out that, for people who play mostly hot-seat with their friends, the clubsets often remain on the lowest values as the main profile isnt being levelled up. To that end Ive modified the hot-seat rules so that all clubs are unlocked for the round, meaning that people who mainly play local games arent penalised for not having played single player. And, if you do still want to play with a lower ranking clubset, you can enable clubset limit in the lobby to cap the clubs at the current profile level.
To the in-game UI Ive added an elevation readout just below the pin position at the top of the screen. This displays how high or low the pin is relative to the current lie of the ball, to make it easier to judge how much youll have to compensate for inclines in the terrain when taking your shot.
On the main menu Ive updated the background with a day/night cycle. By using your computers current time it even estimates sunrise and sunset and adjusts itself accordingly!
Ive also refined the Options menu slightly - when browsing your stats or achievements there is now a scrollbar at the side of the window (useful if you use a mouse) - and you can also scroll the pane with the right thumbstick of your controller.
And on the first page of the Options menu there is a new setting to disable the dynamic range of the putter, fixing it at 10m/33ft, for those who prefer to play that way.
Still to come
While the above is all now available in public beta, I still have more to add before the next update is released. Ill not go into what that is just yet, not until its a bit more cooked - however, suffice to say, it should expand the Career experience a bit Beta testers are likely to get an early-bird taste of it within the next couple of weeks.
If youd like to take part in the beta yourself you can easily switch to it in Steam by right clicking on the game in your library and going to the Beta tab. There you will find a drop-down menu which will let you select the beta version of the game. And, of course, from here you can switch back to the regular version of the game any time you like. The only caveat is, as usual, betas mean there may be bugs! However I really do appreciate anyone who takes the time to check out whats in the beta and leaves feedback on it, because your input is important to Super Video Golf.
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Finally
If playing the beta isnt your thing then do come say hello anyway! Every Sunday the Super Video Clubhouse gathers for online fun in friendly, non-competitive games. Everyone is welcome and there are some wonderful regulars, all of whom will be very happy to meet you.
As always a special thanks goes out to all the great community members who've been supporting Super Video Golf, and everyone who has offered input and feedback to help make the game what it is (hey Mr P!). Thank you!
Hope to see you on the fairway, Happy Golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month's challenge is to hit the flag stick 50 times with your ball. It's that simple! (Or is it? )... Solo, online and games against CPU players all qualify. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
That's right folks, it's award season once again! Those of you who have been around a while will know that over the last year or so I've been busy keeping the game up to date, fresh with new features and trying my best to stomp any bugs that may pop up (and will continue to do so for the foreseeable future ). This means that Super Video Golf qualifies for a nomination for the Steam Labour of Love award! If you think Super Video Golf deserves a shot at the award, or you just want to show your appreciation - please do click on the nomination. It would mean a great deal to not only me, but also the wonderful community which surrounds the game. Thank You!
Howdy golfers! With 1.18 out the door, its time to look ahead to see whats coming up in Super Video Golf, so lets get started! Foremost Ive been working on a new mini-game for the clubhouse arcade (assuming youve figured out how to unlock it ), called Scrub! Scrub! is a QWOP-like (or a stick-waggler, if you prefer ) where the aim is to wash, or scrub, as many golf balls as you can. If youre familiar with almost any golf course in real life then youll probably have come across a ball-washing machine, where you place the ball in the handle and pump it up and down, and itll clean the ball. Scrub! is based around one of these ball-washers , generously modeled and donated by Hello Games and Valve veteran (and good buddy!) Josh. In Scrub! you use two keys (or controller buttons) to insert and remove a golf ball from the washer, and another two to move the washer handle up and down. They say a picture speaks a thousand words, so heres (approximately) a thousand pictures [previewyoutube=HGLJEKUmm90;full][/previewyoutube] The cleaner your balls are when the time runs out, and the more balls you scrub lead to a better final score. Scrub! has full integration with Steam leaderboards too, so you can compare your freshly scrubbed balls with your friends and strangers alike. [hr][/hr] Beyond the minigame Ive been planning out some new features for 1.19, as well as curating a long list of QoL updates and rule tweaks based on player feedback. Nothing is set in stone yet, however, Ive yet to experiment with my ideas, so Ill not outline any new features here, at least not until I know if theyll make it to the next update. My main goals though are at least one new game mode for freeplay, as well as a new single player mode (on top of the QoL changes and rule tweaks). I have updated the beta branch, however, so if youre keen to give Scrub! a go you can do so by switching to the 1.19 beta in Steam, by right clicking on the game in your library and selecting the betas tab. There youll find a drop-down which will let you select the beta version of the game. As always Im open to feedback so make sure to jump into the discussions, the group chat or Discord if you have something to share and Ill do my best to take it all on board. Thats it for this post - hopefully next month Ill be able to share some more concrete details. Thanks again to everyone following along with Super Video Golf, and especially the wonderful community who make it such a joy to develop for. Do go say Hello over at the Super Video Clubhouse Steam group if you havent already, especially if you want to join in on the multiplayer action. For now though, happy Scrubbing!
Fixes selecting audio output device from the Options menu on Steam Deck.
Every calendar month a new challenge runs, starting and ending at midnight UTC. Now that you've completed last month's challenge (you did complete it, didn't you? ) it's time to hit the back 9! Score at least 1 Eagle on the back 9 of each of the courses. You can play solo, online and against CPU. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
This is a small update just to polish a few rough edges based on feedback:
Greetings golf fans!
This update is mostly a post-release patch to version 1.18, which includes small fixes and QoL improvements, based on your feedback. Mostly.
However, as per the laboured pun in the sub-title, I'm happy to say that the biggest change in this update is the introduction of multiple par 5 holes across all the full size courses!
For a long time a popular request has been to add par 5 holes to the game - which were, up until now, technically unviable. When I first started this project a little over 3 years ago the initial game design only scaled to smaller holes, and the engine itself was unable to render anything bigger, for no reason other than that I had no idea just how big this project would eventually become!
Over the last few updates I've been working behind the scenes on updating the engine to allow for bigger holes and, most recently, I've been creating the holes themselves:
You may be perhaps wondering about the scoring on the updated courses (specifically courses 1, 2, 5, 7, 10 and 12) as the modified par will of course affect the overall possible score. I've decided that the best way to handle this is to archive the existing all-time leaderboards, for these courses, and create a new set.
You'll still be able to browse the old scores via the Steam client, however from the beginning of October 2024 the 6 (or 18 if you count the front 9/back 9 combos) leaderboards are effectively reset. Monthly boards are unaffected as they automatically reset at the beginning of the month anyway.
I look forward to seeing all those new scores battle it out for top position!
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Here's the full change list:
Every calendar month a new challenge runs, starting and ending at midnight UTC. This time around you're challenged to play the front 9 of each course and score at least 4 birdies in a round. Play on any game mode, either solo, online or with CPU players. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Hello Golfers! Welcome once again to another update announcement for Super Video Golf.
Last month I touched on the new features included in this update, particularly the new Flop and Punch mechanics as well as the integrations with Steam's Timeline feature for video recording.
Since then I've been working mostly on quality of life updates to the UI and menus, as well as a lot of technical groundwork for future updates.
The biggest change to the menu is the updated character editor, which now allows you to add two items of headwear at once to your avatar (usually a hair cut and a hat, but what you choose is up to you!) as well as the ability to fine tune the position, rotation and scale of items, for a truly unique look:
The new menu can be found by clicking on the hat icon in the Player Customisation menu. And, as before, your fancy new headwear combos are sync'd across network games (including Workshop items!) so other players can all enjoy your style and flare
Thanks to player feedback I've also reworked the Options menu so that it's less cramped, and added a selection of new options to enable you to further customise your Super Video Golf experience:
The new options include:
Every calendar month a new challenge runs, starting and ending at midnight UTC. The challenge this month is to make 250 shots on the course with Great Accuracy - as indicated by the black accuracy bar at the bottom centre of the UI. 250 may seem daunting, but don't forget that the challenge runs for 30 days, and can be played in any game mode either in solo play, online, or against CPU players. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Howdy Golfers! I hope this post finds you well.
