
Mini-golf with a twist, all for the price of a coffee! Tilt the entire golf course to guide your ball into the hole, dodge tricky obstacles, and beat the clock to earn star ratings across 300 progressively challenging courses.
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/day in the week to Sep 9 → 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
Genres
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 | $3.74−25% | 28reviews | 89% | — | $2.4K |
| $4.99 | — | — | — | 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
Tilt It! Golf takes the familiar concept of mini-golf and transforms it into a unique physics-based puzzle adventure where players do not control the club, but the entire course itself. Developed by Kautki Cave and published by Untold Tales, the game builds its identity around a simple but creative mechanic: tilting the environment to guide a golf ball through a wide range of obstacle-filled courses. What initially appears to be a casual arcade experience gradually reveals itself as a clever blend of precision, strategy, and puzzle-solving that consistently challenges players to think differently about movement and momentum. The game's greatest strength lies in how effectively it develops its central idea. Instead of relying on traditional golf mechanics, players manipulate the landscape to influence the ball's path, creating a gameplay experience that feels fresh and engaging. Every course becomes a small puzzle where gravity, timing, and positioning must work together. Early stages serve as an introduction to the controls and physics, but the challenge steadily grows as new hazards and environmental features are introduced. The learning curve remains approachable, making the game accessible to newcomers while still providing enough complexity to satisfy players looking for more demanding challenges. A major highlight is the sheer amount of content available. With 300 handcrafted levels spread across 15 different biomes, the game offers a substantial amount of variety. Each biome introduces distinct visual themes and gameplay ideas, helping maintain a sense of discovery throughout the experience. The developers avoid simply recycling the same concepts by regularly presenting new obstacles and layouts that require different approaches. This gradual evolution of mechanics keeps the game interesting and ensures that players are constantly adapting their strategies rather than repeating familiar solutions. The physics system is at the heart of every challenge, and it performs its role remarkably well. Success often depends on understanding how speed, slopes, and momentum interact with one another. Some stages reward careful and deliberate movements, while others encourage bold risks and precise timing. This balance between planning and execution creates a satisfying sense of accomplishment whenever a difficult course is completed. Even failures rarely feel unfair because players can usually identify what went wrong and immediately try a new approach. Replay value is another area where Tilt It! Golf excels. Fast restarts and short course lengths encourage experimentation without punishing mistakes. Players can return to previous stages to improve completion times, earn better ratings, and discover more efficient routes. This design creates an addictive cycle of improvement that keeps the game enjoyable long after the initial completion of a level. Completionists and score chasers will find plenty of reasons to revisit earlier challenges in pursuit of mastery. Visually, the game embraces a colorful and inviting style that perfectly complements its lighthearted tone. The environments are vibrant without becoming distracting, and the clean presentation ensures that players can always focus on the action. While the graphics are not intended to be technologically groundbreaking, they effectively support the gameplay and contribute to the game's welcoming atmosphere. The cheerful aesthetic also makes the experience suitable for a broad audience, including younger players and those looking for a more relaxing gaming session. The pacing deserves praise as well. Individual levels can often be completed in just a few minutes, making the game ideal for short play sessions. At the same time, the constant introduction of new challenges encourages longer periods of play. This flexibility allows Tilt It! Golf to function equally well as a casual pick-up-and-play title or as a game players can spend hours mastering. The quick progression between levels helps maintain momentum and reinforces the desire to tackle just one more course. Although the game remains focused on a single core mechanic, this dedication ultimately works in its favor. Players expecting narrative-driven content or dramatic gameplay shifts may find the experience somewhat specialized. However, the developers fully explore the possibilities of the tilting mechanic, creating enough variation through level design and environmental creativity to keep the concept engaging from beginning to end. Tilt It! Golf succeeds because it takes a simple idea and executes it with confidence and polish. The combination of inventive physics-based gameplay, hundreds of thoughtfully designed courses, diverse biomes, and strong replay value results in a charming and rewarding puzzle experience. Kautki Cave has created a game that feels both familiar and original, while Untold Tales helps deliver a polished package that is easy to recommend to fans of puzzle games, mini-golf enthusiasts, and anyone looking for a relaxing yet mentally stimulating challenge. Rating: 8/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese +8 more
Hours played at review time, across 28 reviews with recorded playtime.
