Compara los precios de Worms Crazy Golf en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Team17 Digital Ltd. Publicado por Team17 Digital Ltd. Lanzado el 19/10/2011. Disponible en PC, Mac. Géneros: Sports, Strategy.

Mini-golf meets worm-on-worm chaos: if you want a low-stakes puzzle game that respects your time and rewards score-chasing, this 2011 curio punches well above its budget price point.

I'll level with you: my instinct was to file this under "franchise cash-in" and move on. Team17 has a track record of spinning Worms into odd sub-genres with mixed results, so walking into a golf title carrying the brand felt like a trap. It isn't. What Worms Crazy Golf actually delivers is a compact 2D puzzle-sports game where the familiar Worms power-meter aiming system turns out to map onto golf shot mechanics with surprising precision. You select from a driver, iron, wedge, or putter, line up your trajectory, and hold the fire button until the gauge hits your target power level. Crucially, letting go in the red zone costs you accuracy, so there is actual skill expression baked into even the most basic shot. That foundation works. The courses themselves are where the strategy layer shows up. Three themed courses ship in the base package: Britannia, Pirate Cavern, and Graveyard, each with 18 holes, and a free Carnival course was added post-launch. Every hole is a small puzzle. Cannons can propel your ball past otherwise unreachable sections. Teleporters flip the routing logic entirely. Exploding sheep and destructible greenskeeper worms can be used intentionally to redirect the ball toward the pin, and pulling that off for a hole-in-one is the kind of moment that makes you replay a level four more times trying to replicate it. Time-slow utilities, jet-propulsion power-ups, reverse-gravity tools, and parachute attachments are unlocked progressively through the career mode, and they gate certain coins and crates behind revisiting earlier holes with newly acquired gear. That loop is thin by grand-strategy standards, but it works as a score-chasing retention hook. The scoring system rewards more than just hitting par. Each hole tracks a separate skill score factoring in strokes taken, time elapsed, and collectables gathered, and those scores feed online leaderboards. Coins collected across holes act as in-game currency to buy customisation items: hats, clubs, balls, and cosmetic outfits for your worm. Critically, none of that is purchasable with real money. Everything is earned by playing. The 15 challenge modes add further variety, including timed sheep-destruction runs, chip-in trials, and keepie-up challenges that use the mine mechanic from the main series in a genuinely novel way. Hot-seat multiplayer supports up to four players but there is no online play whatsoever, which was a justified criticism at launch and remains the game's most obvious missing feature. Where the game earns its criticism: content runs thin fast if you binge it. The three themed course sets share obstacle vocabulary, and by the time you've cleared two courses in a row the visual repetition of the same magnet-and-sheep setups starts to register. Camera handling was flagged as a consistent annoyance in early reviews, with the view not always tracking the ball cleanly through complex holes. The challenge mode scoring is also inconsistent, with at least one mode (target practice) being genuinely opaque about how points are tallied. None of these issues are fatal, but they do mean Worms Crazy Golf is better treated as a session game, 20-30 minutes at a time, rather than a marathon sit. Approach it that way and the repetition dissolves; you are too busy optimising your route to the next eagle to notice you have seen this particular cannon before. For the strategy-minded player who wants something that respects decision-making without demanding a four-hour session, this is a solid pick. Steam user scores sit at 82% positive across nearly 400 reviews, which reflects the consensus accurately: it is a genuinely good small game that knows what it is. Diego, Scout Team

Worms Crazy Golf

Worms Crazy Golf

19 oct 2011Team17 Digital Ltd
GamerScout opina

Mini-golf meets worm-on-worm chaos: if you want a low-stakes puzzle game that respects your time and rewards score-chasing, this 2011 curio punches well above its budget price point.