Another month has rolled around again, so here we are with fresh look at what's coming in the next update to Super Video Golf.
Cosmetics
First up some cosmetic changes are in order - currently only balls feature shiny materials, but soon no longer so! I've added a second material slot to headwear items which will apply a shiny material in the same way as ball models do right now. This one is for all you Workshop modders beavering away on custom content - hopefully this will provide new opportunities for inspiration for your creations!
The workshop tools have also been updated to reflect (groan) this new feature.
Menus
The update brings some changes to the UI - thanks to a suggestion on the discussions I've added the option to toggle the larger size power meter if you prefer. Hitherto it has only been enabled by default in Big Picture mode or on the Steam Deck. Once 1.18 arrives you'll be able to toggle it as you please, including being able to set it to small when playing on the Deck.
In Career Mode I've added a Nemesis icon to the score board. This appears if one of your CPU rivals is tied with you or one point away from you in the League at your current standing. That way you can see who you biggest competition is mid-round
With the new Timeline feature of Steam now available in beta, I've taken the opportunity to update the Steam SDK version used by Super Video Golf so that the next release will be fully integrated with the Timeline. By which I mean important events such as holing out, scoring a hole in one or moving to the next hole are all indicated on the Timeline with custom event icons. This makes it quick and easy to see where that super-shot was last game so you can clip it and share it with your friends.
Game Play Features
There are a couple of new game play features coming in the next update too. In Career Mode you'll be able to take one Mulligan (a do-over) per hole - just in case you don't get that all import shot right first time! I've also refined the performance of the clubs. Foremost they no longer loft a ridiculous height when driving, preferring a lower, more realistic arc. The range indicator on the minimap has now also been tightened up so at shorter ranges it's much more accurate when paired with the range marks on the power bar. For anyone used to the game's existing controls these changes might feel a little odd at first - but it only takes a couple of rounds to get to grips with and you'll soon be finding yourself hitting the ball with pinpoint accuracy
I've also added the ability to take punch shots with irons, which are much lower and shorter than regular shots, but dramatically increases the overall range of types of shot which can be made, especially when you're still using the lower-spec clubsets. You can also make flop shots with wedges, which loft the ball very high for a much shorter overall distance, but will reduce the bounce and spin when the ball lands. Much fun has been had in testing by trying to lob the ball from the fringe into the hole
(Edit: I've just noticed this looks like a scary clown face... this may change )
Performance Updates
Under the hood I've worked on the game engine itself to improve overall performance. Specifically I've multi-threaded systems where possible to improve the pre-render queues, by processing particle systems, frustum culling and depth sorting in parallel. Skeletal animation systems are also now multi-threaded for better performance on holes with a lot of spectators. These performance gains are particularly welcome on the Steam Deck.
Speaking of the Deck, after much confusion about just what needed setting in the depths of the Steam back-end (and some conversation which some friendly Valve devs) the Steam Deck now uses the native build of the game instead of Proton. You may have to disable any 'force compatibility' settings you have, however this should just update automatically, and is already live on the 1.17 version of Super Video Golf.
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There are a couple more features in the works although they're not quite baked yet, however, so I'll post about them as soon as there's something to share. If you're curious, or want to offer some feedback on the upcoming update, please do! The beta is currently public and can be switched to via the game's properties in Steam, under the Beta tab. Please note that there will very likely be bugs, and features such as the leaderboards are disabled while in beta. If you do have any comments, please share them over on the discussions, or hop into the group chat (or just drop by to say hello! We're a friendly bunch ).
Thanks as always go to my lovely community who are so good at not just helping me but also helping each other, as well as providing creative content via the Workshop, Screenshots or Discussions - the game wouldn't be what it is without you! That's it for this update though, I hope to see you out on the fairway!
Happy Golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month it's time once again to take to the course - and make sure to enable those gimmies! With gimmies set to either Under The Putter or Under The Leather score a hole with a near miss - pass the cup within 10cm or so, and let the gimme take over! The challenge is available in solo mode, online and with CPU players. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Welcome once again Golfers, to another update announcement! I'm pleased to say version 1.17 is now live, so let's dive in to what's new
New Views
First up I've been refining the in-game camera system when playing on the course. Previously it was possible to switch your view to the drone camera when lining up a shot (although this may not have been entirely obvious, see below...) and I've enhanced this feature with the option to also switch to a freecam view.
Now pressing Up on the D-Pad (previously right stick button) or 1 on the keyboard will switch to and from the drone view, and pressing Down on the D-Pad or 2 on the keyboard toggles freecam. Freecam works like an enhanced drone view - where, while in drone view, you can rotate the camera, in freecam you have complete first-person style control over the camera. The freecam view can be completely controlled by either the keyboard and mouse or the active game controller.
Not only is it useful for assessing the terrain when lining up your shot, the freecam can be used as a rudimentary photo mode too. A simple Depth of Field effect is available, which can be combined with the existing Post Process effects (available in the Options menu), and pressing the A/X button on the gamepad (or F5 on the keyboard) will take a screenshot of the view. Steam will also even tag the screenshot with the current course and hole number, so if you decide to share your pictures on Steam everyone can see where you were when the screenshot was taken
The above screenshots were both taken using the photo mode on a Steam Deck.
Refined Layout
I mentioned above that the drone camera switch was previously the right controller stick, though it may have not been all that obvious due to lack of documentation. To that end the control layout has, along with a few other bindings, been refined slightly, to try and make it a little more intuitive. Options such as zooming the minimap are now bound to the right stick button, and the camera rotate keys on the keyboard have been moved to 3&4.
I apologise to anyone who finds this a little jarring at first, particularly if you were used to the old layout, however it's all part of a bigger change, which includes fully documenting all the keyboard and controller inputs in the Options menu, as well as a much better key-rebinding layout that's easier to read.
You may also notice that the controller images (based on the currently active controller) are more succinct and hopefully less cluttered. It shouldn't take too long to use the new Options layout to familiarise yourself with the updated controls.
The update also adds a much asked-for feature in being able to switch manually to the putter once you reach the fringe of the green. If your ball is with 11m (approx 36yds) of the pin you'll be able to switch to the putter by cycling through your clubset. In testing we've found that this can add an interesting (albeit risky) alternative to trying to make the chip-in.
On the Steam Deck I've fixed the controller type detection so that it correctly displays PS controller icons should you be using a PS3, PS4 or PS5 controller, in line with the desktop version of the game.
I've also updated the PS5 controller support on the desktop version to support the haptic triggers - a variety of effects are now enabled in game, so if you have a DualSense controller, give it a try!
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New Game Modes
The update also brings not one but three new game modes to freeplay. These game modes are all intended as new ways to have fun with your friends, either in local play or online, however they're fully compatible with CPU players too.
First up we have Elimination mode. Each player is assigned between 2 and 4 lives (depending on how many players are in the round - more players mean fewer lives) and scoring par or worse on a hole is penalised by losing a life. On the other hand scoring an eagle will award you one new life. Scoring is as regular Stroke Play, however a round is usually much shorter as players are eliminated and the game ends when only one player remains. This means Elimination is a great casual mode to play with a few friends, and you can expect the game to not last much more than 6 or 7 holes.
The second mode, Clubset Shuffle, mixes things up, particularly with CPU players, by randomly rearranging your clubset each hole. Every player has a putter, and then one wedge, iron and wood is selected at random and added to your bag. This can be a real leveler of the field for novice and experienced players alike, as you need to adapt your shot to whichever clubs are available rather than picking whichever you think is best. Hopefully this mode won't be the cause of too many arguments between friends! Scoring is also done as Stroke Play.
