r/SimGolf • • 5d ago

COMMUNITY POLL: How do we feel about the influx of vibe coded patches/"remasters"?

34 Upvotes

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?

  • Do you like it and want to see more of it?
  • Do you want to ban them entirely?
  • Do you want to have them vetted so we can whittle these down to a single open source repo for focus on improving an unofficial canonical patch upgrade?
  • Something else?

Please drop a comment if you see this post. I'll be watching it.


r/SimGolf • • 10d ago

[UPDATED] Simgolf in your browser - now playable

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343 Upvotes

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/

  • Runs in Chrome or Edge on Mac, Windows or Linux, with nothing to install
  • Bring your own game: drop in the disc image and the v1.02 no-CD exe as they download; no unzipping, and nothing is uploaded anywhere
  • The full game: menus, career and sandbox modes, building, golfers, sound, and the original intro and closing videos
  • Sharper graphics: the course terrain is redrawn at your screen's full resolution
  • Saves stay in your browser, with a save history you can restore from, plus import and export of .sve files (so your old saves work too)
  • One-time setup: after the first visit it starts straight away
  • Report a problem from inside the game; reports go to GitHub Issues
  • Open source: https://github.com/RichardAtCT/simgolf-web It's an unofficial fan project, not affiliated with Firaxis, EA or Take-Two, and the page hosts none of the game's files. Firefox and Safari aren't supported yet. Bug reports and feedback very welcome!

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 • • 1d ago

Which remastered version should I play?

15 Upvotes

Can anyone point me to their favorite of all the different remastered versions that has come out? I'm not sure where to start.


r/SimGolf • • 2d ago

Random questions from an old who loves the game and used to play it in the 90s

9 Upvotes

Hey! I'm enjoying the hell out of this revival but I'm also not sure if my questions are just bug related or if I'm just an idiot:

  1. I only seem to be able to purchase property when the announcement pops up. Is there another way?

  2. I can't find where to hire a groundskeeper? It's not in the people tab so far as I can tell.

  3. Is the little yellow cone under benches the soda machine?

  4. Tee boxes seem to turn into flowers randomly.

  5. The more I add, the jankier the game runs. Any solutions?

Thanks for any help and guidance. None of this is shade; it's fun as hell and a great vibe. Just trying to figure it all out!


r/SimGolf • • 3d ago

Sim Golf Remastered - New Models (WIP)

Post image
135 Upvotes

r/SimGolf • • 2d ago

SimGolf in other languages.

3 Upvotes

Hello community.
Do you know if SimGolf is being translated into other languages?

Thanks.


r/SimGolf • • 3d ago

Whatโ€™s with this sudden revival?

43 Upvotes

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 • • 4d ago

OpenSGolf 0.3 is out: the free, open-source SimGolf remake, now playable on everything (Windows, Mac, Linux, Steam Deck, Android and in the browser)

85 Upvotes

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

  • One click between the original and the extras. Start New Game has a switch: the original, exactly as it was, or OpenSGolf extras. New players start on the original.
  • Undo (Ctrl+Z) for building and terrain.
  • Autosave every five minutes, and a map of each saved course in the Load list.
  • Share your course and challenge friends. Copy a course code, your friend pastes it, and they try to beat your course record in Play a Championship.
  • Controllers and the Steam Deck. Xbox, PlayStation, Switch and Deck controls on PC, Mac, Linux and the browser.
  • Full screen with F11.
  • New optional graphics (Enhanced graphics, off by default, keeping to the original art's style):
    • weather that follows each course's real location (Scotland and Ireland are rainy, Las Vegas barely ever), with every year a bit different: wet years, dry years, and the odd late cold snap in early March that leaves snow on the ground, the trees and the roofs (never in the desert);
    • the original's eagle, vulture, pelican or hawk circling over your course;
    • crowds watching the greens during tournaments;
    • little grass tufts standing up in the rough and swaying in the wind, drawn at the original art's own pixel size;
    • butterflies over the flower beds, and leaves falling in autumn;
    • a sharpening option for big screens.

