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Golembert

Golembert Steam news

Studio Firlefanz | To be announced | game

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CasualIndieSimulation

  • Steam app typegame
  • Steam App ID2455710
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperStudio Firlefanz

Golembert news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID2455710
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperStudio Firlefanz
  • PublisherStudio Firlefanz
  • Parent gameNot available

Genres: Casual, Indie, Simulation

Company pages: Developer: Studio FirlefanzPublisher: Studio Firlefanz

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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Golembert Steam news

Golembert news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • July-August 26 Update - 24 August 2026

    Belated Buon Ferragosto! šŸ–ļøšŸ˜ŠWe celebrated the triumph of our favourite first emperor as they intended on the Romagna coast for a week. But what did we do the other weeks?? What we did in the last 2 months:1. We received a lot of playtesting feedback! šŸ“šŸ˜—5 people playtested our demo and sent us more than 6 hours of playtesting footage that resulted in almost 100 individual feedback points we fixed/implemented!!!We are playtesting in waves to implement the feedback between them and we will increase the number of total playtesters per wave in the future. So if YOU want to playtest Golembert before its official demo release at the end of this year, join our Discord to request a key!2. We uploaded a new devlog! šŸŽžļøšŸ„³Alicia made stunning a new devlog about the last two months of her development process! It covers the Herbit Settlement, portraits for NPCs like Susu, Tomo, and Crane, as well…

  • June 26 Update - 13 July 2026

    šŸļø Hey guys, the year is already half over, so I'm hurrying up to get this post out! 🄵What we did last month:1. The first members of our Discord server playtested our demo! 🄳This month, we launched our semi-public demo playtest on Discord. That means the first people from outside our extended circle have now tested our demo!!! The feedback has been very good so far (and there were no game-breaking bugs during the Discord playtests too - though there were some in other playtests lol (((but they occured on Linux which is not supported)))) Would you also like to try out the demo before it becomes available to everyone at the end of the year? Then join our Discord server via this link and request a key! šŸ”‘2. We added more music to the game! šŸŽ»Since the orchestral recording sessions in March, our composer Luca has been hard at work making additional recordings with guitarists, mandolin pl…

  • May 2026 Update - 8 June 2026

    Hey, June 🪲Don’t make it badTake the \ and make it betterRemember to let \ into your heartThen you can startTo make it Better (loosely quoted from J. Paul 'Macca' McCartney's song Hey Jude, written in June 1968)What we did last month: šŸ¤—1. We received playtesting feedback & implemented it! šŸ”§We sent out some demo keys and quickly received 4.7 hours of playtesting footage with audio commentary/feedback from 3 different playtesters this month (🤯). Because they all tested out everything one can do in the demo (and therefore generated superb feedback), the feedback implementation and fixing took veeery long (4 weeks 🄵). BUT it fixed stuff like:Left and right clicking wasn’t distinguished in a understandable way. Now left clicking means: use, right clicking means: interact.Harvesting plants in raised beds didn’t delete their internal save. When picking up the raised bed and replanting it…

  • April 2026 Update - 8 May 2026

    May the forth be with you! šŸ’«Or… the eighth? Anyway, it’s May! So may I inform you of the duties we fulfilled in the bygone April.What we did last month:1. We set up our Discord server! 🌐We FINALLY set one up! If you’re interested in playtesting the demo or just want to stay updated on the game and its progress, consider joining our Discord server! We are currently still playtesting the game with people we know BUT we will transition into semi-public playtesting in the next couple of months with… you??? šŸ˜—2. We made a new devlog! šŸŽžļøYEESSS!! 🄳 Alicia made a new devlog about our latest milestones: our soundtrack’s Live Score Recordings, Helio's House rework, and our new Discord server, as well as how things stand development wise. Be sure to check it out on YouTube!!!3. We received playtesting feedback & implemented it! šŸ“We again received approximately 2.5 hours of gameplay video foot…