Finally we have Nearest The Pin. In this mode scores are based on whoever gets their ball closest to the pin as possible without actually holing out. Every player gets only two strokes to get their ball on the green, so don't lose your second stroke by going out of bounds! If you do happen to get your ball in the cup the hole is forfeit, and you get a 10 metre penalty added to your score. Otherwise the final distance between your ball and the pin is added to your score each hole, and the player with the lowest total distance wins.
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Career Updates
Since 1.16 was released many of you have offered welcome feedback on the new Career mode via the discussions and Steam Chat and I've been working to act on it.
Most notably the in-game scoreboard, when playing a Career round, now shows all of the other league players, along with their current score. Not only does this offer much more interactive feedback as you play the round, it actually revealed a few, uh, wrinkles in the CPU score generation, which have since been ironed out. It's now also possible to rename the players in the league, including your own profile name, by clicking on the player's name in the league browser. Thanks to everyone who suggested this
Along with the ironing of wrinkles I took the opportunity to rebalance the Career slightly. CPU players now alter their behaviour based on your selected clubset, so that entry level players have less resistance when starting out, and more advanced players can increase the challenge as they level up their clubs. The barrier for unlocking the next league has also been lowered to placing in the top 5 of the previous league. You'll still need to place top 3 to gain access to those cosmetics though!
Oh, and resetting your Career no longer removes any unlocked items from your inventory - these are now persistent between resets!
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Updated Online Interaction
For those of you who play Super Video Golf online I've taken the opportunity to update the text chat interface. Previously the text chat floated in a window on desktop versions, and used the overlay input on Steam Deck. Now the chat window is docked to the bottom of the screen and can be toggled with F4 or the L4 paddle on the Steam Deck. On the Deck text input is still done with the overlay, however the chat window now acts a conversation history which wasn't previously available.
Quality Improvements
As always there are a variety of improvements which can be made here and there, just to sand off the rough edges. I've updated the Workshop tools for users on Linux/SteamOS - particularly for users with no or custom DEs, where the native dialogue boxes wouldn't work correctly. There's probably still room for improvement here, so if Linux is your thing and you have any feedback do let me know!
On the Steam Deck I've managed to find a colour emoji font with both a compatible format for rendering as well a publishable license - the upshot being Deck users now have colour emojis!
And, on the desktop, if you bought the soundtrack on Steam (thank you!) the game will automatically play that version of the music, as it's higher quality and has extended mixes, during game instead of the default music.
Here's the full change list since 1.16:
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month takes a break from the course, and sees us on the driving range! For each available target you need to score 99% accuracy or better. Targets can be met in any order, and at any time - the challenge does not need to be completed in a single session. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Greetings once again golfers!
It's a little off-schedule (but in a good way!) as the next update is imminent, but I thought I'd share with you what else will be arriving in the upcoming 1.17 update.
If you missed the last post, check it out here to see what I've been working on previously, including new camera modes, new game modes and updated control layouts coming to 1.17. Since then I've been wrangling further control changes as well as refining the Career mode which was added in 1.16.
Control Updates
With the controls I've tightened up compatibility with the Steam Deck, particularly when using an external controller. Previously, while it was possible to play single player or online multiplayer with the Deck docked and an external controller, playing hot-seat where multiple players shared a controller was unfortunately awry.
The problem lay in the fact that the Deck itself is also a controller, so the game would attempt to fall back to the Deck for any player other than player one - which is inconvenient to say the least! This has now been fixed and it is possible to use any external controller with the Steam Deck to play in hot-seat mode, as well as play with multiple external controllers at once. On top of this I've also fixed the controller type detection on the Steam Deck so that it correctly displays PS controller icons should you be using a PS3, PS4 or PS5 controller, in line with the desktop version of the game.
Along side this I've also updated the PS5 controller support on the desktop version to support the haptic triggers - a variety of effects are now enabled in game, so if you have a DualSense controller, give it a try!
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Career Updates
Since 1.16 was released many of you have offered welcome feedback on the new Career mode via the discussions and Steam Chat and I've been working to act on it.
Most notably the in-game scoreboard, when playing a Career round, now shows all of the other league players, along with their current score. Not only does this offer much more interactive feedback as you play the round, it actually revealed a few, uh, wrinkles in the CPU score generation, which have since been ironed out. It's now also possible to rename the players in the league, including your own profile name, by clicking on the player's name in the league browser. Thanks to everyone who suggested this, it has been well received so far by the brave beta testers
Along with the ironing of wrinkles I took the opportunity to rebalance the Career slightly. CPU players now alter their behaviour based on your selected clubset, so that entry level players have less resistance when starting out, and more advanced players can increase the challenge as they level up their clubs. The barrier for unlocking the next league has also been lowered to placing in the top 5 of the previous league. You'll still need to place top 3 to gain access to those cosmetics though!
Yourjaguarlover should get an honourable mention as he tirelessly played, reset and replayed the Career multiple times to make sure it's a great experience. I'm pretty sure by now he must mutter about it in his sleep...
Oh, and resetting your Career no longer removes any unlocked items from your inventory - these are now persistent between resets!
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Quality Improvements
As always there are a variety of improvements which can be made here and there, just to sand off the rough edges. I've updated the Workshop tools for users on Linux/SteamOS - particularly for users with no or custom DEs, where the native dialogue boxes wouldn't work correctly. There's probably still room for improvement here, so if Linux is your thing and you have any feedback do let me know!
On the Steam Deck I've managed to find a colour emoji font with both a compatible format for rendering as well a publishable license - the upshot being Deck users now have colour emojis!
Also on the Steam Deck it seems that Valve have corrected the bug introduced by the May SteamOS update which was causing the game to crash when launching the Career. However if this is still not fixed for you, please check out this work-around for details on how to get the game up and running.
And, on the desktop, if you bought the soundtrack on Steam (thank you!) the game will automatically play that version of the music, as it's higher quality and has extended mixes, during game instead of the default music.
That's it for this update - it's not an exhaustive list (I haven't even begun to cover all the new achievements!) - however the full change list will be published once the update is released. As always thank you to everyone who plays the game, supports the development effort, and those of you who play on Super Video Sundays! (do join in if you haven't already )
For now though, Happy Golfing!
Welcome all once again to another progress update!
You'd be forgiven for thinking that after the previous month's flurry of updates including Trading Cards and the official Soundtrack that I'd be taking a break... however this is not the case!
These last few weeks I've been beavering away at a selection of new features for Super Video Golf and, as it's that time of the month, I'm going to share what's been going on right here.
New Views
First up I've been refining the in-game camera system when playing on the course. Previously it was possible to switch your view to the drone camera when lining up a shot (although this may not have been entirely obvious, see below...) and I've enhanced this feature with the option to also switch to a freecam view.
Now pressing Up on the D-Pad (previously right stick button) or 1 on the keyboard will switch to and from the drone view, and pressing Down on the D-Pad or 2 on the keyboard toggles freecam. Freecam works like an enhanced drone view - where, while in drone view, you can rotate the camera, in freecam you have complete first-person style control over the camera. The freecam view can be completely controlled by either the keyboard and mouse or the active game controller.
Not only is it useful for assessing the terrain when lining up your shot, the freecam can be used as a rudimentary photo mode too. A simple Depth of Field effect is available, which can be combined with the existing Post Process effects (available in the Options menu), and pressing the A/X button on the gamepad (or F5 on the keyboard) will take a screenshot of the view. Steam will also even tag the screenshot with the current course and hole number, so if you decide to share your pictures on Steam everyone can see where you were when the screenshot was taken
These 3 screenshots were all taken using the photo mode on a Steam Deck.
