diff --git a/src/blogs/msc_wheat.md b/src/blogs/msc_wheat.md
index cd09168..a85f0a9 100644
--- a/src/blogs/msc_wheat.md
+++ b/src/blogs/msc_wheat.md
@@ -48,7 +48,7 @@ All materials are done in Substance Designer, and as some of you might know alre
Once new material is complete, I'd go to Photoshop and process each texture. Combine albedo and AO maps, downscale to 256x256, then apply indexed colors. Sometimes I did that with normal and roughness maps too. To reduce inacurrate and "blurry" normals, I often had to disable normal map compression in material settings. That's probably not a good idea, but I hope it wasn't too bad consdering that total My Summer Cottage's size is ~300MB.
-Most materials (in their original resolution) will be later uploaded to asset.party, I can't promise an exact date though. As soon as I stop having fever dreams about Hammer and trying to solve issues I've encountered this month.
+Most materials (in their original resolution) will be later uploaded to sbox.game, I can't promise an exact date though. As soon as I stop having fever dreams about Hammer and trying to solve issues I've encountered this month.
--render of oak trees--
@@ -68,4 +68,4 @@ I wrote a cliff shader that would improve control over their visuals. Basically,
--graph showing required assets for the cliff material--
-Cliff shader will be uploaded to asset.party later, too. There are a few things I'd like to improve before that, and provide better documentation how to use it and how can you generate mesh data maps.
+Cliff shader will be uploaded to sbox.game later, too. There are a few things I'd like to improve before that, and provide better documentation how to use it and how can you generate mesh data maps.
diff --git a/src/blogs/my_summer_cottage.md b/src/blogs/my_summer_cottage.md
index fac6f6b..4b4002f 100644
--- a/src/blogs/my_summer_cottage.md
+++ b/src/blogs/my_summer_cottage.md
@@ -5,7 +5,7 @@ date: '2024-3-20'
description: 'Our submission for the first Facepunch hosted s&box game jam'
---
-We ended up participating in the first Facepunch-hosted game jam and [won 1st place!](https://asset.party/c/gamejam1/results) If you're curious about any development details, we've compiled together some of the most interesting parts below.
+We ended up participating in the first Facepunch-hosted game jam and [won 1st place!](https://sbox.game/c/gamejam1/results) If you're curious about any development details, we've compiled together some of the most interesting parts below.
Not everything each individual person did ended up in here; there were too many cases where X made all these, X also fixed that, X did this which didn't make it in time. So, keep in mind there was even more than what you see here that went on. There is still A LOT to digest in here..
@@ -93,7 +93,7 @@ This integration enabled the artistic side of things to look very aesthetically
-We used the built-in gradient and curve types, since they had nice editor widgets that allowed us to iterate quickly over which colors look the best.
+We used the built-in gradient and curve types, since they had nice editor widgets that allowed us to iterate quickly over which colors look the best.
@@ -297,7 +297,7 @@ All materials are done in Substance Designer, and as some of you might already k
Once a new material is complete, I'd go to Photoshop and process each texture. I'd combine albedo and AO maps, downscale to 256x256, then apply indexed colors. Sometimes I did that with normal and roughness maps too. To reduce inaccurate and "blurry" normals, I often had to disable normal map compression in material settings. That's probably not a good idea, but I hope it wasn't too bad considering that the total size of My Summer Cottage is ~300MB.
-Most materials (in their original resolution) will be later uploaded to [asset.party](https://asset.party/). I can't promise an exact date though, as I'm still dealing with fever dreams about Hammer and trying to solve issues I've encountered this month.
+Most materials (in their original resolution) will be later uploaded to [sbox.game](https://sbox.game/). I can't promise an exact date though, as I'm still dealing with fever dreams about Hammer and trying to solve issues I've encountered this month.
@@ -315,7 +315,7 @@ I wrote a cliff shader that would improve control over their visuals. Basically,
-The cliff shader will be uploaded to [asset.party](https://asset.party/) later, too. There are a few things I'd like to improve before that, and provide better documentation how to use it and how can you generate mesh data maps.
+The cliff shader will be uploaded to [sbox.game](https://sbox.game/) later, too. There are a few things I'd like to improve before that, and provide better documentation how to use it and how can you generate mesh data maps.
diff --git a/src/lib/components/SocialButton.svelte b/src/lib/components/SocialButton.svelte
index 38ef6af..8b92dff 100644
--- a/src/lib/components/SocialButton.svelte
+++ b/src/lib/components/SocialButton.svelte
@@ -21,7 +21,7 @@
'paypal.me': '/socials/paypal.png',
'itch.io': '/socials/itch.png',
'discord.gg': '/socials/discord.png',
- 'asset.party': '/socials/asset_party.png',
+ 'sbox.game': '/socials/asset_party.png',
'soundcloud.com': '/socials/soundcloud.png',
email: '/socials/gmail.png'
};
diff --git a/src/routes/+page.svelte b/src/routes/+page.svelte
index 7555079..712cee0 100644
--- a/src/routes/+page.svelte
+++ b/src/routes/+page.svelte
@@ -28,7 +28,7 @@
const socials = [
'https://twitter.com/SmallFishDev',
'https://www.youtube.com/@SmallFishDev',
- 'https://asset.party/fish',
+ 'https://sbox.game/fish',
'https://discord.gg/rx2qqTqv36',
'mailto:info@smallfi.sh'
];
@@ -181,8 +181,8 @@