Super Golf 2018
A no-name PC golf release with almost no public trail behind it. Watch raw swing footage before you commit, because the feel of the club is the entire pitch here.
GamerScout Verdict
Worth a look only if you want a quick, no-frills nine holes and will judge the swing from gameplay footage first.
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About Super Golf 2018
The swing input is the whole argument in a golf game, and it is the first thing I go hunting for: does the club go back on a meter you stop twice, on a stick pull you have to hold straight, or on something the developer cooked up themselves? That single choice decides whether you are playing a rhythm game with grass in it or an aiming game with wind physics, and it changes everything about how you approach a hole. Super Golf 2018 is unusually quiet about which camp it sits in, and after going looking for it, that quietness is the honest headline of this review. What I can tell you with confidence is thin, so I will keep it straight. It comes from Bullid Games, it is a PC release, and it carries a year in its title the way annual sports franchises do, which sets an expectation of seasons, tours and roster-style content that a small studio very rarely has the budget to deliver. There is no Steam listing attached to it here, no critic score, and no meaningful body of player reviews to lean on. On a big publisher that combination would be a warning sign. On a tiny team it is just what happens: the game shipped, and almost nobody wrote about it. So rather than pretend I logged forty rounds, here is what actually decides whether a budget golf title is any good, and what I would test in the first twenty minutes. Club selection and lie: does the rough, the bunker and the fringe change your distance in a way you can read before you commit, or is every surface just a slightly slower fairway? Wind: is it a number in the corner you mentally add to your aim, or does it bend the ball in flight so you have to shape shots around it? Green reading: a putting grid that shows slope clearly is the difference between a putting game and a coin flip. And course variety: eighteen holes that each ask a different question is real design work, while nine holes mirrored and recoloured is not. Golf is one of the few genres where a very small team can genuinely compete, because the loop is cheap to build and the fun lives in feel rather than spectacle. It is also a genre where cutting those four corners leaves you with nothing at all. Who is this for? If you want the golf equivalent of comfort food, something you open for twenty minutes, play a quick nine, and close again without ceremony, a lean no-name golf game can absolutely serve that, and I would take a small one that nails the swing over a bloated one stuffed with menus. If you are arriving from the polished end of the genre, the ones with licensed courses, online tours and deep career progression, calibrate your expectations well downward before you start. And if you specifically want local multiplayer, tournament structures or a career mode, treat those as unconfirmed rather than assumed, because nothing in the available information actually promises them. Where it disappoints is the part I can point at without swinging a single club: the information vacuum around it. No visible community, no patch notes anyone has read, no coverage to cross-check. That leaves you nothing to verify before you commit, and it means I cannot promise you that a controller is properly supported, that the ball physics hold up past the third hole, or that anyone is still fixing bugs. My advice is the same one I give for any game sitting in this position. Find a few minutes of raw footage first, because thirty seconds of someone hitting a tee shot tells you more about how a golf game feels than any written description, including mine. If that swing looks satisfying, you already have your answer. If it looks stiff and floaty, no feature list is going to rescue it.

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Game Info
- Developer
- Bullid Games
- Publisher
- Unknown
- Release Date
- TBA