Refined Layout
I mentioned above that the drone camera switch was previously the right controller stick, though it may have not been all that obvious due to lack of documentation. To that end the control layout has, along with a few other bindings, been refined slightly, to try and make it a little more intuitive. Options such as zooming the minimap are now bound to the right stick button, and the camera rotate keys on the keyboard have been moved to 3&4.
I apologise to anyone who finds this a little jarring at first, particularly if you were used to the old layout, however it's all part of a bigger change, which includes fully documenting all the keyboard and controller inputs in the Options menu, as well as a much better key-rebinding layout that's easier to read.
You'll also notice that the controller images (based on the currently active controller) are more succinct and hopefully less cluttered. It shouldn't take too long to use the new Options layout to familiarise yourself with the updated controls.
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New Game Modes
On top of all this I've been working on adding not one but three new game modes to freeplay. These game modes are all intended as new ways to have fun with your friends, either in local play or online, however they're fully compatible with CPU players too.
First up we have Elimination mode. Each player is assigned between 2 and 4 lives (depending on how many players are in the round - more players mean fewer lives) and scoring par or worse on a hole is penalised by losing a life. On the other hand scoring an eagle will award you one new life. Scoring is as regular Stroke Play, however a round is usually much shorter as players are eliminated and the game ends when only one player remains. This means Elimination is a great casual mode to play with a few friends, and you can expect the game to not last much more than 6 or 7 holes.
The second mode, Clubset Shuffle, mixes things up, particularly with CPU players, by randomly rearranging your clubset each turn. Every player has a putter, and then one wedge, iron and wood is selected at random and added to your bag. This can be a real leveler of the field for novice and experienced players alike, as you need to adapt your shot to whichever clubs are available rather than picking whichever you think is best. Hopefully this mode won't be the cause of too many arguments between friends! Scoring is also done as Stroke Play.
Finally we also have Nearest The Pin. In this mode scores are based on whoever gets their ball closest to the pin as possible without actually holing out. Every player gets only two strokes to get their ball on the green, so don't lose your second stroke by going out of bounds! If you do happen to get your ball in the cup the hole is forfeit, and you get the entire distance from the tee to the pin added to your score. Otherwise the final distance between your ball and the pin is added to your score each hole, and the player with the lowest total distance wins.
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Updated Controls
And, as if all that wasn't enough, I've added a much asked-for feature in being able to switch manually to the putter once you reach the fringe of the green. If your ball is with 11m (approx 36yds) of the pin you'll be able to switch to the putter by cycling through your clubset. In testing we've found that this can add an interesting (albeit risky) alternative to trying to make the chip-in.
On the subject of testing - all of the above features are currently in *public beta* - you can try all these out for yourself by going to the game's properties in Steam and opting into the beta from the Betas tab. Please do give them a go and share any feedback you may have, either on the discussions, the Steam chat or even on Discord.
Thanks, as always, to all the folks old and new who have been coming up with suggestions or hunting down bugs and letting me know about them. The game wouldn't be what it is without you!
That's all for now though, so until next time, Happy Golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month's challenge is to get the equivalent of 10 'Boomerang' achievements. What's a boomerang? Put simply you need to make a come back and score par or better after having had at least one foul - hence the term boomerang! The first time you do this you're awarded the 'Boomerang' achievement from Steam. Rounds can be played at any time throughout the month, and Boomerangs are awarded in Stroke play mode. Completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Another mid-week update? It must be a doozy... and it is! Trading Cards are finally here for Super Video Golf
For those who don't know, games on Steam must meet a certain engagement metric before Trading Cards become available - which means all you lovely people have been playing and sharing Super Video Golf so much that it has finally been deemed worthy of these collectibles. So Thank You everyone for your continued support!
Here's a quick look at the full set:
As well as the cards there is also a collection of emoticons, backgrounds and badges to receive as rewards - although I'll leave you to discover those for yourselves! Cards should automatically start dropping based on your current play time, and if you're really luck you may get a foil one!
That's all for now though - thanks again to everyone who made this possible
Happy Collecting!
Whew! It's been a busy week here, what with the start of the new Monthly Challenge, and the release of the Super Video Golf Soundtrack - so this one nearly slipped through the cracks! A small update which finally rounds off version 1.16, this patch contains:
Greetings once again golfers! Thank you all so much for the positive feedback on the in-game soundtrack, released last week! This makes me very happy to announce that the full soundtrack, including the menu music, is now available to purchase on Steam. As a special bonus for anyone purchasing it, it also includes a complete set of 'Live Definition' remixes - that is the same chip-tunes, only performed on a range of live instruments The soundtrack contains 24 high quality mp3 files, plus the same tracks in lossless FLAC format. While the soundtrack will play in Steam's built-in soundtrack player by default, the files are all fully DRM free, so you can copy them to any other music player, phone, tablet or device of your choice to play anywhere you like. To get the soundtrack visit the store page here: https://store.steampowered.com/app/2955530/ Thank you all once again for your support and feedback - I do hope you enjoy the music! Until next time, happy golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month's challenge is to play a 9 hole round on each course, with at least 3 human or CPU players. You can play online, locally or a combination of both, with a mix of both human and CPU players. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! Happy golfing!
Surprise!
Turns out, I have one more update for you
To be honest this wasn't originally planned as a point update, rather it was meant to be included in the 1.16 release, however things didn't quite line up in time. So out with it! What's the deal?
Due to popular request Super Video Golf now has a soundtrack! Over the last few months or so I've been working in the background to collate and compile a series of tracks which I hope compliment the main theme tune as well as the gameplay of Super Video Golf.
Of course not everyone will agree, but it's no problem! If the chirp of chiptune is not your thing, and you'd rather listen to the chirp of nature, you can simply turn the volume down of the 'Game Music' using the slider in the options menu. By default hit the 'left' button once to switch the slider from 'Menu Music' to 'Game Music', then slide the volume all the way to the left.
I know some of you also use the existing custom music option in Super Video Golf - and if you do this will continue to take precedence and you'll hear your playlist as usual. If you'd like to hear the new tracks too you can add the files from the game install directory under assets/golf/sound/music/ to your playlist. They are regular *.ogg files supported by most media players.
Oh, and while I'm here, I'll also note I've added the v-sync option to the in game options menu now, so that it's easier to find.
That's all though (for now!) so happy golfing - and enjoy the music!
Another week, and another rough edge to round off!
Hot on the tail of last week's patch, 1.16.2 aims to buff up and sparkle the current release of Super Video Golf!
No crash fixes this time (there weren't any crashes ) just usability improvements. Most notably player merf has been offering valuable feedback on the league tables which accompany the new career mode, so I've been hard at work making them more meaningful at the end of a round. Foremost the mostly irrelevant gold and silver shield icons are gone, replaced now with a new series of icons which show you who moved in the league, and in which direction.
It has also been pointed out that the end of round trophy on the scoreboard was somewhat superfluous in Career games, as you as the player weren't competing directly with another player on the green. This, then, has been replaced with a more useful message stating how well you played that round, and any effect which it had on the current league. It also adds more fireworks
A few other players have also pointed out a couple of faux pas on my behalf - I accidentally disabled mouse input with the new Swingput system introduced in the last patch, and CPU players just couldn't cope with the Press & Hold power input mechanic when it was active. Both of these issues have now been addressed!
Here's the full change list:
Hello folks!
As is traditional with the larger updates I like to follow up with any feedback from the community and just buff off any rough edges that make have eeked their through - and with 1.16 scarcely out of the rear view mirror, this update aims to do just that.
There were, fortunately, only a couple of small crash bugs, related to randomising player profiles. These have now been fixed, as well as a few new quality of life improvements having been thrown into the mix.
