Golfie cover
Golfie screenshot
Genre: Platform, Puzzle, Sport, Indie, Card & Board Game

Golfie

Golfie 1.0.13 Patch Notes

What's New:
- Fixed an issue where playing multiple Sticky Paste cards could lead to the ball stopping abruptly when it wasn't supposed to
- Fixed an issue where Sticky Paste could stick to the range check of Boss Mines
- Fixed an issue where the glass dome of the boss didn't visibly get damaged asthe boss' HP reduced
- Fixed an issue where the effect of Sticky Paste could remain even after discarding
- Fixed an issue where sticking to the missile console in boss levels would lead to strange behaviour next wave
- Fixed an issue where the boss could pick an unfair location where it could immediately see the ball

Golfie 1.0.12 Patch Notes

What's New:
- Fixed an issue where having multiple Medical Nanobots perks didn't heal the correct amount
- Fixed Challenger achievement triggering too early
- Fixed inability to continue active runs from the continue buttons in the Challenges menu
- Fixed an issue where some run rules would not apply correctly if restarting a challenge

Golfie 1.0.11 Patch Notes

What's New:
- Fixed an issue that could cause spawned objects to not sync correctly
- Fixed tooltips rendering behind reward UI

Golfie 1.0.10 Patch Notes

What's New:
- Added Hazard Damage option in multiplayer lobby settings for toggling damage from course hazards (water, lava, axes, the void)
- Placeable objects no can no longer be placed on top of the hole
- Fixed an issue where it was possible to phase through placed walls if very close to the hole
- Fixed an issue where teleporting while on a moving platform wouldn't work as expected
- Fixed soft-lock issues with Scavenger
- Fixed an issue where spawned objects (most often dungeon axes) could stay frozen in place
- Fixed another soft-lock issue with Sticky Paste
- Fixed an issue where quitting a multiplayer run while the sinking death animation is active could crash the game

Golfie 1.0.9 Patch Notes

What's New:
- Ball Collision toggle in the lobby settings now works as intended, so you can now play without ball collisions
- Hyper Speed is now much more adjustable, so you can shoot not as insanely far with it
- Fixed an issue where the game would soft-lock if entering the hole while in the shop
- Fixed an issue where overheating while dragging power could leave the hand not interactive (bad if you're supposed to eg. select a card to discard)
- Fixed Red Energy Extractor causing energy loss already at pickup
- Fixed issue where Regenerative Membrane would seemingly cause 1 extra damage the first time entering a level
- (most likely) Fixed an issue where Sticky Paste could keep its effect even after the card has been discarded
- Fixed incorrect UI scaling in the multiplayer post game screen, especially evident on ultrawide aspect ratios
- Improved behaviour when joining a lobby through an invite while in the progression screen
- Fixed some lobby filtering issues

Sandra explains some of the game's core concepts in a brand new video

Hi all,

As we enter our second week since full launch we wanted to thank you once again for your support and feedback. We’ve loved hearing your experiences on the fairways and have loved seeing some of your crazy shot combinations.

We are listening to every piece of feedback and want you to know we’ll be continuing to update the game in response to your comments over the coming weeks and months.

We also thought it may be helpful to offer some hints and tips to new players. Whilst the genres Golfie tackles are familiar to most, the fusion of the three maybe less so. For that reason, we wanted to take a few minutes to introduce the game properly and show how a deckbuilding golf game can be a hard-as-nails roguelike – and how to work with the systems of each style of play.

In the video below, Sandra - one half of the development team at Triheart Studio – showcases some of the concepts and principles you’ll need to win in Golfie, including discarding your hand if you don’t draw the cards you need, using the checkpoint system to correct some awkward lies, and also how to abuse an over-heating reactor.


We hope this provides some inspiration!

Let us know your questions and comments below – or, even better, please do join the growing community on Discord.

Much love,
Jacob, Sandra and the whole Golfie team.

Golfie 1.0.8 Patch Notes

What's New:
- Added new Lobby type: *Password* - it's a public lobby, but it's protected by a password (handy for streamers)
- Fixed an issue where it was possible to leave the hole after entering it and triggering the level completion, potentially leading to post-win deaths, etc @Ryptyde#2643
- The Lobby browser popup now actually uses localized text (for most elements - the rest is pending translation)
- Fixed an issue where the *Parfect* achievement could be triggered even if over par
- Fixed an issue where entering the shop the same frame as shooting would close the shop again almost immediately @AnarQ (They/Them)#5887
- Fixed an issue where the wins counter displayed "1 Wins" even if the player hasn't won a normal run yet.
- Fixed an issue where getting Firewall or Healthy as perks before starting the first level could lead to incorrect starting health
- Fixed an issue where sometimes it was possible to place objects on top of other players (wall, jump pad, etc.)
- Fixed an issue where a lobby could stay active even after the host has left it (even allowing the host to join their own lobby, leading to all kinds of troubles)

Golfie 1.0.7 Patch Notes

What's New:
- Fixed map level selection being close to unusable on ultrawide aspect ratios
- Fixed an issue where it was possible to get the Double Damage challenge encounter in Free Play
- Bullet Time card heat cost reduced to 0 heat

Golfie 1.0.6 Patch Notes

What's New:
- Fixed a memory leak that caused choppy framerate after a while
- Fixed an issue where it was possible to take over par damage even after getting in the hole

Golfie 1.0.5 Patch Notes

What's New:
- Fixed Daily Challenge runs not working as they should
- Fixed an issue where Challenge Encounters could persist between levels
- Fixed an issue where exiting/entering different run types could lead to a bad state that prevented starting new runs
- Removed ability to activate activatable perks after getting in hole/dying
- Each shop can now only be entered once per shot