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Anduin Games

Untitled Golf RPG2 min read

Making Gear Matter

The one line we will not cross: better equipment must not play the game. Here is how the bag stays honest.

The bag screen comparing a legendary driver against the equipped club.

Golf equipment is the RPG's weapons and armour. That is the fun of it and also the danger, because the easiest way to make loot feel powerful is to let it quietly play the game for you. We decided early that it must not.

Every stat is a real golf characteristic

Nothing in the bag is "+10 attack". A club has a small set of numbers and each of them is something a golfer would recognise: ball speed, launch, spin, forgiveness, how wide the pure-strike window is, how much intentional shape it allows, how it behaves out of the rough.

Every one of those is consumed by a specific step of the shot model. Forgiveness softens an off-centre strike. Workability decides how much of the shape you asked for you actually get. Stability trims random dispersion. If a stat could not be explained in one sentence a player would understand, it did not ship.

Better gear makes golf easier. It never removes the golf.

This is enforced by a test rather than by intention. The suite feeds a good swing through bad equipment and a bad swing through great equipment, and asserts that the good swing still wins. Gear changes the size of the target. The player still has to hit it.

Sidegrades, not a ladder

A rare driver in the current set is longer than the starter club and worse on a sloppy swing. Another buys forgiveness with shaping. A forged iron buys spin and shape with a narrower strike window. The bag says so in words, with a "Better: ... Worse: ..." line next to the comparison, so a drop is a decision rather than a number going up.

The range is where loot becomes a decision

A new driver means nothing if you cannot tell whether it is better. The driving range uses the same shot pipeline as the course and reports what a launch monitor reports: carry, total, offline, apex, launch, spin, face-to-path. It keeps the last 24 shots so you can compare two clubs on evidence rather than vibes.

What changes on the golfer

Equip a club and it is the club in their hands. Put on a bucket hat and it is on their head in town, on the range and on the course. Progression you can see from across the room is worth more than a bigger number in a menu.

Shafts, grips, upgrades and mastery are all in the current build in a first form, and all of them have further to go. When they move, we will write about it here.

  • design
  • equipment
  • loot