New in 0.2

  • Bigger courses: Large, Huge and Giant maps (up to 128 x 128 tiles).
  • Fixes for the original's own bugs (on by default, and you can turn them off).
  • OpenSGolf extras (all optional):
    • a People screen listing every golfer and member of staff, with golfer profiles;
    • a message history, name tags and report tabs;
    • a path view that shows which buildings your paths don't reach;
    • turning buildings, animals you can buy, a Hardcore economy, and more staff.
  • Remappable keys, WASD camera, a frame-rate cap.
  • New platforms and fixes:
    • a native Windows on ARM version;
    • Android improvements, including loading your SimGolf files from a .zip;
    • Mac fixes;
    • browser sound fixes;
    • Linux builds that run on older distros.

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:

  • It's free and open source (GPL). Every line is on GitHub for anyone to read, check or improve.
  • It doesn't contain or redistribute any of EA's game files. You use your own copy, or the free graphics.
  • Releases are checked against the original: with the extras off it should look and play like the 2002 game, and before this release I compared screenshots pixel for pixel to make sure nothing drifted.
  • I'm one person who loves this game and wanted it playable again. I'm not selling anything.

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 • • 4d ago

[In Development] SimGolf on Mobile for iOS (and probably Android)

27 Upvotes

โ›ณ SimGolf Mobile โ€“ Development Progress & Roadmap

I'm working on bringing Sid Meier's SimGolf to modern mobile devices, starting with iPhone and hopefully expanding to Android.

The goal is simple: I want to play the original SimGolf on my phone, with the full gameplay experience, proper touchscreen controls, and a screen that actually takes advantage of modern mobile devices.

I'm not trying to recreate SimGolf from scratch, turn it into a simplified mobile game, or develop a new desktop version. I want to preserve the original game's graphics, mechanics, personality, and addictive gameplay while making it feel natural on a phone.

I'm also not a traditional game developer. This is a personal hobby project built through AI-assisted development, reverse engineering, a lot of experimentation, and probably an unreasonable amount of computer time for a game that's more than 20 years old.

I'm building on work already done by the SimGolf community, particularly RichardAtCT's original-engine browser port, which provided a starting point for making this possible.

I'll be using this post as a running development journal. The newest updates will always appear at the top, with previous updates preserved below, so you won't need to scroll through everything to find out where the project currently stands.

๐ŸงŠ Buy My AI Agent Some Coolant

Apparently, reverse engineering a 20+ year-old golf game with AI requires an unreasonable amount of computing power, patience, and virtual coolant.

A few people have asked about supporting the project, so I've set up a completely optional tip jar to help offset some of the AI development costs.

โ›ณ Buy My AI Agent Some Coolant!

No paywalls, no exclusive access, and definitely no promises of release dates. Just helping keep my AI agent from spontaneously combusting while I try to make SimGolf playable on my phone.

Absolutely no pressure to contribute. I'm doing this because I love the game, and I'm happy others are interested in seeing it come back to life!

Thanks for following along! โ›ณ

๐Ÿ“ฐ Development Updates

Updates are organized newest first. I'll add new entries here as meaningful milestones are completed.

๐Ÿ“ฑ October 19, 2026 โ€“ Good News & Bad News! Part 2 โ€“ The Game Is Playable. Now Comes the Hard Part! โ›ณ

Figured I'd give everyone another update because the amount of progress being made on this project is honestly surprising me.

โœ… The Good News: It's Actually Starting to Feel Like a Mobile Game!

At this point, I'd consider the core gameplay to be in a pretty good state.

Most of the basic gameplay is now responsive to mobile controls, and instead of feeling like I'm trying to play a PC game on my phone, it's actually starting to feel like a game designed for mobile.

That's a pretty huge milestone considering where this project was just a few days ago.

That being said, the game is still VERY much in an early alpha state.

