- Devlog #22 - Cosmetics - 28 August 2026
Hello everyone! I hope you're doing well!I'm still very busy working on the game and adding new content, but I wanted to take a moment to share this news since many of you have asked for more ways to customize your seagull.I'm very happy to announce that Cosmetics are coming to Goeland!Throughout your adventure, you'll be able to unlock hats, unicorn horns, and all kinds of other accessories to customize your feathered troublemaker.And if you have any ideas for cosmetics you'd like to see in the game, feel free to share them in the comments! I'd love to hear your suggestions.The environment can also have an impact on your appearance. For example, rolling around in paint can actually change your color!Below are some preview videos.I can't wait to show you some other important features I've been working on soon. This time, they'll have a much bigger impact on the gameplay and the environm…
- AG French Direct: Thank you for all these moments - 10 June 2026
Last week, Goeland was featured at AG French Direct, and honestly... I didn't expect so many wild moments.Watching people discover the game for the first time, react to interactions, find things I hadn't even anticipated, that's exactly why I make this game and why I love leaning into the freedom and sandbox side of things.I put together some fun moments from the streams I got to watch: The feedback I received during this event is incredibly valuable: every comment, every reaction, every "wait... can you actually do that?" directly helps me improve the game.There's still a long way to go, but moments like these remind me why it's worth it.Thank you to AG French Direct, to everyone who took the time to play, to the streamers who shared their experience, and to those who added the game to their wishlist. It means a lot. 🙏Bryan, Maarti Games
- Devlog #21 - Mini-games and interactions - 2 May 2026
Every game needs a fishing mini-game. It's the law.So I added one.Actually, I went a bit further, Here's a quick look at some playful systems that make the world feel more alive (and a bit more chaotic):A fishing mini-game (of course)A tug-of-war mechanic with citizens who won't give up easilyAnd even a bodybuilding activity!These systems add more variety, interactions, and unexpected moments as you explore the island.I still have plenty more I can't wait to show you...Thanks for following the journey, it really means a lot!As a bonus, have you seen the latest reveal of the new animal?See you soon.
- Devlog #20 - Making Movement Fun - 2 January 2026
Hi everyone, and happy New Year 2026! 🎉 I hope you're starting the year on a high note.This new devlog focuses on how the game feels to play. Based on your feedback, I spent time refining traversal to make moving through the world more expressive, responsive, and fun to experiment with.The video shows how these changes came together and how they affect moment-to-moment gameplay. Movement is now a system you can play with, not just a way to get from point A to point B.As always, your feedback continues to shape the game, so feel free to share your thoughts after watching.
- Goeland is part of the Animal Fest! - 10 November 2025
Hey everyone!Goeland is spreading its wings, we’re part of the Steam Animal Fest!Come flap, steal, and squawk your way through the demo if you haven't yet.It's the perfect time to discover the most mischievous seagull on Steam!Check out the festival page, meet all the amazing animals, and show some love to every creature out there!
- Devlog #19 - Balloons - 25 October 2025
Hello everyone!Here's a look at the balloons I added to Goeland: Seagull Adventure. I've also implemented their specific physics!Some citizens will buy and carry their balloons around. Sometimes, they'll lose them and they'll get stuck somewhere. And what better way to retrieve something lost high up than a bird?So you can help them by returning their lost balloons......or you can steal them.And if you're feeling cheeky, you can even pop them in front of their owners.What kind of seagull will you be?
- Devlog #18 - Objective Markers - 4 October 2025
Based on your feedback, I’ve added objective markers to highlight locations with uncompleted (but already revealed) accomplishments, helping players who wanted more guidance on what’s left to do. For players who prefer less guidance and more immersion, there is also a new setting to hide these markers.Also, all cutscenes can now be skipped by holding a button instead of just clicking, which helps avoid skipping them by accident.
- Goeland joins the Summer Postcard Fest! - 22 September 2025
Summer may be ending, but our mischievous seagull isn’t done spreading sunny vibes just yet. I'm excited to announce that Goeland: Seagull Adventure is part of the Steam Summer Postcard Fest!Out of 270 approved games, Goeland will be part of this special event running September 22–29, 2025.With its coastal village, playful chaos, and cozy seaside atmosphere, Goeland fits right in with the festival's last taste of summer. Whether you’re diving into trouble, helping animals, or just gliding over the ocean breeze, it’s the perfect way to stretch out those vacation feelings a little longer.You can find the event hereCheck out the event on Steam and don’t forget to wishlist the game if you haven’t already!