  • March 2026 Update - 13 April 2026

    Happy Easter, fellow Chrisians!Just as Christ yeeted himself into heaven a few weeks and a couple years ago, we’re again cranking out a new Update post for you, my beloved. What we did last month:1. We recorded our soundtrack with the Filmorchester Babelsberg!Thanks to the super cool people from the as well Berlin-based AudioCreatures, we were part of their live recording sessions with the Babelsberg Film Orchestra this month. We spent two days at the film studios and had two 30-minute recording slots to record the 5 main tracks of our game with real humans. Having a 100% non-AI and hand-made soundtrack was/is really important to us to match our hand-made visuals and implementations. Therefore we were super stoked to hear our music live for the first time!!!Around 50 people were involved in these recordings, most of them the truly fantastic musicians from the film orchestra. Both days w…

  • February 2026 Update - 10 March 2026

    O ano só comeƧa depois do Carnaval!ā€˜The year only starts after Carnaval!’, was the motto of the month this February and girl, we started things! What we did last month:1. Finished Helio’s House re-render!As mentioned in last month’s Update Post, we adjusted the layout of Helio’s House. It’s a little smaller than before but much cozier and more space efficient. Before the re-render, the whole right side of the house wasn’t used for anything, while the sleep capsule of Golembert had just little space behind Helio. Now, the right side accommodates the sleep capsule and Helio’s fire bowl in the center of the house has more room to breathe. 2. Implemented playtesting feedback!We finished the implementation of all the feedback we got from January’s playtestings. Remaining feedback we implemented was for example: Permacrops (plants that can be harvested multiple times) were fully harvested on…

  • January 26 Update - 17 February 2026

    Happy Chinese New Year!Today the Year of the Fire Horse has started which stands for movement – and movement is what we want to bring to our development process this year! (hopefully at least) So...What did we move last month?1. We finished & playtested an early version of our demo!As mentioned in last month’s update post, we plan to release the demo of our game at the end of this year. We finished the demo implementation-wise – visually there are still some area/asset reworks missing (Potion Map, Helio’s House) while others still need polishing. After that, we playtested the demo internally (meaning: we both played the demo on Steam separately for 1h+) and externally with 4 trusted playtesters (2 fellow devs & their non-dev partners).2. We implemented playtesting feedback!These 4 trusted playtesters then sent us their feedback in mostly written but also audio-visual form (a top-notch h…

  • 2026 Outlook & Dec 25 Update - 15 January 2026

    Happy belated New Year!Hope you all ā€˜slipped well’ into the new year, as we say in Germany! Because the development process of Golembert is now entering its final (couple of) stages, we thought New Year would be a good opportunity to present to you our current outlook for 2026-27!Our 2026 OutlookThe two major and most important plans this year are to:release our first official trailer & announce the release date of our demo in July (at best at Wholesome Direct 2026)release our demo in December (at best at Wholesome Snack 2026)More minor but still important plans this year are: the live score recordings of (at least a big portion of) our soundtrack in Marchthe start of our closed playtestings in late springthe start of our open playtestings in late summerIn 2027 we then plan to:participate in the February 2027 Steam NextFestannounce our full release date in Julyrelease the game in the fo…

  • November 25 Update - 1 December 2025

    Happy belated Thanksgiving!We’d also like to thank you for giving us your attention and jump right into... What we did last month!We mainly:1. Uploaded a new devlog!Finally!!! In our 15th devlog, Alicia discusses her current dialogue portrait design process and shares how her expression drawing pipeline looks like. Be sure to check it out on YouTube!2. Playtested approximately 30% of the game!We playtested for 5h and finished 30% of the game’s main quests until we reached some game/immersion breaking bugs. Game breaking bugs we encountered and fixed were:A main quest relevant letter wasn’t loaded active (though the save file said it should load as active)The letter system (which is relevant for mid-game) overall did some weird stuff (deactivated itself when it shouldn’t, pushed the wrong dialogue) – hopefully it’s fixed now! (but it’s a bit confusing for us too)The compost couldn’t be w…

  • October 25 Update - 3 November 2025

    Happy belated Halloween!Our last Update Post might not seem very long ago (which in fact is true because I posted it two weeks late in case you didn’t notice) so therefore this post will be as short and sweet as a Halloween treat! Or will it??? So what did we do last month?1. We added a Night Theme!As mentioned in last month’s update, Luca wrote a magical Night Theme we implemented into the game this month. It’ll play every night/evening from around 9 pm until 12 pm and signal you that it’s time to pack up your tools and finish your garden work for today. (You can still stay awake until 1 am and will not lose any progress for falling asleep in your garden, just in case you’re wondering.) 2. We playtested approximatley 24% of the game!We finally playtested up until the 2h 30min mark of the game which is around 24% of the main game’s playtime (meaning: if you only consider/do main quests…