Updated Controls
Firstly I've revived and revamped the analogue swing controls (the "Swingput") so for those who prefer it over the traditional 3-click method you can now enable it from the Options menu. Briefly; once Swingput is enabled, during the game press and hold either one of the controller triggers, so that the swing meter appears in the bottom right hand corner of the UI. With it held (letting go will cancel the shot) pull back on one of the thumbsticks and hold it as the power bar charges at the bottom of the screen. When you have enough power push forward on the stick to take your shot! Timing of the the stroke is all important, as is direction, both of which will affect the accuracy of the outcome. If this sounds like your thing then make sure to head on over to the Driving Range to practice!
UI Improvements
While we're on the course, I've added the option to be able to zoom into to the mini map which is displayed in the top right corner of the screen. Press F6 or press and hold L3 (left thumbstick button) to toggle the zoom. Hopefully this helps when playing on smaller screens or laptops.
Some users were reporting that the main menus were confusing, and that not all the buttons were obvious, or for which reason they were there. I've attempted to rectify this a bit by colouring all the buttons a consistent blue colour so that it's more obvious that they do something. In the Profile Editor buttons now also offer an explanation as to what they do at the bottom right of the menu.
Here's the full list of changes:
Hello golf fans!
I'm happy to say that the new Super Video Golf update is available - bringing with it the anticipated Career Mode! That's not all it brings however and, while I've outlined some of the other new features in a previous post, I'll be covering those in detail further down. But first:
Career Mode
So how does it work? Career mode builds on the existing league system, introduced in 1.14. Currently the 'Club League', as it is known, takes your scores from a free play round, converts them using the Stableford scoring system and uses the results to calculate your league standing.
Other players in the league are purely 'hypothetical' - that is they are created from a set of pseudo random stats, generated at the beginning of the season, which are then used to generate a fantasy football style league. A league lasts one season, the length of which depends on which league you are currently playing. The Club League, for example, lasts 24 rounds. The goal is to finish as high as possible in the league after completing the final round.
Career mode, then, builds on this league system, creating a progression across 6 leagues, each of which have a season lasting for 6 rounds. These rounds are split across all 12 courses available in Super Video Golf - with two rounds on the front 9, two rounds on the back 9 and two rounds of 18 holes, played over two different courses per league. If that's a bit wordy, here's a full breakdown of all 6 leagues:
Every calendar month a new challenge runs, starting and ending at midnight UTC. This month's challenge is to play a full 18 (or 12 in Short Round) holes in each game mode in Free Play. You can play solo, online or against CPU - are you up for it? Rounds can be played at any time throughout the month, and completing the challenge awards 500XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards are now live too! Happy golfing!
Every calendar month a new challenge runs, starting and ending at midnight UTC.
You may have noticed random bull's-eye targets, normally reserved for Multi-Target mode, popping up on your course recently, and not known why! These targets are this months challenge During Stroke play, either solo, online or against CPU opponents, up to 2 targets will appear on the course in a single round. Hit the target with your ball and scratch one off for this month's challenge! You'll need to hit 25 targets to complete it.
Rounds can be played at any time throughout the month, and completing the challenge awards 500XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen.
And, don't forget, new monthly leaderboards are now live too!
Happy golfing!
Howdy golfers! It's a new month so, in what's become a tradition around here, it's time to look at what's coming soon to Super Video Golf - let's jump right in!
Firstly I've been working on a selection of cosmetic changes. Thanks to a suggestion over on the discussions I've updated the profile editor to allow changing the colour of balls. This means that, for those who prefer, the 'vanilla' balls now have a greater range of possibilities. Simply go to the profile editor and click on the palette flyout to choose a new colour for your ball.
Colours are also synchronised in network games, so other players will also be able to see your customisations.
Version 1.15 brought with it night mode and a new lighting system - so in 1.16 I've updated avatar materials to take advantage of that. Once the update is available you'll be able to supply illumination and reflection maps to avatar models via the Workshop tools. As an example, allow our friendly neighbourhood cyborg to demonstrate his new neon trim :
Another suggestion from the community was the option to have bigger crowds. While still in the early stages (the model placement needs to be fine-tuned) I have implemented this in the Options menu. It's now possible to select from anywhere between a group of casual observers all the way up to a tournament crowd:
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The biggest new feature coming soon, however, is the new Career mode. I mentioned it briefly at the end of last month's retrospective post, and now that things are a little more baked I can go into more detail.
Career mode builds on the concept of the Club League added in update 1.14. The Club League is an offline competition between the default player profile and 15 computer generated profiles, whose scores are calculated based on a series of fantasy-football style stats (you can read more about it here).
Currently regular 'free play' games in either Stroke or Stableford scoring mode contribute their scores to the Club League. In Career mode there are 6 new unique leagues, each of which are composed of 6 rounds of Stroke play across 2 courses. Complete all 6 rounds (which persist between sessions, so no need to complete them all at once!) and finish in the top 3 of the league to unlock the next one. Each league gets progressively more difficult, so you'll need to make sure to rank up your profile and unlock those fancy long range clubs!
If, upon completing a league, you're not happy with your final position then fear not! You can replay any unlocked league at any time in an attempt to beat your previous placement, and unlock something new.
Oh yes - completing the leagues, as well as dishing out plentiful XP, also unlocks new cosmetics - I haven't actually made these yet, so I can't share anything specific, however there will be 6 new balls for each 3rd place achieved, 6 new hair styles/hats for each of the 2nd place rankings and coming top of the league will unlock one of 6 new player avatars. Once unlocked all of these cosmetics will be available in free play, and sync across network games too.
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Finally, to further expand on the league system, there is also a new Global League. This league is based on the existing monthly Steam leaderboards - it takes the sum total of a player's monthly best scores and inserts it into an online leaderboard so you can see how you're doing compared to your fellow golfers.
The league lasts one calendar month, along with the monthly leaderboards, starting and finishing at midnight UTC. There are 36 rounds, or total scores, for the league - one for each front, back and 18 hole round on each course. Scores can be contributed at any time throughout the month, and if you improve on an existing score the league is updated to reflect that. To help track which rounds you've already played there's a new message in the lobby:
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That's it for this month! There's more going on behind the scenes, but I'll talk about what those things are in the next post. If you have any comments or questions about the Career mode, or anything in general, please feel free to post in the discussions, or join the Chat Room. Also, don't forget that every Sunday is host to Super Video Sunday where we get together to play Super Video Golf online, very often with the public beta, so you can always join in and try out new features as they are available! More information on how to join can be found at the Steam group here.
Thanks as always to everyone who plays the game, leaves comments and makes suggestions for new features - I couldn't do it without you!
Until next time, happy golfing!
Hello folks! Can you believe Super Video Golf has been on Steam for a year already? A lot has happened in that time, so I thought I'd mark this milestone with a look back over the game's progress in the last year.
First and foremost I have met some wonderful people thanks to the game - the community is small, but warm, welcoming and competitive! Thank you to everyone who has given feedback, offered suggestions or just made kind comments about the game A particular shout out should go to yourjaguarlover for his persistent enthusiasm, ideas and support within the community. Along with yourjaguarlover a special thanks should also go to Dechrissen who, between them, have been running the 'Super Video Clubhouse' which, each Sunday, plays host to community games online under the guise of Super Video Sunday. The clubhouse is open to everyone, so if you want to meet new people and play a few rounds each week, then do drop on by! You can find the Steam group here.
It's thanks to all of you I am enthused and delighted to continue working on the game, and to try and shape it in to something everyone can enjoy - and will attempt to do so for the foreseeable future.
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When Super Video Golf was first released on Steam it had existed for a little over a year on itch.io, first as a fun little side project, and then as something more serious as interest in it grew.
Eventually I was buoyed by support enough that I could bring Super Video Golf to Steam. At that point, then, the first release on Steam was version 1.10.