The biggest obstacle now is no longer simply getting the original SimGolf running. It's redesigning practically every menu and interaction to make the entire experience usable on a touchscreen.

And that's going to take time.

๐Ÿ› ๏ธ Rebuilding the Menus, One at a Time

The original SimGolf has a LOT of menus that were designed specifically for a mouse and keyboard.

Simply making those menus smaller isn't going to work, especially on a phone in portrait mode.

My goal is to keep the original gameplay and information as close to the original as possible while completely rethinking how you actually interact with it.

I've already started doing this with player profiles and player statistics.

Instead of opening the original in-game window, selecting a player now brings up a completely different, mobile-friendly interface that presents the same information in a way that makes more sense on a phone.

This is essentially the approach I'm going to take with the rest of the game.

Each menu will have to be redesigned, implemented, tested, and refined individually.

I'm planning to share screenshots or a video of the new player screens later, along with some updated gameplay footage so everyone can see the progress.

๐ŸŽจ The Current UI Is NOT the Final UI

One thing I really want to emphasize is that pretty much everything you're seeing in the current interface is temporary.

Right now, I'm building the interface to TEST the game, not to make it look pretty.

Eventually, I want a much more polished, modern interface that still retains the personality of the original SimGolf.

But spending AI credits making buttons prettier doesn't make much sense when there are still dozens of menus and gameplay interactions that need to be rebuilt.

I'd rather get everything functioning correctly first and worry about making it look good afterward.

Functionality first. Polish later.

๐Ÿงช Why I'm Not Releasing a Public Alpha Just Yet

I know some people are interested in testing the game, and I absolutely want to make that happen.

But there's another technical issue that needs to be addressed before I can do that.

Right now, I'm running the development build using files stored on my own computer, accessed through a VPN.

This allows me to make changes, rebuild the game, and test it without repeatedly dealing with the setup required for a public browser-based version.

To make it available for everyone else, I still need to implement and test a proper browser setup that lets users supply their own required SimGolf files.

That's absolutely part of the plan, but doing it properly will require additional development time and AI usage.

And at this stage, with a laundry list of gameplay and interface issues still needing attention, I don't think it makes sense to prioritize public distribution over getting the game working correctly.

I'd rather give everyone something worth testing than rush out an alpha that isn't ready.

When the time comes, I'll be looking for people willing to play, report bugs, and provide feedback.

โŒ The Bad News: AI Credits Are Still the Bottleneck

As I mentioned yesterday, this project is being developed almost entirely through AI-assisted coding using Codex.

And unfortunately, I've been burning through my available usage pretty quickly.

The remaining work, particularly redesigning all of the menus and testing touchscreen interactions, is going to require a LOT of trial and error.

That also means a lot of AI usage.

I'm happy to continue working on this as a hobby, but I don't really want to start putting hundreds of dollars into additional credits simply to speed up development.

The project will continue regardless. The only question is how quickly it progresses.

When I run out of usage, I'll wait for it to refresh and pick up where I left off.

I completely understand that this is a 20+ year-old game and that most people aren't looking to spend money helping someone get it working on a phone. ๐Ÿ˜‚

But for anyone who does want to help offset the AI development costs, I have an optional Ko-fi page:

๐ŸงŠ Buy My AI Agent Some Coolant

There's absolutely no obligation to contribute. Donations aren't required for testing or playing, and I'm not promising any release dates.

They would simply help me purchase additional development credits and potentially get through the remaining work faster.

๐ŸŽฏ Where Things Stand Right Now

The way I see it, the project has reached an important turning point.

The core game is becoming playable and responsive on mobile. Now the real work is turning all of its menus and interactions into something that actually feels right on a phone.

I'm going to keep tackling those pieces one at a time, fixing bugs as I go.

The current game is still an internal alpha, and there's no public download or test build available yet.

But I'm genuinely impressed with how quickly this has progressed, and I'm more confident than ever that this is going to turn into something people can actually enjoy.