  • September 25 Update - 18 October 2025

    Oh, I almost forgot to post abou-DO YOU REMEMBER??THE TWENTY-FIRST NIGHT OF SEPTEMBER???1. We added the first tracks from Luca!Two months ago we shared with you that Luca Storz, the composer of Couch Monsters, REKA, and Dino Party, joined our team to work on our soundtrack! Since then he already composed an epic Joe Hisaishi-like main theme, some naturally flowing garden themes, an upbeat Herbit map theme (based on the main theme), and a wonderful night theme, meaning: he wrote 4+ songs already, which are all in-cre-di-ble!!!!!!!!! His songs are already implemented in the game in their ā€˜primitive’ Sibelius form (directly exported out of a composing software). They will be recorded properly later next year and then we’ll finally be able to share them with you! :-) 2. We added some progression! (tower locked, ship arrives mid-week) In its current prototype-y form all areas of our game wer…

  • August 25 Update - 8 September 2025

    Salt air, and the rust on your doorI never needed anything more… than an August update post? Well. ’What Taylors did we swift this month?’, you might ask.1. We bug fixed & playtested Golembert! We playtested the game in the editor and in two different builds up to the (magical) 12% main quest progress mark (about 1h of gameplay - only for time reasons). There weren’t really a lot of bugs popping up (meaning: no bugs that made the game unplayable lol) but a lot of stuff needed to be improved guidance and timing wise (tutorial and general hints for example). So that’s what we did! Because just stating 'we did bugfixing' is a bit bland we wanted to share some (funny?) bugs with you we encountered (and fixed):Olive seedlings were so tiny-tiny and thin that you almost couldn't hit them with your cursor making them almost unwaterable (we gave all plant stages custom collider)When starting a n…

  • July 25 Update - 7 August 2025

    CAESARIs the name giver of July. Pliny (the Elder) traced his name back to the word caedere, to cut. So what do we do in July? We cut it out! And with ā€˜it’ I mean the all-monthly update on our playtesting and bugfixing process. Boring! This monthly update will only focus on NEW STUFF!!! So what new stuff did we do this July?1. We hired Luca Storz as our composer! With our game steadily moving into its last 1.5 years of production we finally hired a composer for it! His name is Luca Storz and he worked on the grand soundtracks of Couch Monsters, Reka, and Dino Party! He was always person number 1 on our shortlist of people we wanted to ask to make our soundtrack – so we’re super stoked to have him!! He will really bring out the Ghibli in Golembert and Joe the Hisaishi in you with his compositions if you know what I’m saying. 2. We uploaded a new devlog! Alicia made a video about the desi…

  • June 25 Update - 7 July 2025

    It’s Update time! And this time I calculated fancy numbers for it! So what have we been up to this June?1. We playtested and bugfixed ??% of the game! Like last update it’s hard to calculate a proper number of just how much of the FULL game is already playtested. That’s because:12% of all Main Quests and 6% of all Side Quests are currently fully tested and approved. BUTfrom all 6 main mechanics (gardening, bartering, potion crafting, expedition management, questing, composting) 3 are fully (100%), 2 are mostly (50%+), and 1 is to some minor degree tested (let’s say 0% for math’s sake). Andfrom all 6 side mechanics (Herbit pathfinding, garden customization, Crane’s card mini-game, yield tier transformation, bottle posts, storage management) 1 is fully, 3 are mostly, and 2 are to some minor degree tested. That means: 12% of all main quests, approximately 67% of all main mechanics, and app…

  • April-May 25 Update - 2 June 2025

    MAY I HAVE YOUR ATTENTION PLEASE! Just as time progresses, we also progress in our development. The past segment of time spanned 2 months. So what have we been doing in these 2 months? 1. We playtested and bugfixed approximately 10% of the game! This approximation was calculated from the number of main quests playtested (6%) and a vague assessment of tested mechanics (+4%??) – therefore it is probably not a true indicator of our current playtesting status. But it's only meant to serve as a rough benchmark to show how far our playtesting has progressed. And therefore 10% sounds about right: Because though we playtested and fixed a lot we didn’t progress very far in the game (about 2h in each playtesting session), mostly due to balancing issues (quests took a lot of time!). We are working on better balancing and will (hopefully) return with an approximation of 20% next month!!! 2. We (mos…

