r/SimGolf • u/marcomac29 • 14h ago
What’s with this sudden revival?
I am here for it, but why the sudden influx of people posting AI text posts about how the game is being remade for the TI84, etc.
r/SimGolf • u/herpderpedia • 2d ago
Hi all,
First of all, I'm a big fan of this game and have been since I played it from the original disc. I love seeing people discover this game and that this sub has provided a way to play the original game in all its vanilla-ness.
That said, the past couple of days, we have had an influx of vibe coders. It started with a couple of posts with some genuine players of this game and it seems to have expanded to people who are simply vibe coding and calling out to other AI developer subreddits to help in vibe coding stuff with this. From what I can tell, most of these are not collaborative toward a single open source solution - everybody is making their own fork.
I have my own thoughts about this and often wrangle with the moral complexities of using AI. I use it myself. I also like the genuine advancement to give old, abandoned games like this a rebirth. Some of these vibe coded post feel like throwaway repos in someone's Github account rather than a genuine support of the community - to what end, I don't know. I'm personally concerned about 1) the quality of these builds and 2) the ongoing support they'll actually have if they aren't maintained by someone active in the community.
But I don't want to run this sub on my thoughts alone. r/SimGolf members, I want to know how you feel about the recent spike in Github repos and posts about vibe coding versions of this game?
Please drop a comment if you see this post. I'll be watching it.
r/SimGolf • u/Richardatuct • 6d ago
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With thanks to the overwhelming show of support. https://www.reddit.com/r/SimGolf/comments/1x0w237/simgolf_in_your_browser/
The game is now live to play:
Play it here: https://richardatct.github.io/simgolf-web/
Update: what's changed since launch
Thanks to everyone who's played and sent reports. Here's what has been fixed and added since the first post. Just reload the page to get the latest version, and your saves are kept.
Fixes
Tournaments now get offered. A bug made every course's "Time to Play" read 8+ hours, so the SGA never offered you a tournament. Fixed. Older saves carry the bad hole times for a while and recover over a few game months.
The ground rotates with the camera. Rotating used to turn the trees and buildings but leave the terrain facing the same way.
No more white patches on new desert courses.
No crash on Instant Shot Analysis (the / key).
Autosave works on fresh installs. It silently failed for some new players. You'll now see a small "Autosaved" notice at the top when it saves.
No more silent game after the intro video.
No crash when quitting after the credits. You get a "Play again" screen instead.
Edge scrolling works in fullscreen. Moving the pointer to the left or right edge didn't scroll on widescreen monitors, because the pointer landed in the black bars beside the game.
New
Widescreen (optional). Add ?wide to the end of the address for a 16:9 course view (?wide=16:10 and ?wide=auto work too). Menus stay 4:3 with bars. It's still a bit rough: the top-right counters and some dialogs stay where they are in 4:3.
Edge scrolling can be turned off. Press Ctrl+F8 and untick it under Settings. The arrow keys still scroll.
Sharper text in the high-resolution view.
Report a problem from inside the game: press Ctrl+F8. It fills in the browser details and recent log for you.
Faster return visits. The page now opens with a Play button once your game files are set up.
Still on the list: Firefox and Safari support (it's Chrome and Edge only for now) and menu text that looks lighter than the original.
r/SimGolf • u/marcomac29 • 14h ago
I am here for it, but why the sudden influx of people posting AI text posts about how the game is being remade for the TI84, etc.
r/SimGolf • u/crspytopgn • 19h ago
Hi all! A while back I posted OpenSGolf 0.1 here. It's my free, open-source remake of Sid Meier's SimGolf. Since then there have been two big updates, and 0.3 is out today, so here's what's new.
First, a clear answer to the most common question: what can I play it on?