Version 1.10 (February 2023)
When version 1.10 released its most prominent feature was the new course at Fairland Rock, along with Purcitop Pitch'n'Putt, which had previously not been included in the game. It also featured all new networking thanks to Steam, with the built in community-driven features providing quick and easy matchmaking. However it was not exactly perfect... can you believe that the balls didn't actually roll across the green??
Version 1.11
Next came update 1.11 in March 2023. This update brought new features with it such as the Stroke Play and Driving Range leaderboards, the first to really start taking advantage of what Steam has to offer. Significantly, in 1.11, Steam Workshop support was added. Putting was refined (balls were made to roll!), trees were prettified and new club sets were added, which can be unlocked as the player progresses. This included both new clubs in the bag, as well as an increase in range as the player ranks up.
Clouds were also overhauled with full 3D rendering, as well as the controversial aim clamp being removed.
And it was at this point Super Video Golf was Steam Deck verified!
Version 1.12
In April 2023 version 1.12 landed, which was a smaller update centred on player customisation. It also brought the option to fast-foward the current shot, both for human and CPU players, as well as added a clutch of new achievements, particularly for taking advantage of the new ball spin mechanics.
1.12 saw 5 patches, which were mostly fixes, though they significantly improved the unicode support allowing the game to embrace more international players
Version 1.13
A few months later, in August 2023, version 1.13 arrived. This update focused particularly on the experience on Steam Deck (everyone's favourite handheld PC!). Users with a Steam Deck would now see better defined power bars and stroke indicators to compliment the small screen, as well as the options menu now displaying Steam Deck specific glyphs for the controls.
1.13 also made specific club sets selectable, so players could choose which bag to take with them to the course. In the clubhouse much work was done to display stats and information about the player profile, including charts for scores on each course over time, leaderboard browsers, and a new view of awards and achievements gained for playing.
Yourjaguarlover spent many, many hours playing and training the CPU (more than I could probably bear!) to ensure that matches against CPU players are a great experience. It was also around this time Dechrissen and yourjaguarlover started the Super Video Clubhouse.
Oh, and the option to add custom music was added
Version 1.14
All about the game modes, version 1.14 was released in September 2023. These new game modes, for both single and multiplayer were:
Addresses the following:
1.15.2 addresses the following:
This update addresses the following issues:
Hello again golf fans from around the world! I'm happy to say that we're back with a new update - version 1.15 of Super Video Golf is out now
I've previously outlined new features as they were work in progress, which you can read here and here, and now I'd like to summarise all the new things included in the update:
Courses
There are two new full sized courses! Nguyen Valley:
and Hertog Regis:
These courses are focused on more varied terrain, and carry far more hills and contours than existing courses. If you've been yearning for something a little different then these are for you!
Time of Day
There is now a choice between playing during the day or the night - when creating a game just select the Night Time option from the lobby menu. Night time mode includes an all-new lighting system, for added ambience.
Weather
Selectable weather! From the lobby menu it is now possible to select the weather conditions for the round:
And, to accompany the above new features, the Steam rich presence will mark in your friends list the time of day and weather conditions, using the appropriate emojis (that's a moon, not a banana, I promise!):
Other Features
Text rendering in the game has been overhauled to better support non-latin alphabets, as well as adding emoji rendering. With that there is also a new in-game chat feature available in multiplayer.
In both the lobby and main game it is possible to open a chat window with Shift+F8 on the keyboard or the 'North' button (Y on Xbox controllers, Triangle on PS controllers), and via the emote wheel in game with West/X/Square on the controller.
Along with the new chat feature, multiplayer games have been enhanced with a Host menu - the host of the game can now poke idle players, forfeit their turn if they misbehave, or even kick them. Fortunately I've never had to use any of these yet
The stroke indicator has been updated too. When lying in the rough or a bunker it will slowly move, indicating the increased difficulty of the shot.
One of the first things you'll likely notice in this update is the news page, presented when the game starts. From here you can follow links to the latest news posts, as well as to guides to playing or modding the game. Note, however, that this isn't displayed in big picture mode or the on Steam Deck.
Speaking of the Steam Deck, I'm also happy to announce that the game is now available as a native build for SteamOS . The game should automatically update on your Deck, however if it does not then reinstalling it should trigger the update. A special thanks goes out to Kat for helping with the porting the game to SteamOS!
Finally there is also a clutch of fixes and graphical enhancements - rather than detail them all, here is the full change list:
Hello golf fans! It's time for the monthly delve into what's been happening - so let's jump straight in! Last month I covered the progress I've been making on the 1.15 update, which you can read here, but to recap:
First of all thank you to all the players who have supported this game over the last 2 years - both before and after its Steam release, new players and seasoned veterans alike! The game is what it is because of your support, and all the suggestions and feedback you've given me during that time.
And, thanks to you, you can now nominate Super Video Golf in the Sit Back And Relax category of the yearly Steam Awards. Nominations will be running throughout the Autumn Sale, so if you're a fan make sure to have your say, and make sure to spread the word! As this is also a special event (it may or may not be my birthday soon...) Super Video Golf will be running at 50% off for the entire duration - the biggest discount it has ever had.
So if you've been sitting on the fence the Autumn Sale is a great chance to grab a copy and Sit Back And Relax - or even join in with the community on Super Video Sundays - just head over to the Clubhouse to find out how.
Thanks again, and I hope to see you at the tee!
Greetings golf fans! Welcome to another monthly update on Super Video Golf's development progress.
Previously I hinted at new content coming in the next update - and I've been busy working on not one but TWO new courses! However these are still very early development so I won't be showing anything of those just yet.
This isn't the only progress I've made, however, so let's take a look at what else is coming in 1.15.
Firstly I've added a night time mode - it's now possible to play golf in the dark! Perhaps not the most realistic mode, however I do find it adds a new and interesting atmosphere to the game.
The above gif was taken from Spooky Video Sunday - a special Halloween event held on Super Video Sunday which, if you didn't know, is an event every Sunday where anyone is welcome to join in and play Super Video Golf online. If you want to join in then check out the Steam group here.
Another visual effect I've been working on is the previously mentioned weather system - I talked briefly about it a few months ago, although it hasn't made it into the game yet as it's not quite ready. Rain, fog and even rainbows are implemented and will hopefully be polished enough to make it into the beta soon.
These effects will be controlled by the host of the game, and synchronised across clients, so all players will get to experience the same weather
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On a more technical note I've also been working on improving the UI and menus. Usability has been improved in places like the options menu where the sub menu tabs will now auto-select sequentially, and the player profile menu where pressing escape while updating the profile name will now cancel the edit and restore the existing name. I've also enabled pasting text into the player name box while editing, using the keyboard shortcut ctrl+V.
On the topic of profile management, the default player profile is now associated directly with your Steam ID - this fixes an issue with Steam cloud where profiles could get duplicated or overwritten, depending on the quality of the available connection to Steam.
Text rendering has also been updated with the aim of supporting more non-latin alphabets, such as Greek, Cyrillic and Chinese/Japanese/Korean characters. And, as a side effect of this, there is now also rudimentary emoji support (Apologies for the poor Google translation )
Other Operating Systems
Work on the SteamOS native build is ongoing, where I've fixed issues with Steam workshop items not installing correctly, as well as some text input problems. The SteamOS version is still available in public beta, for instructions on how to access it, see this post. I've also coaxed the game into working on macOS - however due to Apple's seemingly unending list of rules, conditions and paywalls the beta is not yet publicly available.
As always you can find the current public beta on the 'beta' branch in Steam if you'd like to try out the new features - just right click on the game in your library, go to properties, and select the 'beta' tab. Do please leave any comments or suggestions you may have, or join in on the official chat where you can hang out with myself and other players and talk about all things Super Video Golf.
