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Anduin Games
In development

Untitled Golf RPG Project

A golf RPG where real shotmaking meets equipment progression, explorable club grounds, practice ranges, and courses built like adventures.

Golf is the combat system. Learn the swing, level a golfer, build a bag, and take on courses that get harder as you get better. Gear makes golf easier. It never plays the game for you.

The practice green beside the clubhouse, with the lake and mountains behind.

A real capture from the game. The ball is ours: move the pointer to shape the arc, tap or press Swing to send it.

About the game

Untitled Golf RPG Project is a cute, modern-retro golf RPG. Every shot is a real decision: direction, timing, contact, lie and wind all matter, and the ball flies the way it does outdoors. Swing in-to-out and it draws. Swing out-to-in and it fades. Nothing is a lookup table, so getting better at the game means getting better at golf.

Around the golf sits an RPG. You level a golfer, earn clubs and apparel, compare them on a range that reports real launch numbers, and build a bag that suits how you actually play. Courses are the zones and dungeons: places you come to know, that get harder, and that drop specific things.

It is being built for phones and short sessions. A range visit, three holes on the way somewhere, a full round when there is time.

Genre
Golf RPG
Status
In development
Platforms
iOS and Android (planned)
Engine
Godot 4

What it is

  1. 01

    Real golf mechanics

    Shot direction, timing, contact, lie, wind, shaping and technique matter. The ball starts where the face points and curves with face-to-path, so a draw is something you make rather than something you pick from a menu.

  2. 02

    Gear and loot

    Earn clubs and apparel, compare equipment, visibly equip upgrades and build your golfer. Every stat maps to something real about a club: forgiveness, strike window, workability, spin. Better gear makes golf easier and never plays it for you.

  3. 03

    Courses as adventures

    Courses are progression content, not disconnected arcade stages. Each is a place you learn, replayed at rising difficulty, with its own loot worth coming back for.

  4. 04

    The club

    Walk the grounds, visit the range, change gear at the Pro Shop and prepare for the next round. The range reports launch numbers and tracks your session, so a new driver becomes a decision instead of a guess.

  5. 05

    Visible progression

    The golfer changes with the equipment. Swap a driver and the club in their hands changes; put on a bucket hat and it is on their head in town, on the range and on the course.

    The golfer at address in the starter kit: white cap, orange polo, the Field Driver in hand.
    Starter kitField Cap · Field Driver
    The same golfer at the same bay in a legendary kit: olive bucket hat, teal polo, Solstice One in hand.
    LaterOld Oak Bucket Hat · Solstice One
    Same bay, same golfer, real captures. What you equip is what you see.

Status

In development

There is no release date yet. Follow the devlog for real updates as they happen.

Current focus

  • Core golf
  • Progression
  • Equipment
  • World building