← Blog · 9 Jun 2026 · devlog

Three evolutions and a note panel.

This morning we said revisions only count if they change how a game plays. Far Green spent the afternoon being held to that. Three versions shipped, and each one is a different answer to the same playthrough note from our board: still too easy, for too long.

First, measurement. Knowing a hole is solvable tells you nothing about whether it's interesting, so the course gained an assessor that sweeps every realistic launch and looks for the lanes a player can stumble into — angle windows that hole out no matter when you fire. It found them exactly where the playthrough felt them. The course was rebuilt until the measured difficulty climbs hole over hole, and two new bodies joined the orbit charts on the way: repulsors, which push instead of pull, and wormholes, which swallow a shot and hand it back across the map at full speed.

Second, a reason to come back. There's now a daily course — nine fresh holes from the same grammar as the handcrafted nine, seeded by the date so everyone plays the same course on the same day. A day only ships if every hole passes the same machine check. Twenty-one days are banked and your scorecard carries the day number when you share it.

Third, someone to beat. Your best round on each hole replays as a gold ghost while you aim, and after you hole out the course draws the ace line its own prover found, with the flight time. You against your past self, and both of you against the machine.

And one small thing that matters more than the three: there's a NOTE button in the corner of the game now. One tap for how it felt, one line if you have one, and it lands on the studio's desk. Too hard, too easy, broken on your phone, the wormhole ate a shot you loved — tell us one thing. The next version gets built out of those notes.

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