Thank you all for your ongoing support - you make the game what it is!
See you next time
Greetings!
I am very happy to say that there is now a native SteamOS build of Super Video Golf available in beta. The SteamOS version is targeted particularly at the Steam Deck, but should work on all linux distros which support Steam and the Sniper runtime.
The most notable difference in the SteamOS version is the improved performance over compatibility mode, as well as the removal of z-fighting artifacts which can appear when using proton.
To access the beta go to the game's properties in your library and select the beta tab. From there select the 'other_os' beta.
Refresh Steam and the game should update with the new game files. When you run the game make sure the version number identifies the game as being the SteamOS version, in the bottom left of the main menu:
I've found that some versions of the client, particularly if you've already used the proton version, will prefer downloading the Windows version of the game. This appears to be a Steam client specific problem, but going to the game's properties page and then selecting the Compatibility tab can correct the problem.
Check then *immediately* uncheck the box for 'Force a specific version of Steam play compatibility' and Steam will then reload the correct game files.
A special thanks goes out to Kat for figuring out the Steam runtime build environment and creation of the build script for this one - as well as to all the other linux and Steam Deck users who have helped test this build.
If you find any issues with the beta drop a note over on the discussions, or join us in the Steam chat room.
Thanks!
A small update to 1.14.1, which addresses the following:
Hello! I'm happy to say that the latest version, 1.14, is out now! In last month's round-up I detailed some of the new features, which you can read about here - but, to summarise, the following has been added:
It's been a busy month here on the range - I've been working on update 1.14, which is centred on bringing new modes and updated game play - so let's dive right in! First up I've implemented the following new game modes:
One of my favourite things about making Super Video Golf has been the small community growing up around it. As a great example of this some members have taken it upon themselves to create the Super Video Clubhouse group - a place to meet other players and to play online. This group plans to feature events such as tournaments as well as host Super Video Sundays - where every Sunday players can get together and organise games between themselves and even play in a Sunday league!
If this sounds like your kind of thing, or you simply just want to hang out with other Super Video Golfers, then join the public group here: https://steamcommunity.com/groups/supervideoclubhouse - and drop into the chatroom to say Hi!
Special thanks goes to Dechrissen and yourjaguarlover for their hard work. Hope to see you there!
It's update time again, this time bringing the promised new features based around player stats and leaderboards, as well as the usual collection of quality of life improvements. Last month I covered some of the features which have already been implemented, so if you'd like to check out what they are you can find the details in this post here. Continuing on from that I've added these new options to Super Video Golf:
Driving range leaderboards are now broken down by target as well as try count. This means that for each target you attempt on the Driving Range, final scores are tallied independently from other targets. The consensus was that this gave an overall fairer competition, rather than mixing the results from a single easy target with those, say, of a run of random targets. To reflect this the Driving Range leaderboard viewer has been expanded and updated, so each one can be examined individually.
Alongside this the menus in the Driving Range have been given a lick of paint, to make them look neater and more polished with some new artwork.
Players on the Steam Deck have also made their voices heard, so this update includes some deck-specific updates. Firstly, when playing on Steam Deck (or in Big Picture mode) the power bar has been increased to double the size, so that it is more visible on a smaller screen, or when viewing from a distance.
The options menu, which previously included controller-specific artwork for XBox and Playstation controllers, has now been updated with artwork to reflect the Steam Deck's controls.
And, as a final buff for Steam Deck and game controller users, menu navigation has been completely overhauled when using the DPad or thumbstick. This means that pushing up or down actually moves the selection up or down now! This was a surprisingly... detailed... amount of work, so there may be an edge case in one or two places where things don't work as intuitively as you might think. If this is the case, please make sure to let me know via the discussions or the Steam Chat, and I'll do my best to fix things.
One of the biggest features in this update is the addition of the Stats browser to the Clubhouse, to accompany the new leaderboard viewer. The stats browser is broken down into 4 main views:
Club Stats:
This page details all of the available golf clubs, so you can see the different ranges offered by different club sets (Novice, Expert, Pro) and at which level the clubs are unlocked, as well as their current unlock status. Each club also includes stats that provide information as to how much adding top or side spin to the shot will actually affect play. For example the wedges are highly affected by top and back spin, while irons are also affected by side spin.
Player Performance:
The performance page charts the scores attained for each hole of each course. This is logged separately for each player profile, including CPU profiles, and is not available publicly via Steam. The stats are tracked locally, and act as a way to view your own personal improvement (or not!) in scores over time.
Score logging was enabled in 1.12.5, so existing players should have some data to view already. New players (welcome!) will have to play a few rounds before anything tangible is visible.
Course History:
The history page displays the total number of times you, as a Steam user, have completed each course, either as a full 18 hole round, or one of the front or back 9 plays. It also displays the total, aggregated, number of rounds completed by all Steam users. At the bottom you can also see the average amount of time spent playing each course. These are all based on your Steam stats, and are the same as those visible from the Stats tab in the Options menu.
Awards:
The final page displays any awards you may have won. Currently this only displays awards for coming in the top 3 of one of the monthly leaderboards - however more awards will be added in future updates.
Some players have also requested that there is music when playing the game, instead of just on the menus. While there are no immediate plans to add any music to the game, I've now updated the music system so that it's possible to add your own custom playlist of music, which will play from your hard drive. The details of which are too lengthy to go into here, however I have added a guide which explains how to create and add your own custom music playlist. You can view the guide here.
These are, of course, the highlights of the update - here's the full change list of everything that's been added or updated since 1.12:
Hello! Once again we've reached the beginning of the month - which means there are all new, fresh leaderboards open for the challenge! Since version 1.12 of Super Video Golf, every month the existing leaderboards are archived and a brand new set are made available. Coming in 1.13 is the all new leaderboard browser where all of the previous months archives can be viewed. However I thought that this month I would highlight July's results in this post. Here is the full rundown of the top five players on each course in July: Course 1: All 18 [olist]
Welcome to another update summary! There's no release this month - however I will be taking this opportunity to share what's been going on the last few weeks, and talk about what you can expect to see when the next update is released.
As revealed in last month's post, update 1.13 is focused on stats and progression. As such, much of the work has been oriented around updates to the menu system and the clubhouse.
Firstly the lobby menu has been reorganised. This splits the existing one into 3 sections, for courses, rules and info about the current session. Although this is partly due to a future update which will be increasing the number of game modes, it also provides a place for more information about a given course or round.
From the third page, which contains information about each connected client, it's now also possible to open the new leaderboard browser and the scorecard from the previous round (if there was indeed a previous round).
The leaderboard browser is a significant improvement over having to browse the Steam community pages to see player positions across the courses - as well as giving direct access to other leaderboards such as the most Holes In One, current rank and current streak. Leaderboards for the driving range remain accessible from the Driving Range mode of the game. The leaderboard browser is also now available from the Hall Of Fame in the Clubhouse, which will also eventually feature the Stats pages.
The eagle eyed of you may also notice a couple of new options on the first two pages of the lobby menu. On the second page it's now possible to switch which club set you play with, ranging from Novice through Expert to Pro. Club sets, introduced a few updates ago, are unlocked at player level 15 and 30. Each club set extends the maximum range of clubs, so now (once the sets are unlocked) it's possible to adapt your club set to the course at hand.
On the first page there is a new option to Auto-Skip CPU players. This enhances the existing turn skip function (where the in-flight ball can be skipped ahead to its destination by holding the action button) by automatically skipping CPU shots ahead, thus speeding up the game.
And while we're on the topic of CPU players, the AI behaviour has been updated to give a better range of challenge as players rank up. There's still some work to be done, particularly when playing the putting course, however a special mention should go to yourjaguarlover who has been providing an insane amount of testing and feedback over the last few weeks!