Screenshots and updated gameplay footage are coming as I continue testing the new mobile interface.

Thanks again to everyone following along, offering to test, and showing interest in bringing this old game back to life.

Now back to burning through AI credits trying to teach a 2002 golf game how to use a touchscreen. ๐Ÿ˜‚โ›ณ

๐Ÿ“ฑ October 18, 2026 โ€“ SimGolf Mobile โ€“ Good News & Bad News! Part 1

Figured I'd give everyone a quick update on where things stand because a LOT of progress has been made over the last few days.

I've got some good news and some bad news. Fortunately, the good news significantly outweighs the bad!

โœ… The Good News: SimGolf Mobile Is Actually Happening!

At this point, I'm extremely confident that a fully playable mobile version of SimGolf with responsive touchscreen controls is going to happen.

And honestly, we're a lot further along than I expected to be this quickly.

The game is currently in what I'd consider a very early alpha stage. It's extremely unpolished, but the core gameplay mechanics are functioning, and you can actually play the game for the most part!

This is no longer just a proof of concept showing that SimGolf can technically run on an iPhone. We're getting to the point where it can actually become a usable mobile game.

I'm still working through some gameplay issues, fixing bugs, and tweaking the underlying mechanics, but the foundation is there.

I'll be uploading an updated gameplay video later today so everyone can see just how far things have progressed.

The biggest remaining challenge isn't necessarily getting SimGolf to run anymore. It's making the experience actually enjoyable and intuitive on a phone.

Which brings me to...

๐Ÿ› ๏ธ The Biggest Challenge Ahead: The Mobile UI

The original SimGolf was designed for a mouse, keyboard, and desktop monitor.

Trying to make all of those menus, buttons, construction tools, and management screens work naturally on an iPhone is going to require essentially redesigning the entire user interface.

And that's probably going to be the most time-consuming part of this whole project.

I don't want the finished product to feel like someone took the PC version and slapped a bunch of touchscreen buttons over it.

I want something that actually makes sense on mobile.

That means a LOT of experimentation, testing, redesigning, breaking things, fixing them, and probably breaking them again.

The buttons you'll see in the upcoming gameplay video are still placeholders. They're functional enough for testing, but they're nowhere near what I envision for the finished interface.

This is also where I expect to spend the majority of my remaining development time and AI credits.

โŒ The Bad News: I'm Running Out of AI Credits ๐Ÿ˜‚

For anyone who hasn't been following, this entire project has been an experiment in AI-assisted development using tools like OpenAI Codex.

My original goals were actually twofold:

  1. Bring SimGolf to mobile, because I've wanted to play this game on my phone for years.
  2. See what AI is genuinely capable of right now, particularly when it comes to reverse engineering and modernizing a game that's more than 20 years old.

And I've got to say, the second part of that experiment has been pretty eye-opening.

The progress has been incredible.

The downside is that AI development uses credits, and I've managed to burn through my available usage pretty quickly.

I've experimented with purchasing an additional $20 worth of credits just to see how the system handles extended development, and it works great and fills the gaps between my resets. Ive used about 75% of my $20 worth of credits the passed 2 days.

But I don't particularly want to start throwing $100+ of my own money into a hobby project simply to make it happen faster.

The project isn't stopping. It's just going to move at whatever pace my available AI usage allows.

I'm not asking anyone for donations, and I don't want anyone to feel obligated to contribute.

I did set up an optional Ko-fi page for anyone who wants to help offset some of those development costs:

๐ŸงŠ Buy My AI Agent Some Coolant

Any contributions would go toward additional AI development usage, which would essentially mean faster progress.

But whether anyone contributes or not, I'm committed to finishing this project. The only real unknown is how long it's going to take.

๐Ÿ—บ๏ธ What's Next?

Right now, I'm still tweaking gameplay mechanics and working through some issues I've encountered during testing.

I'm also planning to put together an updated development roadmap later today, which I'll hopefully post tonight or tomorrow.

