
Play golf, level up, buy gear and abilities. Complete challenges and play in 18-hole tournaments across several courses on your way to become a golf pro!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About







Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 86reviews | 88% | — | $30.9K |
| $12.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I tried this game during it's demo period a while back before it released in 2023. At the time it looked like a charming, minimalistic golf game. Expectations wound up being kinda ruined when the game came out and I got to play it for real. Simply put, it just didn't sit right with me. It just doesn't scratch that itch that I was expecting, plus the fact that the game was harder than it was advertised, making it more of a slog. Add in the fact that you can't really upgrade your stats without other aspects of your game getting worse... for some reason... and you have yourself a game that is basically begging you to suffer. What a shame.
AWESOME. works great on the steam deck. the game really needs better advertising.its great!. please keep adding courses.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you're into arcade golf games, this has got to be one of the best titles in the genre. Despite the fact that I'm genuinely bad at traditional golf games, [i]Golfinite[/i] is also significantly easier than PGA-like games and thus very beginner-friendly. Doesn't mean I'm not still incredibly mid, but at least I don't suck as badly! My one caveat is camera control, or lack thereof. In just two hours of playing I've had the unfortunate experience of hitting objects too close to me to see while teeing while also too far from the estimated landing area. So far, it seems the only other viewing option players are given is to call up a mini map version of the course, which doesn't really show objects. I was tilted beyond belief when I went from an easy birdie to quadruple bogey because of this. My wish list is short, but pointed. 1. More biomes. Would love to see 6+ of them. While I'm a big fan of the southwest aesthetic, the current iteration kind of hurts my eyes. It's still a gorgeous game, though, and I'm convinced this style will translate to more biomes than the four the game currently features. 2. Mod support, preferably via the Steam workshop. Not sure how to approach daily challenges with this, but I'm sure there has to be a viable workaround. That's it. [i]Golfinite[/i] is borderline perfect. More games like this, please!
Golfinite is an enjoyable top-down, retro-inspired golf game (surprise!) that utilises procedural generation to create the holes/courses. It's simple to pick up, fun to play and looks and sounds lovely with throwback vibes. Its appeal is somewhat limited but there's a pleasant time to be had and holes are/can be spiced up with the inclusion of environmental hazards and power-ups that can be purchased with the coins you earn in-game. Edit: I'd not really used the power-ups that heavily during my play through of the campaign, tending to play a more traditional game of golf, but I've come to realise that they can be incredibly useful at lowering your score and going for those hole in ones once you get used to how each works. They encourage approaching holes/shots differently and can add some funny moments when you get them wrong or badly time the usage of them. The only gripes I have are the saddening lack of any multiplayer modes, even local turn-based ones, and the lack of an option to remap controls as it's sometimes easy to change the club when aiming when you don't really want to. It's also a little irksome that the power-ups can change buttons on the d-pad depending on modes (between the campaign and the daily challenges for example), which can mess with your muscle memory and contribute to you activating the wrong ability at a crucial time. It would be nice if the user could define those more permanently. It's a charming game though, one that fills that small gap in the 16-bit style golf game market on Steam, and I'd recommend it, especially to those with a fondness of those older style titles.