PCMac
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €0.75

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I'll level with you: my instinct was to file this under "franchise cash-in" and move on. Team17 has a track record of spinning Worms into odd sub-genres with mixed results, so walking into a golf title carrying the brand felt like a trap. It isn't. What Worms Crazy Golf actually delivers is a compact 2D puzzle-sports game where the familiar Worms power-meter aiming system turns out to map onto golf shot mechanics with surprising precision. You select from a driver, iron, wedge, or putter, line up your trajectory, and hold the fire button until the gauge hits your target power level. Crucially, letting go in the red zone costs you accuracy, so there is actual skill expression baked into even the most basic shot. That foundation works. The courses themselves are where the strategy layer shows up. Three themed courses ship in the base package: Britannia, Pirate Cavern, and Graveyard, each with 18 holes, and a free Carnival course was added post-launch. Every hole is a small puzzle. Cannons can propel your ball past otherwise unreachable sections. Teleporters flip the routing logic entirely. Exploding sheep and destructible greenskeeper worms can be used intentionally to redirect the ball toward the pin, and pulling that off for a hole-in-one is the kind of moment that makes you replay a level four more times trying to replicate it. Time-slow utilities, jet-propulsion power-ups, reverse-gravity tools, and parachute attachments are unlocked progressively through the career mode, and they gate certain coins and crates behind revisiting earlier holes with newly acquired gear. That loop is thin by grand-strategy standards, but it works as a score-chasing retention hook. The scoring system rewards more than just hitting par. Each hole tracks a separate skill score factoring in strokes taken, time elapsed, and collectables gathered, and those scores feed online leaderboards. Coins collected across holes act as in-game currency to buy customisation items: hats, clubs, balls, and cosmetic outfits for your worm. Critically, none of that is purchasable with real money. Everything is earned by playing. The 15 challenge modes add further variety, including timed sheep-destruction runs, chip-in trials, and keepie-up challenges that use the mine mechanic from the main series in a genuinely novel way. Hot-seat multiplayer supports up to four players but there is no online play whatsoever, which was a justified criticism at launch and remains the game's most obvious missing feature. Where the game earns its criticism: content runs thin fast if you binge it. The three themed course sets share obstacle vocabulary, and by the time you've cleared two courses in a row the visual repetition of the same magnet-and-sheep setups starts to register. Camera handling was flagged as a consistent annoyance in early reviews, with the view not always tracking the ball cleanly through complex holes. The challenge mode scoring is also inconsistent, with at least one mode (target practice) being genuinely opaque about how points are tallied. None of these issues are fatal, but they do mean Worms Crazy Golf is better treated as a session game, 20-30 minutes at a time, rather than a marathon sit. Approach it that way and the repetition dissolves; you are too busy optimising your route to the next eagle to notice you have seen this particular cannon before. For the strategy-minded player who wants something that respects decision-making without demanding a four-hour session, this is a solid pick. Steam user scores sit at 82% positive across nearly 400 reviews, which reflects the consensus accurately: it is a genuinely good small game that knows what it is.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Puzzle-GolfScore-ChasingHot-Seat MultiplayerPower-Up ProgressionShort SessionsCollectathonLeaderboard-Driven

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7
Sound
DirectX® 9.0c-compliant sound card
Memory
1 GB RAM
Graphics
128MB Video Card (GeForce4 or equivalent card)
DirectX®
DirectX® 9 or above
Processor
1.25GHz AMD Athlon or Intel equivalent
Hard Drive
626 MB Space Free
Other Requirements
Internet connection required

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Información del juego

Desarrolladora
Team17 Digital Ltd
Distribuidora
Team17 Digital Ltd
Fecha de lanzamiento
19 oct 2011

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¿En qué plataformas está disponible Worms Crazy Golf?

Worms Crazy Golf está disponible en PC, Mac.

¿Cuándo se lanzó Worms Crazy Golf?

Worms Crazy Golf se lanzó el 19 de octubre de 2011.

¿Quién desarrolló Worms Crazy Golf?

Worms Crazy Golf fue desarrollado por Team17 Digital Ltd.