  • March 25 Update - 8 April 2025

    MARCH HAS BEEN TERMINATED That means that 24,65753424657534% of the year have already passed!!! And what did we do in the last 8,493150684931507% of this year??? 1. We (partially) finalized our UI! Up until now we only had a prototypical GUI ingame. Therefore we finalized most panels (main inventory, dialogue, trade, compost, sleep panel, escape menu) to resemble the ā€˜open book’-like concepts we had in mind for them. There are still a lot of UI panels to finalize (crafting, Herbit settlement, Crane’s card game) but we’re working on it! 2. We added Tomo & Crane to the game! Tomo & Crane are Susu's two crew members you probably already saw in their concept art form in posts or videos from us. We now finally had the time to finish and implement their render and idle animation so that Susu isn’t alone on her pirate ship anymore! That also means that we have all (physical) NPCs ingame now ex…

  • February 25 Update - 3 March 2025

    O ano só comeƧa depois do Carnaval!!! (in English: The year only starts after Carnival!!!) Because February is the shortest month of the year this update will (probably) be the shortest update of the year too! Or will it????????????????? What happened this February? 1. We reworked our Steam page! Did you notice?? :-) We mostly rewrote/streamlined its text down to three lists: one about the general contents of the game, as well as one about specific things our game will definetly 100% include and one about specific things it will NOT include. So maybe check them out if you haven’t yet to curb or hype up your expectations!!! (pls be kind to us) 2. We set up a Discord server! BUT we will not promote it/make it public for now because we do not really have anything to share that is not already publicly available through our Steam udpates, YouTube videos, or Bluesky posts. BUT we will promote…

  • Dec-Jan 25 Update - 11 February 2025

    Happy New Year, Miss Sophie! The year is already a month old (btw: are all years Capricorns because they were born at the 1st of January???) and I wanted to take the time I didn’t take directly after New Year’s to tell you all about: WHAT WE DID THIS MONTH(S)! 1. We added a lot of descriptive/helpful texts! Well, descriptive/helpful texts sounds a bit cryptic now that I wrote it... What I mean with that is: we added tooltips for ALL items and objects, additional daily (random) hints (as an asynchronous tutorial expansion hmmkay), advanced tooltips (which give additional info about specific items like the fill amount of a watering can), an overview of all absolved quests (mostly just the quest description in past tense – very important to have!!!), and a lot of helpful dialogue for the compost, potion crafting and Herbit settlement panel (which you can also mute if they annoy you after a…

  • November 24 Update - 6 December 2024

    Hello world! As the great state poet and federal weirdo Tyler Okonma once said: ’CAN WE GO BACK TO NOVEMBER???’ Oh, of course we can, darling! So here’s a little recap for you about what we did this (last) month (November): 1. We added the Herbit Settlement! As you may recall from a video we made there is a small creature roaming your garden called Herbit. You can interact with, talk with, and even receive quests from it. At some point it may invite some of its cousins to your island – and they’ll start a small village! These cousins can be employed (for some veggies) to sail over to the other islands of your archipelago to get new seeds and/or items for you. To improve the cousins abilities for expeditions you can expand their settlement by leveling up their chambers, lighthouse, storeroom, and harbour. Though we still use placeholder assets for the settlement and the archipelago map t…

  • Aug-Oct 24 Update - 5 November 2024

    Griasz eich Gott! I am here to update you about medium level change & progress we made regarding our wonderful garage band game Golembert. W-w-w-w-whAT’s going on: 1. We removed all translations! After we added the machine translations of 7 languages we planned to release on Steam we got the feedback that machine translations are bad and that we should feel bad. We definetly felt that and decided to remove all languages that the game wasn’t originally written in officially (it was written in German and English only). Unofficially we will keep the options to: a) edit the game’s translations .csv file (via Excel or even Notepad), and b) still select the 7 excommunicated languages ingame. That way speakers of these languages can easily add their own translation to the game and trade them with other players unofficially. We will (sadly) henceforth ONLY support the English and German version…

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