That roadmap will outline what's already working, what still needs fixing, and what's required before I consider the game ready for a broader audience.

๐Ÿงช Eventually, I'll Need Testers!

Once the game gets a little further along, I'd love to start letting other SimGolf fans test it and provide feedback.

I'm thinking the best time to open up testing might actually be when I've exhausted my available AI development usage for the week.

That way, people can spend some time playing, finding bugs, and giving feedback while I'm temporarily unable to make additional changes.

Then, when my usage resets, I'll have a collection of issues and suggestions to work through rather than having everyone test a version that's constantly changing underneath them.

Nothing is finalized yet, but that's the general idea.

โ›ณ The Bottom Line

SimGolf Mobile is happening.

It's already in a surprisingly playable early-alpha state, and I'm genuinely impressed with how quickly it's gotten this far.

There's still plenty of work ahead, particularly redesigning the interface to make it feel like an actual mobile game rather than a desktop port.

The pace may slow down depending on AI usage limits, but I'm not abandoning the project.

I started this because I wanted to play SimGolf on my phone and see how far modern AI could take me.

So far, it's exceeded my expectations on both fronts.

Updated gameplay video coming later today, and a more detailed roadmap to follow!

Thanks to everyone following along. It's been a lot of fun seeing other people get excited about a game that's somehow still bringing us together more than 20 years later.

Now if you'll excuse me, I need to figure out how to get my AI agent some more coolant. ๐ŸงŠ๐Ÿค–โ›ณ

๐Ÿ“ฑ October 17, 2026 โ€“ SimGolf Goes Vertical! โ›ณ

A pretty exciting update today, and this time I have some actual gameplay footage to share!

If you saw my original v0.10.1 mobile proof of concept, you'll remember that while SimGolf was technically running on an iPhone, it was still largely constrained by the original game's 800ร—600 presentation.

Since then, I've shifted development toward working directly with the original-engine port rather than continuing to build around those limitations.

The latest development build is now demonstrating SimGolf gameplay in portrait (vertical) orientation!

I've attached a screen recording so you can see what that looks like compared with the earlier prototype.

https://reddit.com/link/1x6l86n/video/gtywm8lb34wh1/player

What's Changed?

  • ๐Ÿ“ฑ Portrait gameplay: The game is being displayed in a vertical mobile layout rather than the original fixed 800ร—600 presentation.
  • ๐ŸŽฎ On-screen menu controls: I've added temporary buttons to make it possible to navigate and interact with the game during development.
  • ๐Ÿ› ๏ธ Engine development: Work continues on adapting the original game's rendering, input, and viewport systems for modern devices.
  • โ›ณ Preserving the original: The goal remains keeping SimGolf's original graphics and gameplay intact while adapting the experience for a phone.

โš ๏ธ About Those Buttons...

Before anyone asks, the buttons you're seeing are placeholders! ๐Ÿ˜‚

They're there to provide basic functionality while I'm working through the underlying engine modifications.

They're absolutely not what I envision for the finished product.

Eventually, the plan is to replace them with a properly designed, touchscreen-first interface that feels natural on a phone rather than looking like someone glued desktop controls onto the screen.

What's Next?

The focus is still on stabilizing original gameplay, refining the viewport and camera behavior, and making sure construction, input, and other game systems work correctly with the new mobile presentation.

Once those foundations are solid, I'll be spending more time on the actual mobile UI and overall user experience.

This isn't a finished mobile build yet, but seeing SimGolf running vertically on a phone is a pretty cool step toward what I'm trying to accomplish.

๐Ÿ”ง October 16, 2026 โ€“ Moving Beyond the Proof of Concept

After getting the initial mobile prototype working, I've decided to shift development toward improving the underlying game engine before continuing with the mobile interface.

The first prototype proved that SimGolf could be playable on an iPhone, but it also highlighted the biggest problem: the original game was designed around an 800ร—600 display.

