HomeGamesUpdatesPricingMethodology
Steam News17 March 20251y ago

Devlog #11 - Optimization

I like making sure the game remains playable even on older machines so that no one gets left behind. (I actually keep an old laptop just to test it!

Full notes

Full Goeland: Seagull Adventure update

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

What changed

0 fixes0 additions3 changes0 removals
  • Performance
  • UI and audio
changedI like making sure the game remains playable even on older machines so that no one gets left behind. (I actually keep an old laptop just to test it!) So, while continuing to develop the full game, I also spent time optimizing it (both CPU and GPU) and pushed an update to bring these optimizations to the demo.
changedI made several improvements, such as grouping objects together, optimizing vegetation, reducing the impact of characters that aren't currently on screen, simplifying elements when viewed from a distance, and more. I've also streamlined the graphics settings by introducing a single "Global Quality" setting (though all individual settings are still accessible under an "Advanced options" section).
changedSpeaking of UI improvements, a small bonus: the key mapping menus now display actual key glyphs instead of text descriptions; and all menus related to game progression are now grouped under a single "Progression" menu (accessible via "Tab").

Goeland: Seagull Adventure changes

changedI like making sure the game remains playable even on older machines so that no one gets left behind. (I actually keep an old laptop just to test it!) So, while continuing to develop the full game, I also spent time optimizing it (both CPU and GPU) and pushed an update to bring these optimizations to the demo.
changedI made several improvements, such as grouping objects together, optimizing vegetation, reducing the impact of characters that aren't currently on screen, simplifying elements when viewed from a distance, and more. I've also streamlined the graphics settings by introducing a single "Global Quality" setting (though all individual settings are still accessible under an "Advanced options" section).
changedSpeaking of UI improvements, a small bonus: the key mapping menus now display actual key glyphs instead of text descriptions; and all menus related to game progression are now grouped under a single "Progression" menu (accessible via "Tab").

I like making sure the game remains playable even on older machines so that no one gets left behind. (I actually keep an old laptop just to test it!) So, while continuing to develop the full game, I also spent time optimizing it (both CPU and GPU) and pushed an update to bring these optimizations to the demo.

I made several improvements, such as grouping objects together, optimizing vegetation, reducing the impact of characters that aren't currently on screen, simplifying elements when viewed from a distance, and more. I've also streamlined the graphics settings by introducing a single"Global Quality" setting (though all individual settings are still accessible under an "Advanced options" section).

Additionally, on the first launch, the game now runs a hardware benchmark and automatically selects an appropriate default global quality based on the results. This should make the game even more accessible, even for lower-end machines!

Speaking of UI improvements, a small bonus: the key mapping menus now display actual key glyphs instead of text descriptions; and all menus related to game progression are now grouped under a single "Progression" menu (accessible via "Tab").

As always, feel free to share your feedback directly in-game or through the links below.

Have a good game!

Source

Steam News / 17 March 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.