Golfinite is a thoughtfully designed indie golf game that blends familiar swing-based mechanics with light RPG progression and a steady sense of personal growth. Developed and published by Pmurph Games, the game takes a genre often defined by precision and repetition and injects it with experimentation, customization, and unpredictability. Rather than positioning itself as a strict simulation, Golfinite embraces a more playful, systems-driven approach that rewards adaptation just as much as technical skill. At its foundation, Golfinite plays like a classic top-down golf game. Players take on a series of full 18-hole tournaments spread across distinct regions, each introducing its own terrain quirks, hazards, and environmental challenges. Swinging, aiming, and managing shot power are intuitive, making the game easy to pick up even for players unfamiliar with golf titles. However, beneath this accessible surface lies a surprisingly deep structure built around progression and decision-making. Courses are not static puzzles meant to be memorized, but dynamic spaces that ask players to respond to wind, elevation, and changing conditions on the fly. The most distinctive element of Golfinite is its RPG-style progression system. Completing tournaments, challenges, and practice rounds grants experience points that allow players to level up and invest in specific stats. Attributes such as power, accuracy, and control directly influence how shots behave, subtly changing the feel of the game as your golfer develops. These upgrades are not purely linear improvements; investing heavily in power can make long shots easier while increasing the risk of imprecision, encouraging players to define their own playstyle rather than chase a single optimal build. Equipment and special abilities further expand this sense of customization. As you progress, new tools and upgrades become available that can alter how you approach each hole. Some abilities help compensate for environmental factors like wind or slope, while others introduce more unconventional mechanics, such as adjusting a ball’s trajectory mid-flight. These systems transform certain holes into tactical challenges, where planning and creative use of abilities matter as much as clean execution. In this way, Golfinite often feels closer to a strategy puzzle than a traditional sports game. Course design plays a crucial role in maintaining long-term engagement. While the game presents structured tournaments, the layouts themselves are varied enough to prevent repetition from setting in too quickly. Hazards such as water, sand, uneven ground, and moving elements force constant reassessment of shot selection. Because layouts can change between runs, success depends less on memorization and more on reading the course and responding intelligently. This design choice keeps the experience fresh but can also increase difficulty, particularly for players accustomed to mastering fixed courses. Visually, Golfinite adopts a clean, retro-inspired aesthetic that emphasizes clarity and charm over realism. The top-down presentation ensures that hazards, slopes, and landing zones are easy to read, which is critical given how much environmental awareness the game demands. Animations are simple but responsive, and the overall look evokes classic golf games while still feeling modern enough to stand on its own. Sound design follows a similar philosophy, with understated effects and music that support concentration rather than dominate the experience. The pacing of the game is generally satisfying, though it can be demanding. Some tournaments and challenges are intentionally unforgiving, especially when wind and terrain combine in ways that punish sloppy play. Because progress is tied to performance, mistakes can slow advancement, which may frustrate players seeking a purely relaxed experience. On the other hand, overcoming these hurdles delivers a strong sense of accomplishment, as success feels earned through both skill and smart character development. Replay value is one of Golfinite’s stronger aspects. Different stat builds, equipment choices, and approaches to course management can significantly alter how the game feels across multiple runs. While the core mechanics remain consistent, the combination of progression systems and variable course conditions gives players reason to return and refine their strategies. The game is primarily a solo experience, and it leans heavily on personal improvement rather than competition, which suits its RPG-infused structure. Ultimately, Golfinite succeeds by finding a balance between familiarity and experimentation. It respects the fundamentals of golf games—timing, positioning, and risk management—while layering in progression systems that give players agency over how they improve. It may not appeal to those looking for a strict simulation or a purely casual diversion, but for players who enjoy thoughtful mechanics, steady progression, and a golf experience with personality, Golfinite offers a rewarding and surprisingly deep journey. Within the indie sports genre, it stands out as a confident example of how classic mechanics can be reimagined through smart systems design rather than sheer complexity. Rating: 8/10
i was hoping for something like golf on the gameboy but this isn't it. Just a lot of minor mechanics that didn't work like they should in a golf game. It's a shame really because it's so close to what it should be.
Mario Golf with the Mario stripped out. What's not to love?
Wer die gute alte drei-Klick-Steuerung kennt und schätzt, wird hier für nen schmalen Taler prima unterhalten. Alteingesessene Neo Turf Masters Fans wie ich greifen sowieso zu. Geheimtipp!
It's a nice 2D golf game. I wish that that there was a bit more to it. The golfing itself feels great and the bones of this could make an outstanding game if it just had more features and personality. I just wish the golf was not so finite.
A fun little time-waster. Some artificial difficulty exists, but it’s largely mitigated once you get the ball and shot enhancers. Overall, a good game—I’d recommend picking it up on sale.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $195.8K | 550 | 90% | $8.99 | |
| $6.5K | 53 | 91% | $4.99 | |
| $1.4K | 14 | 93% | $2.99 | |
| $343 | 3 | 100% | $4.99 | |
| $112 | 1 | 100% | $3.99 | |
| $0 | 7 | 71% | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $30.9K | 61 | 90% | $19.99 | |
| $30.9K | 124 | 76% | $13.99 | |
| $30.9K | 581 | 91% | $3.99 | |
| $30.9K | 54 | 91% | $14.99 | |
| $30.9K | 103 | 83% | $9.99 | |
| $30.9K | 51 | 49% | $16.99 |