- Now available in Spanish! - 22 December 2024
This translation was made by Coqito5! Currently it's using the alternate font as I'm figuring out how to make letters like í fit better with the game's signature font. We are also tweaking how some menus work (so that "collected" on the multiplayer summary screen can be pluralized, for example), but there's a little more to it since some parts look different depending on whether you play locally or online.
- We now have localization support! - 27 June 2024
Hey y'all, Vadym here This update adds support for Ukrainian (translated by me and Ci8ird), Russian (translated by Nick, DamirLut, and with smaller contributions from a handful of people), and we'll be looking into adding more languages as we figure out who can help with translations/proofreading. It also adds a handful of non-localization tweaks and fixes. Localization Translating games is hard work! But not just the translations themselves - making a game translatable takes effort unless you have planned for it from the start. For example, many UI elements in Ghost Croquet consist of several snippets of text with an icon (e.g. a crystal) sandwiched between them. Previously, we have handled this by anchoring a little texture based on label widths, but that wouldn't work with translations - the text might no longer even be on the same line! And then there's our level editor manual, whic…
- v1.5.5 - small tweaks - 19 February 2024
Novelties: We now have Rich Presence! You can now tell whether your friend is sitting in a multiplayer lobby, trying their best with Arcade, or just stuck on Canyon. Tweaks: "Coyote time" is now ~100ms (6f) instead of ~66ms (4f) I don't think most people will be able to tell the difference. Pressing Jump a couple frames early when swimming is now allowed. This also means that button-mashing the Jump button in panic will work slightly better. It is now a little easier to jump out of the water. Fixes: Fixed an error when quitting in the middle of a Bomb Pong match.
- A 33% discount and a demo! - 13 February 2024
Hello, Vadym here! As part of Steam Remote Play Festival, we are running a 33% discount! And we have a demo now! You can have a look at the game, and even play it with your friends online!
- v1.5.4 - 31 January 2024
Now showing a hint in the multiplayer lobby if you have voted to proceed to the next level. Fixed laser drone not working properly. Fixed push upgrade being infinite. Fixed being crushed by an elevator or block not correctly calculating the next hero in multiplayer mode.
- v1.5.3 - 29 January 2024
Added vsync setting. Fixed a crash on joining a lobby via invite from game title. Fixed in-game tracks shuffling causing a desync. Fixed level unlocks not saving in multiplayer. Fixed custom tiles not loading properly in the level editor.
- v1.5.2 - 28 January 2024
Added an option to reset controls. Added a hint on how to leave the shop to the tutorial. Activatable upgrades' controls hints will now be only drawn if you are a player. Fixed the game not properly saving after a crash. Fixed Steam features requiring Microsoft Visual C++ Runtime Redistributable.
- v1.5.1 - 26 January 2024
Added a couple hints to the tutorial. Fixed a crash upon buying a laser drone in Arcade Mode. Fixed a crash upon pausing the game during the exact frame of player's death. Fixed a crash upon uploading a map to Workshop. Fixed menu music fading out when creating a lobby. Fixed debug output being set to clipboard on launching a game. Fixed being able to intereact with the map editor's UI when map submit menu is active.