A few people thought from the last post that it only ran in a browser. It doesn't. Every download is a real app that installs and runs offline, with no internet needed once you have it:
| Device | How |
|---|---|
| Windows (normal PCs and ARM laptops like Snapdragon) | Download, unzip, run |
| Mac (Apple silicon and Intel) | Download, unzip, open |
| Linux (PCs, plus ARM such as a Raspberry Pi 4 or 5) | AppImage or tar.gz |
| Steam Deck | The Linux AppImage, added to Steam as a non-Steam game. Full screen with the Deck's controls |
| Android phones and tablets | Install the APK |
| iPhone and iPad | The browser version (touch controls) |
| Any computer, for a quick try | The browser version, with nothing to install |
My goal is simple: SimGolf playable offline, on every device you own, for as long as people want to play it. Grab your zip copy here:
You can play with your own original SimGolf files (Download Sid Meier's SimGolf (Windows) - My Abandonware) (point it at your install or a .zip of it; nothing is ever uploaded), or with the free built-in graphics if you don't have them. All screenshots below use the original game's art.
New in 0.3
New in 0.2
It's made to be modded
Like OpenTTD, OpenSGolf is built for mods. Content packs and game scripts can change prices, buildings, terrain, golfers, text, art and sounds, and can add new scenarios. There's a content list inside the game, so you can browse and download community packs without leaving it.
If you make something, send it in and it can go in the in-game list for everyone.
About the "vibe coding" thing
I'll be upfront: I've built this with a lot of help from AI coding tools. I know some people aren't keen on that, and I get it. A few things that I hope help:
If it's not for you, no hard feelings. If you're curious, give it a go!
Thank you to everyone who tested so far and reported bugs: the Mac lag, Windows on ARM, Android crashes, browser sound and more. Nearly every fix in 0.2 came from your reports.
Ideas wanted! I'm really looking for more people to play it and tell me what they'd like next. A couple of ideas I'm thinking about: a community course gallery, and playing together online. If you have a wish for SimGolf, post it below or on GitHub and I'll see if I can add it.









r/SimGolf • u/Fourtempers • 21h ago
Hey everyone!
I wanted to put together a more organized update on SimGolf Mobile, what I've accomplished so far, and where I'm hoping to take this project.
For anyone who missed my previous post, I'm working on bringing Sid Meier's SimGolf to modern mobile devices, primarily iPhone, while preserving as much of the original game as possible.
The goal isn't to recreate SimGolf from scratch or make a simplified mobile clone. I want the actual SimGolf experience, adapted to work properly on modern devices.
I'm not a traditional game developer. I'm using AI-assisted development, reverse engineering, and a lot of trial and error to see how far I can take this.
A huge amount of credit goes to the work already being done by the community, particularly u/RichardAtuct's browser-based SimGolf project, which helped make this possible.
My vision is pretty straightforward:
I want to be able to pull out my phone, open SimGolf, build a few holes, manage my resort, save my progress, and come back later.
No desktop computer, complicated installation, or remote desktop required.
I've made considerably more progress than I originally expected.
At this point, I have a working mobile prototype that includes:
https://reddit.com/link/1x6l86n/video/g240d4l7rmvh1/player
It's definitely still a work in progress, but we're past the point of simply getting the game to launch on a phone.
The focus now is making the experience feel like it was actually designed for a touchscreen rather than just squeezing a desktop game onto a smaller display.
This is probably the most interesting part of the project right now.
The original SimGolf was designed around an 800×600 display, which creates some obvious problems when trying to play on modern widescreen phones.
Simply stretching the game to fill the screen isn't a good solution. It distorts the graphics, doesn't provide additional playable space, and makes the interface difficult to use.
Instead, I'm working toward having the game actually render a larger portion of the course.
The approach involves:
I've successfully imported and analyzed the original executable and supporting DLL in Ghidra, which is an important first step.
I'm also looking at existing community improvements, including widescreen and camera modifications, rather than unnecessarily reinventing things others have already solved.
The immediate priority is expanding the actual playable viewport without stretching the original graphics or breaking gameplay.
These are tentative version targets, not release dates. They'll undoubtedly change as I encounter new problems.
v0.11 – Reproducible Engine Build
v0.12–v0.13 – Expanded Viewport
v0.14 – Adaptive Camera
v0.15 – Responsive HUD
v0.16 – Construction Controls
v0.17 – Management & Golfer Interface
v0.18–v1.0 – Optimization & Polish
Once the core game is working properly, there are several things I'd love to explore.