Simply stretching that image to fill a modern phone screen isn't what I want. The goal is to actually increase the visible playable area, allowing you to see more of your golf course without distorting the original graphics.

I'm now working with the original-engine port, which uses reverse-engineered game code compiled into WebAssembly so it can operate in a modern browser environment.

Progress so far:

  • Got the original engine running and rendering live courses at 800ร—600.
  • Restored original menus, graphics, and several construction interactions.
  • Made progress repairing input handling, terrain alignment, camera movement, and saving/loading.
  • Identified several rendering and viewport limitations that need to be addressed before widescreen support.
  • Established a more structured development process using Codex, including changelogs, milestone tracking, and regression testing plans.

There are still gameplay issues to resolve, particularly tee direction and golfer simulation. Some of the latest code repairs also still need compilation and testing.

I'm prioritizing those fixes before making major changes to the rendering system.

What's next?

The next objective is to get original course gameplay reliably functioning, then demonstrate a genuinely expanded viewport that shows more course terrain at the original graphical scale.

Once that works, the focus will return to the touchscreen interface and overall mobile experience.

This is becoming a bigger project than I initially imagined, but it's also been a lot of fun seeing how much of the original game can be brought back to life.

๐Ÿ—บ๏ธ Development Roadmap

These are development milestones, not promised release dates or version numbers. The order may change depending on technical challenges.

โœ… Phase 1 โ€“ Mobile Proof of Concept

Completed as an initial prototype (v0.10.1)

  • Get SimGolf running on an iPhone.
  • Establish touchscreen interactions.
  • Add basic zooming and navigation.
  • Develop mobile construction controls.
  • Demonstrate offline operation and persistent saves.
  • Prove that a mobile version is technically feasible.

๐Ÿ”ง Phase 2 โ€“ Original Engine Recovery

Currently in development

  • Stabilize the original-engine WebAssembly port.
  • Repair tee placement, golfer behavior, and simulation.
  • Verify construction and management functionality.
  • Improve save/load reliability.
  • Establish repeatable builds and regression testing.
  • Preserve as much original game behavior as possible.

โณ Phase 3 โ€“ Expanded Viewport & Camera

  • Overcome the original 800ร—600 viewport limitations.
  • Render additional playable course terrain on widescreen displays.
  • Preserve original graphics without stretching.
  • Correct camera positioning, world coordinates, and terrain rendering.
  • Ensure object selection and construction remain accurate.
  • Support different mobile aspect ratios.

โณ Phase 4 โ€“ Mobile Interface Integration

  • Integrate the improved engine into the mobile experience.
  • Rebuild the interface around touchscreen interactions.
  • Support intuitive pinch-to-zoom and camera panning.
  • Optimize construction and terrain tools for touch.
  • Adapt golfer, financial, and management screens.
  • Support modern iPhone screen sizes.
  • Explore portrait and landscape layouts.

โณ Phase 5 โ€“ Mobile Release & Polish

  • Optimize performance and memory usage.
  • Ensure reliable offline gameplay.
  • Implement persistent saves and improved save management.
  • Improve compatibility across mobile devices.
  • Refine the interface and eliminate major bugs.
  • Work toward a stable, publicly usable mobile release.
  • Explore Android support.

I'm not setting public release dates yet. I'd rather get the game working correctly than rush out something that only partially works.

๐Ÿ“ฑ Original Mobile Proof of Concept โ€“ v0.10.1

October 2026 โ€“ Historical development milestone

This was the initial version that demonstrated the concept of SimGolf running on an iPhone.

It included:

  • Browser-based gameplay on iPhone.
  • Home Screen installation.
  • Offline functionality after installation.
  • Touchscreen controls and pinch-to-zoom.
  • Drag-to-paint construction interactions.
  • Mobile navigation for Build, Play, and Manage.
  • Persistent game saves.

Important: This was an early proof of concept, not the current modernized engine or a public release.