More than a review, I want to give a feedback to developers, seeing they gave me a key to play it. I have to say that the base idea is not bad at all, also the graphic is ok: simple but clean, clear and all. But some technical choices regarding input interfaces didn't convince me. First of all, the camera is too low. If I play a tilt game real life, I'd look it from the top. I can undestand you wanted to give a better looking appeal by lowering the camera, but it creates some odd experience when you have to make the ball pass behind a big bumper. It's not a legit difficulty when it comes from a unlucky design choice. I also had a feeling bumper hitbox was larger than the bumper itself in the compressed shape. They often triggered when I didn't expect them to do that. Like "by proximity" more than "by hitting". At the end even gaming input themselves didn't seem very precise to me. It would at least needs a "sensibility" bar in setting. Also I understand this game is optimized for gamepad, but really the alternative is the keyboard? Couldn't you implement the mouse by clicking and tilting based on mouse movements? Also with a sensibility bar, obviously. More in general, my opinion is that if a game wants to build the gameplay around players' abilities, the game have to guarantee best gaming conditions (best camera and point of view, best input sensibility and adaptability, etc, etc...). As said before, It's not a legitimate difficulty if it comes from unlucky design or implementation choices. In addition I'd put a separate volume bar between music and game effects. Actually I don't even know if there are game effects... because I lowered a lot the volume to have a background music which would be... a real BACKGROUND music. I don't like "very present" background music. Just about the final review: I still would suggest this game because: * it costs few * time objectives are often permissive to get 3 stars. The most challenge is just about beat yourself * it seems be a good game to chill with the SteamDeck * it seems to have no "real" bug: graphic and coding seems to be clean
Fun little ball in a maze style game. Took me around 80 minutes to 100%.
- locked framerate - playing this on keyboard makes the board move abruptly, and since you have to do a lot of micro-adjustments you'll be moving the board quite a lot, and it does NOT look good when you do that, it's annoying. Someone said it gave them headaches, i kind of felt that too - overall lack of polish: samey backgrounds, re-use of backgrounds for night levels, repetitive music, some SFXs do not match the tone of the game / "sound bad" (e.g. stars being revealed), unoriginal level design, etc. A question: why do you make us select a new level? Just keep them coming without the need to make us stop playing to select a new level with the mouse.
Short but Good. This game give me monkey ball vibes but does it extremely well. there are three things about this game I don't love but they are minor. First I want more levels. 300 is a lot but they are grouped into 5 level zones so it feels more like 60 levels additionally the zones take between 30 seconds and 90 seconds so they are not long. Which brings me to my second want from this game. more difficult/bigger levels. The most difficult levels in this game were just many precision checks with bouncers. this is not bad, but it would be nice if some levels the challenge came from a tight timer of a bigger map. Apart from about 3 zones I got 3 stars on my first go for each zone. even something like an author time, or a full game speed run, or a countdown where you get bonus time each hole, would give a repayable boost to this game. the last issue I have with this game is motion sickness. with the way the platform tilts some might find it nauseating. These 3 issues are really my only problems. besides that this game is really fun and well designed. movement of the ball felt amazing, the physics with the ice and bumpers is good and largely if you make a mistake it always felt like my mistake rather than a game issue. Some levels give you a choice between 2 paths with different challenges which were really fun. and some have little hidden cuts. For the price this game is very fun and I could really see this game growing with more levels, modes and maybe even head to head races. If this game does grow it would probably be one of my favorite games. Even as it it right now it is a great game and extremely fun.
Okay this is a fun little game, worth the price. I don't know about anybody else but I do recommend the controller for this. The controller seems to make it easier for me to tilt the thing instead of using keyboard. I wonder if SMI7Y will play this one, I know he like his golf games.
Fun little timewaster, couple of hours of fun.
sehr nices spielprinzip, so noch nicht gesehen
A mi el juego me ha gustado y me ha recordado a un juguete que tenía de pequeño por el tipo de movimiento. Cabe decir que no me ha resultado difícil, me lo he pasado en 1.4h pero ha estado entretenido.
Fun little game. Wish there were some super difficult levels. I was expecting the difficulty to ramp up at some point, but it was all very chill. Fun, but it would be great to add some expert levels or something.
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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