These aren't promises or part of the immediate development schedule, but they're possibilities:
One thing I want to emphasize is that I'm not trying to fundamentally change what makes SimGolf great.
I'd much rather have a faithful, polished mobile version of the original game than add a bunch of modern features that change its identity.
One of the reasons I started posting here was to see what other longtime SimGolf players actually wanted.
It's also pretty funny that after all these years, several of us seem to have independently decided to revisit SimGolf at almost exactly the same time.
Seeing the other projects and discussions happening here has been really encouraging.
I'd particularly love feedback on a few things:
I'm still figuring out plenty of this as I go, and some of the engine work is going to be significantly more complicated than the initial mobile interface.
But the progress so far has been encouraging, and I'm excited to see where it goes.
The immediate mission: Get the original SimGolf running with a properly expanded viewport and a touchscreen interface that actually feels natural. Everything else builds on that.
I'll keep posting updates as development progresses.
Thanks to everyone keeping this game alive more than two decades later!
r/SimGolf • u/GunGun-Iceland • 1d ago
With all the recent buzz around SimGolf, I've been thinking it'd be fun to build some community challenge courses and then play each other's. Purely for fun, and sandbox mode is welcome.
My rough idea is 18 holes, built in an area of your choice, using that area's iconic features. Links should feel like links, desert like desert. Later we could run a tour with the best course from each area.
The tricky part is making sure courses are actually thought out, not just stacked with landmarks or impossible island greens.
Some things I've been wondering about:
Minimum standards.
Should holes have to earn something, like a certain number on the Top 100 after a set amount of play? Or at least one Classic hole?
Variety. Should there be a par mix (some par 3s and 5s, total par around 70–72), or a cap on how many holes can share the same type (Heroic, Strategic, etc.)?
Fairness. How do we keep out unfair holes? Every green needs a reachable approach, maybe a cap on landmarks so scenery can't hide a bad design?
Judging. Should we all play each other's courses and compare scores? Vote? Both?
What would you add or change? And would you actually join something like this?
r/SimGolf • u/Richardatuct • 2d ago
A while back I posted the browser port of SimGolf. Lots of you asked for a version that doesn't need Chrome, so there's now a desktop app.
To be clear this isn’t another version. It is the same version built for desktop. Changes/improvements/bug fixes in the underlying code will flow through to all the versions.
Download https://github.com/RichardAtCT/simgolf-web/releases/latest
Browser version: https://richardatct.github.io/simgolf-web/
How it works: it's the same port as the browser version, not an emulator. The game code was decompiled and translated into C. For desktop, the WebAssembly build gets turned back into native code, so it runs as a normal app with SDL2 for graphics and sound.
What you need: the app doesn't include any game files. On first launch you drop in the same two things as the browser version: the SimGolf disc image and the v1.02 no-CD golf.exe (or the zip/.7z they came in). The front page of the browser version has links to both. The app unpacks them locally and nothing gets uploaded.
Mac: a universal .dmg that runs on Apple Silicon and Intel. I've played it on both. It isn't signed, so the first time you open it, right-click it and choose Open. On macOS 15 you may need to go to System Settings > Privacy & Security and click Open Anyway.
Windows: untested. The Windows build compiles, but I don't have a Windows machine and nobody has run it yet. It might not start at all. If you try it, I'd love to hear what happens, good or bad, in the GitHub issues.
Not in the desktop version yet:the intro and closing videos, and the sharper HD rendering from the browser version (this is I’ll be fixed soon!)
Saves go in a normal folder (Application Support / %APPDATA%), so they're easy to back up.
r/SimGolf • u/SeasonedAdManager • 3d ago
Edit: Lots of bugs are getting fixed tonight. Keep bringing in bug reports and everything should run and perform smooth as butter within the week. I don't have a ton of time to play myself, but I do have lots of tokens to burn making this the absolute beesknees.