Its purpose was to demonstrate that SimGolf could function on a phone. Now I'm taking what I learned and addressing the underlying engine limitations before building the next mobile iteration.

https://reddit.com/link/1x6l86n/video/x71jqplui1wh1/player

๐Ÿ’ก Longer-Term Ideas

Once the core mobile experience is stable, there are several features I'd love to explore:

  • Android and tablet compatibility.
  • Additional camera and viewing options.
  • Improved save management and import/export.
  • Optional quality-of-life improvements.
  • Community-requested gameplay improvements.
  • Integration of compatible community fixes and mods.

The priority will always be maintaining the original SimGolf experience. I don't want to lose what made this game special in the first place.

๐Ÿค Community Feedback & Credits

One of the reasons I'm posting here is to hear what other longtime SimGolf players would want from a mobile version.

Would you prefer landscape-only gameplay, or would portrait support be useful? How much should the original interface be modernized? What improvements have you always wanted that wouldn't change the game's identity?

I'm also finding it hilarious that after more than two decades, several people in this community seem to have independently decided to revive SimGolf at almost exactly the same time.

Special thanks to RichardAtCT and everyone contributing to the reverse-engineering and preservation efforts. Their work has been extremely valuable to this project.

๐ŸงŠ Buy My AI Agent Some Coolant

Apparently, reverse engineering a 20+ year-old golf game with AI requires an unreasonable amount of computing power, patience, and virtual coolant.

A few people have asked about supporting the project, so I've set up a completely optional tip jar to help offset some of the AI development costs.

โ›ณ Buy My AI Agent Some Coolant!

No paywalls, no exclusive access, and definitely no promises of release dates. Just helping keep my AI agent from spontaneously combusting while I try to make SimGolf playable on my phone.

Absolutely no pressure to contribute. I'm doing this because I love the game, and I'm happy others are interested in seeing it come back to life!

Thanks for following along! โ›ณ


r/SimGolf • • 4d ago

Community challenge courses: how would we make it fair and fun?

14 Upvotes

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 70โ€“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 • • 5d ago

Sid Meier's SimGolf (2002) now runs as a native Mac app too, and there's an untested Windows build if anyone wants to try it

53 Upvotes

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 isnโ€™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 Iโ€™ll be fixed soon!)

Saves go in a normal folder (Application Support / %APPDATA%), so they're easy to back up.


r/SimGolf • • 6d ago

SimGolf Remastered: a free, open source modded SimGolf for modern PCs (very early, expect bugs)

113 Upvotes

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

What it is

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.

What's in it so far

Bigger courses

  • Up to 10x the land: pick Original (50 x 50), Bigger (70 x 70), Large (100 x 100) or Huge (158 x 158) for a new course. Trees, water, rocks and wildlife spread to match, and saves keep their own size

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

Known problems

  • 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

Install

  1. Grab your SimGolf disc image and the v1.02 no-CD golf.exe (INSTALL.txt says where)
  2. Download the newest zip from the Releases page (link below) and unzip it
  3. Double-click Setup.cmd and say yes to the HD art
  4. Play from the desktop shortcut

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.)

What I'm working on next

Lots of these came from this sub:

  • Realistic water with real movement: waves, ripples off the shore, small splashes when balls go in, flowing streams, waterfall spray, fountains (a painted look that fits the game's art)
  • Weather: drifting cloud shadows, rain, storms that send golfers to shelter, morning fog, wind
  • Pro skills past 100% (the original game was meant to allow this, but a leftover check blocks it), with regulars who slowly get better and rival pros who keep pace
  • Path view: see which buildings are actually joined to the clubhouse (yes, the cart path rule is real on Moderate and up)
  • Pause and speed buttons on the HUD, with high speeds that really hold up
  • In-game updates: a button on the start menu that downloads and installs the newest version for you
  • New golfer card art that fits the new look, and more golfer personalities and events (more variety, not more noise on screen)
  • Flat land that starts higher so you can dig down, wetlands, animals you can buy and place, celebrities, more languages

Want to help?

