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.

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. On the course, each shot now has to be earned first: the hole's boss stands in the way.
The voyage that goes wrong ends somewhere: a beach with the ship still on the rocks, a camp the survivors put up while you walk around it, and a meadow they decide will do for a golf course. You lay a hole out in that field on a grid over the real grass, then play it where you stood to build it, while two groundskeepers mow and three more sow seed behind them. Stay, and the camp settles in: the beach starts drying fish and moving cargo, the trail inland gets lights strung over it, the camp becomes a town with a workshop and a clinic, the meadow gets a full first hole, and the hot springs above the town are somewhere to sit for a while.
It is built around sessions rather than marathons, and around friends. A visit to the range, a practice night in a friend's basement, a day at sea with the whole group, three holes before something else, a full round when there is time for one. It is coming to Steam and Nintendo Switch first.
- Genre
- Golf RPG
- Status
- In development
- Platforms
- Steam and Nintendo Switch
- Engine
- Godot 4
What it is
- 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. A backswing meter shows how far you have taken the club back and estimates the carry of a clean strike, before wind, contact and hazards have their say.
- 02
A boss before every shot
Every stroke on the course, putts included, starts with a short fight against the hole's boss. Choose Drive, Read or Breathe and time a strike on a gold bar. Then survive the reply: steer a rolling golf ball around a mown practice green, hold a button to brake into tighter turns, and keep clear of hazards that are always marked before they hurt. Win and the next shot plays normally. Lose, or leave the fight, and it plays four times faster, with an even chance of missing the ball entirely. Your clubs, ball and golfer set your fighting stats. There are six bosses, one per hole and a harder one for each. It is being playtested now, and the rules may still change.
- 03
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.
- 04
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. Each hole is shown from its own angle, the camera can be turned while you line up a shot, and the grass moves in the wind.
- 05
The club
Walk the grounds, or take one of the carts and drive it around the paths. Step inside the clubhouse: reception books your round, the Pro Shop counter sells parts for your clubs, and the Grill does coffee and a club sandwich, all paid for with credits you earn by playing. Then warm up on the range, which reports launch numbers and tracks your session, so a new driver becomes a decision instead of a guess.
- 06
Off the course, with friends
Golf is better with friends. Head down to Cal's basement for a practice night on his golf simulator, which runs the same shot physics as the course, with a cable workout between shots. Or board the Par-adise Afloat with the whole group: six busy decks to explore by elevator, with pools full of swimmers, shows at the theater and the aqua stage, a carousel and packed restaurants. On board there are nine holes of mini golf where all five friends take their turns, Cal's karaoke, a poolside rhythm game, a buffet memory game, a game of chess at the lounge table, and quests all over the ship. The voyage has a story of its own: one night at sea the ship sails into a storm, the officers on the command bridge lose the shoreline, and the ship ends up aground against an island.
- 07
The island, and a course you make yourself
The storm leaves you ashore. The beach has the wreck on it and everything that washed up with it; the camp goes up shelter by shelter while you are there, with crews carrying timber and a captain keeping everyone steady; a path leads inland. And the meadow past it is flat enough for golf, so you build one. Place a tee, a cup and what is in the way on a grid laid over the real grass, save it, and play it in the same field, with the same ball physics as the course back home.
- 08
The island, later on
Stay long enough and the island stops being somewhere you are stranded. The same four places change: the beach dries fish and lands cargo, the forest trail is hung with lights and bunting, and the camp becomes a town of timber buildings with a workshop, a clinic, a kitchen and market stalls, all of them staffed and all of them busy. The grounds get a proper Hole 1, laid out end to end with a tee, rough, bunkers and a cut green, played in the world like everything else — and your own designed holes are still there, untouched. Above the town there are hot springs, three warm pools and a sauna built out of salvage, where the only thing to do is sit in the water. The rest of the island — the farm, the houses, the family neighbourhood — is still on paper.
- 09
A real game of chess
The chess table in the cabin deck lounge is not scenery any more. Ask the regulars for a seat and the board fills the screen, on a drawn ivory-and-walnut Staunton set, played by the full rules: castling, en passant, all four promotions, check and mate, stalemate, the threefold and fifty-move claims — including declaring the move you mean to claim on — and the automatic draws beyond them. It is untimed, it takes the mouse or a stick and a button, the moves you have played run down the side of the board, and the opponent is a lounge regular rather than a chess engine.
- 10
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.
Starter kitField Cap · Field Driver
LaterOld Oak Bucket Hat · Solstice OneSame bay, same golfer, real captures. What you equip is what you see.
Trailer
The golf RPG in eighty seconds
Cut from recordings and screenshots of the current Windows build, with slow camera moves on the screenshots: the swing and the course, the bag, the boss fights, a practice night in a friend’s basement, six decks of the cruise ship, the lounge chess board, the night the voyage goes wrong on the command bridge, and the island it leaves everyone on. Everything in it is still in development, and the battles are in playtest.
Captures
Straight from the game
Real frames recorded from the current Windows build. Work in progress, shown as it is. The boss lineup is the one composite, assembled from the bosses' in-game sprites.
All aboard
Life on the Par-adise Afloat
Six decks of the cruise ship, recorded from the current Windows build. It is busy on purpose: the pools, shows, restaurants and cabins are full of passengers. Some of that life is background, like the basketball game and the carousel; the mini golf, karaoke, the games and the lounge chess board are yours to play. The voyage has a story of its own, too, and the last frames here are from the night the ship sails into a storm: the bridge crew losing the shoreline, and the rock they find instead.
Ashore
The island, and the course they build on it
Where the voyage ends up, and what it becomes. First a beach with the ship still on the rocks, a camp going up while you walk around it, a path inland, and a meadow the survivors turn into a golf course — one you lay out yourself and then play, in the same field. Stay with them and the camp grows into a town, the trail between the two gets lights strung over it, the meadow gets a proper first hole, and somebody finds the hot springs.
Status
In development
Coming to Steam and Nintendo Switch. There is no release date yet and no store page, so there is nothing to wishlist. Follow the devlog for real updates as they happen.
Current focus
- Core golf
- Boss battles
- Progression
- Equipment
- New areas
- Presentation