A few days ago I asked what you'd want in a modded SimGolf. The first public build is now up on GitHub, free and open source.
Please read this first: this is an early, rough build. Everything is the work of Claude Code and ChatGPT Codex, with me playing, prompting and testing as much as I can in my little free time. Expect bugs. Things will break, some screens will look wrong, it may crash, and it may not run well on your system. I'll fix what I can as fast as I can. Report problems here or as an issue on the GitHub repo (a screenshot and what you clicked helps a lot). Keep your own backup of any saves you care about.
Screenshots: https://imgur.com/a/X7S5JQw
A native Windows version of Sid Meier's SimGolf (2002), built from the decompiled game, with a lot of upgrades on top. It runs your own copy of the game: the download contains no game files, and the setup unpacks your disc on your PC.
Bigger courses
Looks
Sharp at 1080p, 1440p, 4K and ultrawide, borderless full screen or windowed, 60 to 240 fps or uncapped
Optional HD art pack: all 132,000 of the game's pictures upscaled 4x (setup downloads it for you, about 2.6 GB). Switch any time between HD, Pixel HD and Original
A clean new "Frosted Mint" look for the start menu, loading screens, course HUD, dialogs, reports, golfer cards and notifications
HD golf ball: smaller, each golfer plays their own colour, smooth fading trail
New HD start menu logo
Smoother play
Smooth camera with no stutter or popping at the edges, mouse-wheel zoom toward the pointer, WASD and middle-mouse panning
Game speed setting, full key remapping (Original or Modern presets), hide the HUD with U
Golfers and info
Names on hover (Shift+N shows all), smaller thought bubbles, new mood faces
Golfer card with mood bars, scores and comments
Golfer profile page: edit your pro's bio, plus a proper land purchase map
Clickable notifications with a message history
Every report in one tabbed panel
Fixes and extras
No more black triangles at waterfalls, no double-charging when you click a standing building, no black box under the blimp in HD, no old 2002 HUD peeking out under the new one
Restored cut content the game had but never offered (oriental house, dinosaur tar pit, lovers' bench), switch it on in Options
Mods: change prices, wages, difficulty, starting cash, moods and personalities with small text files, with a proper mod folder system
Every change can be switched off, so the original game is always one setting away
Expect plenty: these are the first builds anyone outside my PC has run
Known and on the list: an old menu frame can show in the bottom left when Esc opens the menu, a small dark dot sometimes follows the ball, most trees vanish at the farthest zoom, and a dark patch can show on the grass next to a golfer
If you grabbed 0.1.0 or 0.1.1, please update to 0.1.2: it fixes a crash a minute or two after loading a course
Download: go to the SimGolf Remastered repo on GitHub and open Releases on the right side. The newest version is always at the top, so grab the zip from there.
Get notified of updates: on the repo page click Watch, then Custom, tick Releases and Apply. GitHub will tell you each time a new version comes out. (An in-game "update available, click to update" button is on the way too.)
Lots of these came from this sub:
It's MIT licensed. Fork it, open issues, send pull requests: bug fixes, new features, mods, translations, all welcome. CONTRIBUTING.md explains how to build it and how pull requests get in. If you want to take on one of the planned features, open an issue first so we don't double up.
Built on the excellent browser port by RichardAtCT (simgolf-web). Unofficial fan project, not affiliated with Firaxis, EA or Take-Two.
r/SimGolf • u/crspytopgn • 3d ago
Saw the other browser version going round, and it's great to see SimGolf getting love again! I've been working on something a bit different and thought you'd like to see it. Would love some additional testers on everything! This is very vibe coded! I really wanted to build something similar to OpenTTD that everyone can own/access/contribute to.
If you have any features or requests I'd be happy to add them.
**OpenSGolf** is a free, open-source engine (GPL) that plays **Sid Meier's SimGolf** the way the original does, rebuilt from the ground up in Rust. It isn't an emulator or a wrapper around the old .exe: every system (golfers, shot planning, course ratings, VIPs, tournaments, wagers, the clubhouse, home sites, the economy) was reimplemented and checked against the original until the numbers match.