To embellish the profile system a little more I've also updated the profile editor with two new features.
Currently it is possible to add custom avatar images which show up in game using this modding guide. I've simplified this a bit for players who'd like an icon but are happy to base it on their current avatar. When clicking the Update Icon button a snapshot will be taken and automatically applied to the 'mugshot' portion of the profile editor. Profiles now also have a short biography, which can be customised via the modding interface used for custom avatar images. There are a few default profiles included, which are added at random when a new profile is created. Once the 1.13 update is released the guide will be updated to reflect the new biography possibilities.
Finally, the overall number of clients which can connect to a network game has been increased to 8. The total number of players is still limited to 16, however it's now possible to more evenly distribute those players over multiple computers.
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So looking forward to the coming month I'll be concentrating on adding the stats browser to the clubhouse, updating the driving range with some small QoL tweaks, as well as addressing any other improvements and refinements from community feedback. I also have some new content being prepared for the workshop, so keep an eye on that if customisation is your thing
As always the new features are available via the Beta branch of the game which you can find under the Beta tab of the game's properties on Steam. If you're curious, or would like to give some feedback, please do! You can either post on the discussions board, or join the official chat where you're welcome to say Hello, or just lurk in the background
Thanks as always to everyone who has supported the game and taken the time to read this update - see you soon!
Greetings Golfers! Welcome to another monthly update. Firstly I'm happy to say version 1.12.5 is now available, which fixes a few specific bugs:
Another small update driven by player feedback (thanks Relkin!) this patch includes a few bug fixes and some quality of life updates:
Just a small update this time which applies a couple of fixes to the menu. The most notable addition is the new monthly leaderboards for the official courses. The existing 'champions' leaderboards remain but, thanks to a suggestion from yourjaguarlover, new monthly leaderboards record each month's best scores, before resetting at the beginning of the next month. Old leaderboards are archived and, in a future update, will be browsable in the clubhouse 'hall of fame' Here's the change list:
It's the first of the month, so let's see what's going on in the world of Super Video Golf!
First and foremost, if you hadn't guess by the title, update 1.12.2 is now live! The update corrects a couple of bugs, but the biggest feature is the updated workshop tools. It is now possible to create your own player models to import into the game and optionally upload to the workshop. There's a full guide here - however, briefly, the tools allow importing rigged player models, and will automatically bake textures, apply animations and allow tweaking of attachment points used for headwear and club models.
And to round out the avatar theme of the 1.12 update I've also updated the in-game UI to display the new avatar images, both on the scoreboard, and on the bottom of the UI.
Here's the full (albeit short) list of changes:
Fixes occasional crash when creating new profiles with the profile editor.
Greetings golfers! Welcome to another update.
As mentioned in the progress update at the beginning of the month this update is centred on player profiles and avatar customisation.
Avatar customisation has now been reorganised, so that it is possible to create up to 64 unique profiles, from which up to 8 can be added to the game's roster. Each profile allows for its own model, head wear, ball and set of colours (from an increased colour palette) and can even have a custom mugshot image added to it.
Mugshot images are client-side only (they are not replicated in network games) which allow you to choose a custom image to display above your ball when putting or on the round summary screen. Typically this would be an image representing your avatar, however you can add any image you like. There is a modding guide available here, which explains how to add your own custom images.
However this is not all the update brings, as many quality of life improvements have been added. Graphical enhancements include updated ball trail rendering, and a coarse terrain grid on the green on approach.
The stroke indicator on the mini-map has been refined, and now reflects changes in distance caused by the current spin settings and terrain. For example it will display a shortened distance when playing from a sand trap or the rough.
Putting Assist has been re-balanced so that playing without it is a greater challenge and awards more XP, however with it enabled there is now also a stroke indicator on the mini-green map.
The menus and UI have been given some attention too. Under the hood improvements have been made to increase performance of the menus, as well as new information such as course stats and leaderboards are visible, both in the lobby and on the driving range.
And, when playing golf, it is now possible to skip the current turn to the end, if you are a local player to the client.
The full change list:
Greetings golfers, it's another month and another progress update!
What's New
Update 1.12 is all about player profiles, including avatar customisation, stats and progress tracking. To that end I've done a lot of under-the-hood work to facilitate much more customisable player profiles, and to enable a richer experience for players. Instead of the current system of creating four avatars, it is now possible to create up to 64 individual player profiles, comprised of an avatar with user definable names, assigned headwear and chosen ball. Avatar clothing is now more customisable too, with an increased colour palette, and individual colour selections, instead of light/dark pairs of colours.
With the new format it has been necessary to rework a significant amount of the game's menu, so whilst doing so I've taken the opportunity to add some more useful information when creating the player roster.
You'll notice now that there is increased detail regarding your current progress, with stats indicating which golf clubs have been unlocked, and a new multi-day streak feature. This feature rewards the player with XP for playing the game on consecutive days, with increasing XP bonuses given up to a seven day streak. Streaks are also logged in the leaderboards - so you'll also be able to see just how much stamina other players have
Progress will also be resettable from this menu, meaning you'll be able to reset any progress you've made, returning your XP and Level to zero! Any unlocks such as balls and golf clubs will also become locked again - so use this option carefully.
Also the eagle-eyed among you will have noticed that the player roster now has 8 slots - with this update you'll now be able to have up to 8 local players. Online games are still limited to 16 players total, but it will now be possible to hold small tournaments on a single computer when playing hot seat.
On the lobby menu, I've added more stats relevant to the currently selected course - when choosing what to play you'll be able to see the names of the top 5 players scrolling across the bottom of the menu, if they are available.
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Aside from the new customisation options, a few user-reported bugs have reared their heads, so these will be fixed in the next update. Specifically these are the billiards games not being able to launch, and two achievements, 'Full House' and 'Skin of Your Teeth', not being awarded in certain edge cases.
I've also worked to rebalance putting slightly. When putting assist is enabled the power distance icon was broken by the last update after the putter was modified to rescale dynamically with distance. The power flag does a good job indicating stroke distance, however, although some players complained it made putting too easy. To kill two birds with one stone I've made the power flag only available when putting assist is enabled, replacing the old power indicator, and making it slightly more difficult to judge range for an increase in challenge when putting assist is disabled.
Based on user feedback I've added a stroke indicator to the mini-putt view, which appears in the top left when putting, to aid in aiming. However, as this makes it very easy to get a hole in one on the putting course, it's also only available when putting assist is activated. As before, activating the putting assist reduces the amount of XP awarded from putting, to make more challenging plays more valuable by disabling the putting assist.
Finally, other smaller improvements include adding the 'vertex snap' mode to the 3D clouds introduced in the previous update, and it is now possible to skip the ball flight animation when taking a shot - useful when playing with CPU opponents, or a lot of other players, to speed up the game.
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Public Beta
Because user feedback is invaluable to development, this update now has a public beta available. Anyone who wishes to try the work-in-progress features, or test if bugs have been fixed may now do so. The beta is opt-in and can be selected from Steam by right clicking Super Video Golf in the library, going to properties, and selecting the 'Betas' tab.
Note, this is an unfinished update! There will be new bugs, and not every feature is complete. For example the new avatar customisation menu is far from fully functional. There are also new stats and achievements available, although there may be cases where they don't trigger properly.
The beta will also attempt to load and convert any existing avatar profiles to the new format. However these are maintained separately, so if you decide to return to the last release (1.11) your old profiles will be restored. Any new profiles you create will not appear in 1.11.
Please do leave any feedback in the discussions forums!
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That wraps up this progress update - there is still a significant amount of work to do, particularly on the customisation menu, which means that the update's release is still a few weeks away but hopefully it will be worth the wait! As always thank you to everyone reaching out to discuss the game and offer feedback. Until the next time, happy golfing!
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