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Steam News11 May 20261mo ago

Golf Club Updates

This update is almost entirely Golf Club work, written off the back of community feedback (cheers ƝƖƓӇƬMƛƦЄ for the detailed post).

In this update10

Full notes

Full ConsoleMe update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions5 changes0 removals
  • Gameplay
  • Store
  • UI and audio
addedCourse CardA new summary panel sits above your loops list showing total holes, par band, yardage band, procedural Par 3/4/5 distribution, and how many loops you've built versus what your profile expects.
changedCrew DetailThe Club Read card now splits your headcount across Greens crew, Clubhouse, F&B / spa, and Pro shop.
changedCrew DetailEach role has a target vs filled bar with a tooltip explaining what's driving its target (membership, land, facility levels).
addedCrew DetailNew sidebar panel that shows exactly what each tile type is contributing to your Difficulty, Aesthetics, Length and Hazard scores.
changedLand size now matters more at purchaseBigger plots unlock more course loops up front. A 60-unit plot now gives 3 loop slots instead of 2. A 45-unit plot gives 2 instead of 1. A 30-unit plot is unchanged at 1.
changedLand size now matters more at purchaseLand expansion still costs the same per step, you just get more loops out of your initial land purchase.

ConsoleMe changes

addedA new summary panel sits above your loops list showing total holes, par band, yardage band, procedural Par 3/4/5 distribution, and how many loops you've built versus what your profile expects.
changedThe Club Read card now splits your headcount across Greens crew, Clubhouse, F&B / spa, and Pro shop.
changedEach role has a target vs filled bar with a tooltip explaining what's driving its target (membership, land, facility levels).
addedNew sidebar panel that shows exactly what each tile type is contributing to your Difficulty, Aesthetics, Length and Hazard scores.
changedBigger plots unlock more course loops up front. A 60-unit plot now gives 3 loop slots instead of 2. A 45-unit plot gives 2 instead of 1. A 30-unit plot is unchanged at 1.

This update is almost entirely Golf Club work, written off the back of community feedback (cheers ƝƖƓӇƬMƛƦЄ for the detailed post).

Bigger plots finally feel bigger, the routing builder shows what your tiles are doing, and a few labels stop being ambiguous.

New

Course Profile

  • When you're building your first course you now pick a size (Executive 9-hole, Regulation 18-hole, or Championship+ 27-hole) and a style (Parkland, Links, Desert, Heathland, Mountain).

  • Sizes that need more land than you've got are locked with a "buy more land first" hint.

  • Each style has a recommended tile mix and a signature brush that the builder calls out for you.

  • Profile is set at build start and locks when the club opens. To change direction later, change individual loop identity instead.

Course Card

  • A new summary panel sits above your loops list showing total holes, par band, yardage band, procedural Par 3/4/5 distribution, and how many loops you've built versus what your profile expects.

  • Yardage shifts by your style choice. Links plays longer, Mountain plays shorter, and so on.

Crew Detail

  • The Club Read card now splits your headcount across Greens crew, Clubhouse, F&B / spa, and Pro shop.

  • Each role has a target vs filled bar with a tooltip explaining what's driving its target (membership, land, facility levels).

  • A summary chip reads "On target", "Short N", or "Over N" so you can tell at a glance whether your GM is keeping up with hiring.

"What's Driving It" panel in the routing builder

  • New sidebar panel that shows exactly what each tile type is contributing to your Difficulty, Aesthetics, Length and Hazard scores.

  • Trees, water, sand, fairway percentage, route length, decor and land size all break out individually, so you can finally see what's pulling its weight and what's filler.

Profile Fit hints in the builder

  • The builder now warns you when your routing is drifting from your chosen style. Picked Desert but painted no sand? Picked Mountain but no water? You get a nudge.

  • These are hints, not blockers. Save what you want.

Improved

Land size now matters more at purchase

  • Bigger plots unlock more course loops up front. A 60-unit plot now gives 3 loop slots instead of 2. A 45-unit plot gives 2 instead of 1. A 30-unit plot is unchanged at 1.

  • Land expansion still costs the same per step, you just get more loops out of your initial land purchase.

Routing builder reframed

  • The hex builder is now clearly framed as a Routing Designer rather than a single-hole editor.

  • The header shows which loop you're on out of how many ("Loop 2 of 3") and how many loop slots are still free on your parcel.

  • The help text leads with "this is one routing, not one literal hole" so the relationship between the grid and your full course is obvious from the first time you open it.

Clarified

"Roster leaking" wording

  • The "Roster leaking" warning now reads "Membership leaking N weeks". It always referred to your member count, not your staff. The new wording makes that explicit.

  • The same change applies to the matching Empire Command Centre risk line.

  • The MEMBERS tile tooltip now spells out exactly what those alerts mean.

Notes for existing saves

  • Operational clubs keep their existing courses and layouts.

  • You'll automatically pick up a default Regulation / Parkland profile, and the Course Card will populate from your existing routings.

  • If you'd already maxed loops on your land size, the new per-loop costs may free up a slot or two. Check the Courses: X / Y counter on the Course tab.

Source

Steam News / 11 May 2026

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