You bring your own copy of SimGolf and get the real game: its art, music, sounds, golfers and stories, running natively on today's machines.
▶ **Play in your browser:** https://crspytopgn.github.io/opensgolf/
📦 **Downloads and source:** https://github.com/crspytopgn/opensgolf
### The original game, 1:1
- Same rules, same numbers, same screens, same keyboard shortcuts. Classic mode keeps the original's 800×600 look.
- Your golfers, their thoughts, stories and grudges, VIP visits, Gary Golf, the SGA tour, Play a Championship: all there.
- Bugs get checked against the original's own code, not guessed at. When something odd turns out to be how the 2002 game behaved, it stays.
- Save and load whole games. A Keyboard controls screen in Preferences lists every key.
### Play it anywhere
- **Windows, Mac, Linux** (AppImage) and an **Android** app. Download, unzip, play, fully offline.
- **Browser**: nothing to install. Open the page, point it at your SimGolf folder (or a .zip of it), and it remembers your files for next time.
- **iPhone and iPad** in Safari, with real touch controls: tap, drag to scroll, pinch to zoom, twist to rotate, press and hold to right-click, and on-screen buttons for the keyboard-only actions.
- Your game files stay on your device. Nothing is uploaded anywhere.
### Optional: Enhanced graphics for modern screens
One tick in Preferences turns it all on or off, mid-game. Off, it's the 2002 game exactly as you remember it.
- **4K and ultrawide**: sharp text and interface at any resolution, smooth zoom and camera, anti-aliased course, smoothed sprite and icon edges.
- **HD art**: a tool upscales the art from *your own copy* on your own machine (AI upscaling, ×2 or ×4).
- **A living course** (each is its own switch): cast shadows, a slow day from dawn through golden hour to dusk with lit windows, lamps and fireflies, seasons from spring blossom to autumn colours, rain on parkland and links courses (the tropics and desert stay sunny), puddles and the odd rainbow afterwards, morning mist, wind in the trees and flags, water reflections, ball trails and splashes.
- **Photo mode**: press C, the interface disappears, move the camera freely, add focus blur and a look (Warm, Vivid, Vintage, B&W), and save a 4K shot.
### Mods, OpenTTD-style
- A built-in **mod browser**: Preferences → Content packs → Find more… → Download.
- Mods are small text files that work on top of your own SimGolf: change prices, buildings, staff wages, money rules, the 16 properties or any text, or write **scenarios** with goals ("open 18 holes in Hawaii by 2005").
- **Scripts** (Rhai, sandboxed) for new rules, like sponsors, bonuses or events.
- Example mods and how to make your own: https://github.com/crspytopgn/opensgolf-content
### No copy of SimGolf?
Point the game files to the .zip from here: https://www.myabandonware.com/game/sid-meier-s-simgolf-a00
There's a free graphics and sound set so you can try it, but it's an early **beta and very much a work in progress**. The real experience is with the original's files.
### Open source
GPL-2.0, on GitHub. Issues and pull requests are welcome, and translations are plain text files. It contains none of EA's art or files; you use your own copy.
If you hit a bug, please open an issue on GitHub (a screenshot helps a lot). Thanks for keeping SimGolf alive, everyone. ⛳












r/SimGolf • u/Omakaeru • 3d ago
I’m currently teaching a community college History of Video Games course and since this was the game that got me into the industry back in the day (I did a lot of the trees/rocks etc. in the 1996 version), I wanted to link to something I could show them.
I had no idea it had its own subreddit! Wild!
r/SimGolf • u/Fourtempers • 3d ago
I'm 38, and if you're here, you're probably old too. 😂
SimGolf has always been one of my favorite games, and honestly, I'm not even sure why. Every couple of years I get the itch to play it again, but getting it running on modern PCs is annoying, especially with the forced 800x600 resolution.
I've ALWAYS wanted a modernized version, but more importantly, I've always wanted SimGolf on my phone.
