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Eyebrow Interactive have given a fresh coat of paint to their 2012 game Closure, thanks to bringing in game porter Ethan Lee to get some technical issues sorted out. For those not aware, Closure first came to Linux in the Humble Indie Bundle 7!

In the announcement on Steam developer Tyler Glaiel mentioned how much PCs have changed since then, and a number of technical issues appeared since the original release like shaders being completely broken on some graphics cards. Even building the game was getting complicated due to the old development environment, so "thanks to Ethan Lee (flibitjibibo) we got the game building again and updated a bunch of outdated tech to fix a whole ton of issues related to it".

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Here's all that's changed:


  • A large number of issues related to windowing / fullscreen / high-res monitors have been fixed
  • Shaders (graphical effects, including ones related to collision detection) should now behave consistently on all graphics cards.
  • The Mac version is back! At least, on the pre-apple-silicon macs. (anything with an M1 or later chip is not supported)
  • You can reset the save file from the main menu now! (Gonna be honest, I'm not sure why I even thought this was okay to omit back when we did the pc port...). You're welcome, speedrunners
  • The steam cloud save file name was made consistent between mac/linux/windows. If you had an existing save file, the new version may not be pointing to it by default. If for some reason you want to play on your old save file instead of playing from scratch again, you can point the game at it via the settings file (new savefile name is closure_001.sav, previous on some platforms was cloudsave_closure_001)
  • A typo in the dev commentary was fixed (Job Schubbe -> Jon Schubbe)


  • Updated from SDL to SDL2. Ironically I know SDL3 is on the way soon, but SDL2 should solve most of the compatibility issues related to windowing, fullscreen, DPI scaling, controller input, etc.
  • Shaders ported from Nvidia CG to GLSL. Nvidia CG was discontinued a long time ago and did some weird stuff on some graphics cards, so porting them all to GLSL should make them behave consistently everywhere and not have that issue where some GPUS would make you fall through the ground.
  • A number of link and runtime dependencies were removed, less DLLs are included with the game.

Buy a copy from:

Humble Store


Article taken from GamingOnLinux.com.
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Quoting: benstor214And now I noticed the SteamOS icon, too. I should stop looking at system requirements to determine if there’s a version for Linux…
It's a 2012 game . . . do the system requirements say "potato"?
benstor214 Apr 15
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Quoting: Purple Library Guy
Quoting: benstor214And now I noticed the SteamOS icon, too. I should stop looking at system requirements to determine if there’s a version for Linux…
It's a 2012 game . . . do the system requirements say "potato"?
No, they do include a mail address to contact should one encounter issues though.

Last edited by benstor214 on 15 April 2024 at 6:06 pm UTC
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