- Check out the new trailer for Goeland where you play as a mischievous seagull - 3 September 2025
From former Eidos Montréal developer solo dev Bryan Martinet of Maarti Games released a new trailer for their comedy exploration adventure Goeland. Read the full article here: https://www.gamingonlinux.com/2025/09/check-out-the-new-trailer-for-goeland-where-you-play-as-a-mischievous-seagull/
- Goeland: Seagull Adventure is part of the Best Indie Game Fall Showcase! - 2 September 2025
I'm thrilled to share that Goeland: Seagull Adventure has been selected for the Best Indie Game Fall Showcase!To celebrate, I've prepared a brand-new trailer!In it, you'll catch a glimpse of fresh features like treasure hunting and new accessibility options, along with more cozy seagull mischief.Check it out here:And don't miss the showcase itself, a whole week of discovering amazing indie games made with passion. I'm honored to be part of such a creative lineup! 💙
- Devlog #17 - Optimization: Shader Compilation - 22 August 2025
I’ve added a shader compilation loading step at game launch. This step only happens on your first time launching the game (or after updating your graphics driver).By compiling shaders up front, the game avoids slowdowns and hitches you might have experienced during gameplay. It adds a short one-time extra load time, but it should make your time on the island feel much smoother overall.
- Devlog #16 - New Key Art & Fresh Music - 10 August 2025
Hey everyone! Goeland recently got its official Key Art! I’m really excited to finally share this visual identity for the game, and I think it captures the spirit of our mischievous little seagull perfectly.Alongside the visuals, the soundtrack has received a major upgrade:Exploration music is now more upbeat and engaging, making your island adventures feel even livelierDynamic infiltration themes kick in when entering restricted areas (eg: like the supermarket), adding a playful sense of stealth with this pizzicatoA brand new dynamic chase trackI can’t wait for you to experience the new feel these tracks bring to the game. They help bring the island to life in a whole new way and I hope you will like it!
- Devlog #15 - Fluid System - 1 July 2025
I’ve been working on a new system for handling fluids and created more fluids types (eg: water, oil, paint, ...)Fluids can be stored in containers and poured out, with various effects depending on the type. For example:When characters come out of water, they’ll now be visibly wet and leave footprints behind.Pouring gasoline creates a puddle that slows down anyone who walks through it, and even stains their clothes!You can wash people clean by splashing water on them or if they go into water.
- Devlog #14 - Audio accessibility - 30 May 2025
I recently created a few new audio-related features for the full version of the game (keeping them secret for now 👀). Thanks to your feedback on Discord, I realized how important it was to make these features accessible so I added visual effects to go along with them, to help players who can't hear the game:
- Devlog #13 - UI Polish - 29 April 2025
Hey everyone! 👋 Time for some fresh UI polish! I’ve been working hard on the full game to make everything feel smoother and nicer, and good news, the demo benefits from all these upgrades too! Before After Here’s what’s new: New font and updated overall UI theme Animated backgrounds for menus Brand new button designs Custom seagull cursors Some settings now have little animations to explain them better Game tip images are now animated too! Revamped hunger bar (now it grows bigger when you upgrade it!) New inventory layout Fresh stamina bar colors New thought bubble designs Added a cool pulsing animation for required item icons Completely redid all item icons New container content gauge when you're carrying something Animated error messages Fancy loading screen animation New “Stamina bar increased!” notification And a new setting to globally adjust the size of the UI I'm super excited t…
- Devlog #12 - Solar-powered systems - 11 April 2025
Prototyping new ideas for the game: Devices powered by solar panels… in a world ruled by seagulls. What could possibly go wrong?
- Devlog #11 - Optimization - 17 March 2025
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…
- Goeland is Part of the Quebec Games Celebration! - 17 February 2025
Hey everyone! I'm thrilled to announce that Goeland is part of the Quebec Games Celebration, starting now and running all week on Steam! I follow this event every year, and it's an honor to finally be part of it. The gaming industry in Quebec has faced tough times in recent years, so let’s show our support for the amazing local devs! 💙 Check out the event and discover some incredible indie games!
- Couch co-op fest: A Special Surprise! - 8 February 2025
Here’s a little surprise I’ve been working on for some time. While my main focus remains on the single-player experience, I always keep multiplayer support in mind when implementing new features. To celebrate the Couch Co-Op Steam Fest, I’ll be testing local co-op in the free demo for a limited time! Grab a friend (or 3), give it a try, and let me know what you think. Thank you all for your support! 💙 Maarti
- Devlog #10 - Dynamic Accomplishment Tracking - 31 January 2025
During playtests, I noticed that while some players enjoy searching and experimenting on their own, others prefer more guidance. I've just implemented dynamic quest tracking! It updates based on nearby activities you've already discovered. Accomplishments now have descriptions, but a new setting allows you to hide them, showing only the title. Some tasks even have personalized tracking (e.g., "3/4 instruments returned"). Finally, a new shortcut lets you hide the entire quest tracker if you prefer a cleaner UI.