Recently, I kept seeing TikToks of people using AI to mod and combine games, like Minecraft and COD. It got me thinking, why not try "vibe coding" SimGolf?
So over the weekend, I started brainstorming . After a bunch of conversations and research, I stumbled across u/Richardatuct's project:
https://richardatct.github.io/simgolf-web/
He actually used AI to get the original SimGolf running in a browser! HUGE credit to him because none of what I'm doing would be possible without his work or at least it saved me a bunch of time using what he has done so far and vibe coding on top of it lol.
I got it working on my PC and immediately thought, "Why not try this on my iPhone?"
Well, after some more vibe coding, I now have the original SimGolf running directly on my iPhone!
So far:
It's still very much a work in progress and i will be working on it throughout the week in my downtime from my actual work but i think it may actually work.
Here's the funny part...
I originally came to this subreddit to ask everyone what improvements they'd want in a modernized SimGolf, only to discover that u/SeasonedAdManager had already posted almost exactly what I was going to ask:
And he's also vibe coding as well.
It's hilarious that after 24 years, we all apparently woke up during the same week and decided NOW was the time to bring SimGolf back. Looks like I'm about three days behind everyone else. 😂
I'm not a game developer, just an IT guy having fun experimenting with AI. My goal isn't to reinvent the game, just make the original experience more accessible, especially on mobile.
I'd love to hear what everyone thinks. Would you actually play SimGolf on your phone? Any ideas for making the controls work better?
And to everyone already working on improving this game, maybe we should all be talking and sharing ideas instead of independently reinventing the wheel!
I have alot more ideas and really need to build out a road map which once i do ill post here but im happy that i believe ill have a functional SimGolf finally in my pocket.
Here are some screenshots of the game from my phone so far. Again its super early on and my goal is to make this seem more like a direct mobile game and not an emulator but all in due time.


And like the others have said, if you have a problem with AI, you don't need to post it here as this isn't for you.
UPDATE #1 10-12-26
So far I've managed to:
Most features have been tested and are working. The game is currently playable in its current form but definitely not optimized for mobile.
My goal for today was to get it functioning to the point where I could then work on getting it more mobile optimized and I think i am there.
Next up: Making sure every aspect of gameplay and management works properly, improving the mobile UI, and eventually figuring out how to expand beyond the original 800×600 resolution and support proper widescreen.
Longer term, I'd love to add new buildings, features, and gameplay improvements while keeping everything that made the original great.
My goal is still to make SimGolf feel like it belongs on a phone, not just squeeze a 2002 PC game onto a tiny screen.
r/SimGolf • u/seed_of_an_apple • 6d ago
I just stumbled upon this subreddit and I’m blown away. This game was one of my favorites as a kid, pouring hundreds of hours into it creating my own courses. It’s been at least 20 years since I’ve even thought about, but I’m happy to see there is a community thriving here and now you can even play it on browser!? Attached is my OG disc with the install code on it, which I had to dig up once I saw that this was a place on the internet. Excited to play this game again!
r/SimGolf • u/SeasonedAdManager • 6d ago
Like other posts here, recently, I am modding/improving the hell out of Sim Golf with the assistance of Claude AI? Hate AI? Then don’t bother interacting with this post.
Just wondering what features some of you might want to see get added.