- Release! - 25 January 2024
After 5 years of hard work, radio silence in devlogs and a couple rewrites of the whole game code Ghost Croquet is finally OUT! For those of you wondering why did it take so long - the main reason is both me and Vadim being incredibly busy with other projects. Ghost Croquet has always been a side thing for us while we've been doing full-time work in the games industry. But hey, we’ve made it! So let us guide you through what is new :) New Game Mode Introducing a new game mode: Bomb Pong! It's a tiny arena where each player has unlimited push ability, trying to juggle a bomb. The bomb will explode if positioned for too long on the opponent's side of the ring, scoring you one point. You get one more if the explosion kills the opponent :) You can access the new mode from Local 2-Player > Bomb Pong or from Online Multiplayer menus. Steam Trading Cards Yes, we have added trading cards! As we…
- 1.102: New GUI animations and bugfixes - 5 April 2017
Additions: Added a help screen with rules concerning 3-player game mode if you're playing it for the first time. Added some GUI animations to the arcade mode victory screen. http://steamcommunity.com/sharedfiles/filedetails/?id=899049451 Changes: Most in-game tips (e.g. “Possess the hero once ready”) will be now shown only once. Fixes: Fixed all the Steam Cloud issues. Crystals created by soul gem are now collectable as they should be. Chat will no longer open if the game's paused. Fixed "retry" button not working in arcade mode. Fixed some typos in arcade mode transition screen (e.g. “1 deaths”). From now on, while Vadim’s busy implementing proper lag compensation, I’m working on a new multiplayer game mode. Something like tennis. You have unlimited push ability and there's a bomb with a random timer (the timer will have a wider range than in a normal game) that you're trying to kill y…
- 1.102: New GUI animations and bugfixes - 5 April 2017
Additions: Added a help screen with rules concerning 3-player game mode if you're playing it for the first time. Added some GUI animations to the arcade mode victory screen. http://steamcommunity.com/sharedfiles/filedetails/?id=899049451 Changes: Most in-game tips (e.g. “Possess the hero once ready”) will be now shown only once. Fixes: Fixed all the Steam Cloud issues. Crystals created by soul gem are now collectable as they should be. Chat will no longer open if the game's paused. Fixed "retry" button not working in arcade mode. Fixed some typos in arcade mode transition screen (e.g. “1 deaths”). From now on, while Vadim’s busy implementing proper lag compensation, I’m working on a new multiplayer game mode. Something like tennis. You have unlimited push ability and there's a bomb with a random timer (the timer will have a wider range than in a normal game) that you're trying to kill y…
- 1.1: Linux support, single-player mode overhaul and new editor features - 28 March 2017
Hey guys! We released an update! Cool, right?.. well, perhaps not the coolest, seeing that we were going to leave Early Access within a month but are releasing this update 8 months later. There were a few reasons to this: The game didn’t sell as well as expected. Or, to be precise, did not sell well at all. This can be written off as our own fault (for not finding a publisher), with the game also failing to receive basically any coverage by any major outlets, despite the efforts. Regardless, not a particularly motivating experience. Partially as result of above, the game’s budget was successfully and fully exhausted. Not that we had that much of a budget to begin with, but expecting EA sales to at least partially cover the existing expenses and serve as a base for future expenses (additional art/audio assets) and having them cover neither was… not the most helpful. So both of us took on…
- 1.1: Linux support, single-player mode overhaul and new editor features - 28 March 2017
Hey guys! We released an update! Cool, right?.. well, perhaps not the coolest, seeing that we were going to leave Early Access within a month but are releasing this update 8 months later. There were a few reasons to this: The game didn’t sell as well as expected. Or, to be precise, did not sell well at all. This can be written off as our own fault (for not finding a publisher), with the game also failing to receive basically any coverage by any major outlets, despite the efforts. Regardless, not a particularly motivating experience. Partially as result of above, the game’s budget was successfully and fully exhausted. Not that we had that much of a budget to begin with, but expecting EA sales to at least partially cover the existing expenses and serve as a base for future expenses (additional art/audio assets) and having them cover neither was… not the most helpful. So both of us took on…
- 1.036: Local 4-player support, map previews, and bugfixes - 3 September 2016
Additions: The game now supports up to 4 players locally. http://steamcommunity.com/sharedfiles/filedetails/?id=757521726 Number of players for local sessions can be adjusted via the options menu (under "remap controls"). The game now displays previews on map selection screen. http://steamcommunity.com/sharedfiles/filedetails/?id=757527375 Preview "thumbnails" are now stored alongside the maps in directories. Thumbnails are generated for maps upon saving. If you've published a Workshop map, update it with the same file - thumbnail will be packed in automatically. Changes: You can now load maps from Workshop in the editor. In case you need to edit your own map or want to look at how things work. A local copy of the map is made upon saving. Mouse wheel is now used for scrolling large menus. (was previously used to switch " " type controls) Also menu scrolling in general received a small o…
- 1.036: Local 4-player support, map previews, and bugfixes - 3 September 2016
Additions: The game now supports up to 4 players locally. http://steamcommunity.com/sharedfiles/filedetails/?id=757521726 Number of players for local sessions can be adjusted via the options menu (under "remap controls"). The game now displays previews on map selection screen. http://steamcommunity.com/sharedfiles/filedetails/?id=757527375 Preview "thumbnails" are now stored alongside the maps in directories. Thumbnails are generated for maps upon saving. If you've published a Workshop map, update it with the same file - thumbnail will be packed in automatically. Changes: You can now load maps from Workshop in the editor. In case you need to edit your own map or want to look at how things work. A local copy of the map is made upon saving. Mouse wheel is now used for scrolling large menus. (was previously used to switch " " type controls) Also menu scrolling in general received a small o…