Showing posts with label mini golf. Show all posts
Showing posts with label mini golf. Show all posts

25 Jun 2026

REVIEW: Tilt It! Golf (2026 Video Game) - on PC Steam


Review by Jon Donnis

Tilt It! Golf from Untold Tales is a 2026 physics-based mini golf game on PC via Steam that attempts to shake up the genre by removing the traditional swing entirely. Instead of striking a ball, players tilt the entire course, guiding it through gravity, momentum and precision-based movement towards the hole. With 300 levels spread across 15 distinct biomes, each introducing small twists and increasing challenge, it is built around quick retries, instant restarts and chasing near-perfect runs across bite-sized stages.


On paper, there is plenty to enjoy. The core idea is fun in short bursts, with the physics system doing most of the heavy lifting in terms of entertainment. The game looks clean and appealing, and the sheer number of courses gives it a sense of scale that suits its replay-focused structure. With 300 holes and a steady rise in difficulty, there is a consistent stream of new obstacles, trick shots and hazard-based puzzles to work through. It is also clearly designed for accessibility and quick play sessions, with instant restarts making it easy to jump straight back in after a failed attempt without any friction.

Where it starts to struggle is the platform shift. This feels very much like a mobile-style experience brought over to PC, and that mismatch becomes hard to ignore. The tilt controls, which would likely feel intuitive on a phone, do not translate smoothly to keyboard input on a screen. 


Instead of feeling natural, it becomes awkward and slightly disconnected from the action. That disconnect is made worse by the visual motion, which in this case quickly triggered motion sickness after only a few minutes of play. What should be a relaxing, pick-up-and-play puzzle experience instead becomes difficult to sustain for long sessions on PC.

There is still an interesting idea buried in the design. The concept of tilting entire environments to guide a ball through carefully crafted obstacle courses has clear potential, and the structure of 300 levels across 15 biomes shows ambition in keeping players engaged over time. But on PC, the control scheme and sensory experience undermine what the game is trying to achieve. It is easy to imagine this working far better on a phone, where touch and tilt inputs would feel more natural and immediate.


Tilt It! Golf is ultimately a game caught between platforms. As a PC release, it feels compromised, not quite comfortable to play and, for some, difficult to tolerate for long. As a mobile experience, it is easier to picture it landing more successfully. On Steam, however, it struggles to justify extended play despite its content-rich design and low price. Score on PC: 5 out of 10.

Out Now


15 Apr 2026

REVIEW: ROGOLF (2026 Video Game) - on PC Steam


Review by Jon Donnis

ROGOLF takes a very familiar idea and nudges it somewhere slightly stranger. On the surface it is mini golf, plain and simple, but wrapped inside a roguelite structure and dressed up in a quietly bleak office setting. You are not just lining up shots for the sake of it. You are climbing floors, chasing a contract, and trying not to get fired along the way. It is a small twist, though a clever one, and it gives the whole thing a sense of purpose that basic mini golf games often lack.


The central loop is easy to grasp. Each run has you playing through a series of mini golf levels on an old computer, with success pushing you higher up the building in the real world. Between floors, the lift becomes a kind of lifeline. Here you meet a robot smuggler who offers upgrades, equipment, and small advantages that can make or break a run. It adds a bit of character, but more importantly it gives the game momentum. You are not just retrying holes. You are building towards something.

What keeps things engaging is the way each level introduces its own rules. One moment you are avoiding walls entirely, the next you are counting every shot against a strict limit. These variations stop the game from becoming too predictable, at least in the short term. There is a steady push to adapt, and that fits nicely with the roguelite structure where no two runs play out exactly the same way.


The scoring system adds another layer. Every shot costs you points, which creates a constant tension between caution and efficiency. At the same time, collecting coins boosts your multiplier, encouraging riskier play if you want to post higher scores. It is a simple system, but it works. Combined with the ability to buy power ups and extra balls in the break room, there is just enough strategy to keep you thinking beyond the next swing.

Still, for all its ideas, the core mini golf mechanics are quite basic. The act of hitting the ball never really evolves, and after a while you start to notice the limits. The visuals lean into a dated look, which may well be intentional given the office setting, but it does not do much to elevate the experience. More of a sticking point is the lack of variety in actual course layouts. You begin to recognise holes fairly quickly, and that repetition can dull the excitement, especially during longer sessions.

Even so, there is something appealing about the way ROGOLF ties everything together. The climb through the building, the small interactions in the lift, and the idea of pushing back against upper management with the help of a hidden ally all give it a bit of personality. It is not trying to reinvent mini golf completely. It is just trying to give it a new frame, and for the most part it succeeds.


ROGOLF ends up feeling like a modest but worthwhile experiment. It is easy to pick up, occasionally frustrating, and quietly satisfying when a run comes together. It does not quite have the depth to sustain endless play, but there is enough here to make the journey to the top floor feel earned.

A fair score of 6.5 out of 10 feels about right.

Out Now on Steam