Here are the things I’ve implemented and am continuing to improve on, so far, on my local copy:
**Done**
* Native Windows 11 build
* 4K and widescreen support (16:9 and 21:9)
* Smooth camera that glides and stops anywhere, no tile-by-tile jumping
* Modern controls: W/A/S/D and middle-mouse drag to pan, mouse wheel to zoom
* New font (Plus Jakarta Sans) with steady numbers
* New in-game HUD in a light frosted glass style that covers far less of the course
* Bigger maps, up to 10x the land, with trees, water, rocks and wildlife scaled to match
* Sharper art pack: all original art upscaled 4x, switchable per category (golfers, buildings, trees, ground, animals, menus, effects), with an option that keeps the original colour palette
* Mod support: load order, conflict handling, mod profiles, saves remember their mods
* Moddable game data: building prices and income, terrain costs, staff wages, difficulty, starting cash, golfer moods, new golfer personalities
**In progress**
* Brand-new HD art (not upscales): new trees, buildings, ground and properly detailed golfers
**Planned**
* Restyled reports and dialogs
* Options screen: resolution, frame rate, UI size, audio, full key remapping
* Lua scripting and plugins so mods can change gameplay
* In-game mod manager and modder kit
* Finance tracker with month-by-month graphs
* Club memberships with tiers and dues
* More golfers and personalities
Image and Video here - still a bit buggy and in need of more improvements, but they're coming rapidely: https://imgur.com/a/6BK9Yeh
r/SimGolf • u/Richardatuct • 7d ago
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Thanks to the Power of LLMs, I have SimGolf running in my browser (ported to WASM). Trying to decide if I should host it somewhere or if the risk of a naughty letter from EA is too high.
Edit:
I’ll put up another post a bit later (once I can create a launch video) - but given the excitement:
https://richardatct.github.io/simgolf-web/
Edit2:
Launch post here: https://www.reddit.com/r/SimGolf/comments/1x1im7n/updated_simgolf_in_your_browser_now_playable/
r/SimGolf • u/Original-League-6094 • Aug 23 '26
r/SimGolf • u/dakness69 • Aug 15 '26
I was lofting a backspin shot over the cherryblossom defending my 18th green, not really paying attention because it was such a surefire shot (max rated character). I looked away and when I came back the shot trace showed the ball had hit it's absolute apex, like triple the height of the tree and then dropped straight down into a sand trap for -10% backspin shot. The blimp was like a block away, the ball should have flown straight across it's nose. I was confused enough to click continue and then immediately realized what might have happened... I should have taken a screenshot!
r/SimGolf • u/Due_Answer_96 • Aug 14 '26
Is it possible to change the par for a hole manually? I’ve seen pictures of people’s courses where they have longer par 4s and 5s but when I try to make, say a 490 yard hole, it labels it as a par 5 when I want it to be a par 4. I’m new to the game and am trying to create some real courses.
Edit: I figured it out. I just opened the save file in a hex editor and found the par # and just changed it that way.
r/SimGolf • u/LadyMcKrorigan • Jun 21 '26
Hello! I have read a few useful guides here explaining how to design classic holes and I would like to add another one that emphasizes further aspects, especially on design principles that allow for lots of flexibility and realistic layouts. Welcome to my presentation!
Today we will be designing a par 4 classic.
What is a classic hole? It is a golf hole that, on average, takes a golfer that lacks skill in length [women], accuracy [short pants], or imagination [stockings] (the ability to shape shots) at least one more shot to complete, compared against a golfer with all skills [long pants]. From this rule, all other design requirements follow. This means that your design needs to advantage all skills golfers, and disadvantage all others.
What is a classic hole not? It doesn't need to be fun (though it certainly can be). It doesn't need to be pretty (which I like, however). It doesn't need to be exceedingly punishing (in my opinion), though it can be.

This first design is what I started with. As you can see, it features very little fairway, bunkers right in the middle, trees that need going around, and a narrow green with further hazards. This is pretty bare-bones and doesn't yet look nice.

As you can see in the shot analysis, there is only one possible tee-shot to successfully land on the small fairway: a long, right-to-left curve. Only all skills golfers can reliably land this shot. The others either can't make it or tend to land in a hazard.
Tweaking this first shot can already take some time. You want to make sure that all skills golfers will pretty much always make this shot - and that they will want to! The AI seems to prefer going for the target that is closest to the pin and safe. Sometimes this can be in the rough, for example. Use trees and hazards to guide where they go. This may take some practice and lots of checking the shot analysis! Any change will affect it.
Secondly, you want to make sure that the others are worse off. With length, this is easy - just offer another shorter and worse location for them. With accuracy, narrow targets flanked by hazards help. With Imagination, narrow and angled targets help (notice the ~45° angle of the fairway). They may try to hit is, but will roll off to the side.