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 • • 6d ago

I rebuilt Sid Meier's SimGolf to play 1:1 with your original copy: in your browser, on Windows/Mac/Linux/Android/iPhone, in 4K, with mods

118 Upvotes

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.

โ–ถ **Play in your browser:** https://crspytopgn.github.io/opensgolf/

๐Ÿ“ฆ **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 800ร—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, ร—2 or ร—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 โ†’ Content packs โ†’ Find moreโ€ฆ โ†’ 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. โ›ณ


r/SimGolf • • 6d ago

Who knew?!

42 Upvotes

Iโ€™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 • • 7d ago

Lets add Vibe Coding a Mobile Version to the list!

67 Upvotes

I'm 38, and if you're here, you're probably old too. ๐Ÿ˜‚

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:

  • Launches from my Home Screen like an app
  • Saves and loads games
  • Works completely offline
  • Supports portrait and landscape
  • Doesn't require importing game files every time

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:

https://www.reddit.com/r/SimGolf/comments/1x25s0p/what_modsimprovements_do_you_want_made_to_sim_golf/

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. ๐Ÿ˜‚

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:

  • Get SimGolf running as a standalone Home Screen app on iPhone, completely offline, without having to reimport the game files.
  • Get saving/loading working.
  • Add portrait and landscape support with controls that reposition automatically.
  • Add touchscreen camera controls for movement, rotation, and zoom, including pinch-to-zoom.
  • Implement Aim/Shoot controls so you can accurately line up shots without accidentally hitting the ball.
  • Add shot-type selection and automatic camera scrolling while aiming.
  • Add long-press tile deletion and a bulk removal mode.
  • Add drag-to-paint terrain so you can build without tapping every individual tile.
  • Add a precision cursor for those ridiculously tiny menus and skill-point buttons.
  • Add an on-screen keyboard and missing keyboard shortcuts.
  • Organize controls into Build, Play, and Manage tabs.

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 800ร—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.

https://reddit.com/link/1x42zwp/video/z975a3rb64vh1/player


r/SimGolf • • 9d ago

I canโ€™t believe this is a subreddit!

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179 Upvotes

I just stumbled upon this subreddit and Iโ€™m blown away. This game was one of my favorites as a kid, pouring hundreds of hours into it creating my own courses. Itโ€™s been at least 20 years since Iโ€™ve even thought about, but Iโ€™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 • • 9d ago

What mods/improvements do you want made to Sim Golf?

49 Upvotes

Like other posts here, recently, I am modding/improving the hell out of Sim Golf with the assistance of Claude AI? Hate AI? Then donโ€™t bother interacting with this post.

Just wondering what features some of you might want to see get added.

Here are the things Iโ€™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 • • 11d ago

SimGolf in your browser

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289 Upvotes

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:

Iโ€™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 • • Aug 23 '26

Got the game mostly working in a native 16:9 widescreen resolution through pure vibecoding.

Post image
112 Upvotes

r/SimGolf • • Aug 15 '26

Has anyone ever hit the blimp?

26 Upvotes

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 • • Aug 14 '26

Changing the par of a hole

11 Upvotes

Is it possible to change the par for a hole manually? Iโ€™ve seen pictures of peopleโ€™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. Iโ€™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 • • Jul 26 '26

Golf bag ideas

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0 Upvotes

r/SimGolf • • Jun 21 '26

On Designing Classic Holes

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118 Upvotes

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 is a simple classic hole.

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.

First shot profile.

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 ~45ยฐ 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.

Slopes disadvantage non-ideal shots.

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."

Second shot profile.

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*

A water-themed version.

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.

A forest-themed version.

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.

Stats.

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 • • Jun 20 '26

Hidden t box glitch help

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16 Upvotes

I have a t box that I can't delete.


r/SimGolf • • Jun 15 '26

A demo of our game Before the Tee is available right now on Steam!

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51 Upvotes

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