Btw: If you wanted to make a 3 par hole, this would already be it. Just change the area where the all skills golfers land into the green - and you're done.

Examine the terrain. The fairway is raised by 1 unit. This punishes inaccurate golfers as their shots will tend to roll off further as well as non-length golfers as it is harder to reach. It also introduces an element of fun, "a tricky uphill shot."

Now we want to give all skills golfers the chance at a birdie. They - and only they - can reliably reach close to the pin from here. This is basically the same shot as the first one; a long, right-to-left curve. Missing this shot is punished by slopes and hazards.
However, because the green is somewhat large, it is still fun for the others, but they will probably need a second put.
This is it - a classic hole created with two hard-to-hit, long and curved shots chained together. It is an exercise in leaning what shots are possible for the all skills golfers, and shaving everything else.
*next slide please*

As you can see, this is a decorated version of the same hole. Notice that it has the exact same basic layout with a few additions. Importantly, these additions only marginally affect the shot analysis. Those same tree positions and the same bunkers (or water) guide the shots the same way.
It features what I like to think of as "fake fairway." Fake fairway (and fake green) is mostly cosmetic and makes the hole look a lot more realistic. Here, it is sloped such that a ball landing on it will tend to roll off into the water or trees.
Building and twaking this, again, takes time. Here, I noticed that it wasn't hard enough on no length golfers. I remedied this by making the first sand trap larger and by adding the brush (instead of fairway) in front of the green.
Keep reading the stats and adjust according to your needs! They take time to accumulate so try to develop a feel for their trends.

This is a third version of that same hole. Again, the same shot characteristics apply. Instead of water, it features rocks and a large bit of "fake fairway." The last third of that fairway is firm, sloped fairway that makes balls bounce off into the rocks or sand trap.
On this one, punishing inaccurate golfers was the challenge and I added hazards all around the green.

With these principles in mind, creating classics can become both more predictable and joyful. It's all about designing around the shot analysis and developing a feel for where you can add fluff and cosmetics.
Thanks for coming to my talk. I hope it inspired your gameplay!
r/SimGolf • u/sansnom2019 • Jun 20 '26
I have a t box that I can't delete.
r/SimGolf • u/Panarin_ • Jun 15 '26
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First off, thank you to the mods here for letting us post about our game!
Before the Tee is a top down golf course management sim/tycoon. Our game is available on Steam as a demo today for Steam Next Fest! Click on our steam page below and find the demo button to give it a shot. The demo will be available until next Monday.
Steam page: https://store.steampowered.com/app/4730580/Before_the_Tee
Some of the testable features during Next Fest:
- Build a course from scratch. Tees, fairways, greens, bunkers, water, cart paths, all sculpted by hand
- Unlock up to 9 hole slots as you grow your club
- Mow, roll, and rake to keep the course in shape. Course condition affects how much you earn
- Spectate any group on the course and watch them attack your course throughout the round
- Earn green fees in real time as groups check in
- One terrain (countryside) for the playtest. More coming soon
Note: This is not the full version of the game. It is a beta version with many features still to be developed. We are trying to collect feedback on the core systems of the game.
If anyone is interested in the game, please wishlist us on steam and join the discord below!
Discord: https://discord.gg/sqwuXexqH6
r/SimGolf • u/microbrewologist • Jun 07 '26
Galaxy Fold 7. Tried installing a few different ways, always audio but no video. Any fixes?
r/SimGolf • u/iamstupidplshelp • May 15 '26
Like the cannon just says "skill increase" and putting green just says "helps imaginative golfers", but I can't find any explanation about what that means or what these buildings actually do
r/SimGolf • u/Hoeftybag • May 02 '26
I'm 50 minutes in and I'm disappointed and I don't know if it's fair. I'm not here for timing based shots, but that's all I can really identify besides a weird feeling. Are you all liking the game?
r/SimGolf • u/Nozzeh06 • Apr 19 '26
I haven't played this in years and for some reason I can't figure out what these HUD elements are indicating.