Retro isometric disc golf.

Ninety-one courses across eight biomes, a bag that grows as you play, and a Wild mode where the disc gets powers. Coming to Steam for Windows, Mac and Linux, and to iOS and Android.

Coming to Steam
Cedar Hollow Park, hole 1. Every clip on this page is the game playing itself, recorded straight out of the engine.

Aim, pull, let go.

Three moves. The course decides what they were worth.

Pull back to set power. The white line is where dead air would take the disc. The tick beside it is what the wind is about to do.
The flight is physics. Understable discs turn and flex back. Overstable ones hold a line into the wind. A hyzer or anhyzer release bends the whole thing.
It lands on something. Fairway runs, rough grabs, basalt skips, sand stops it dead, and water takes the stroke.

Eight biomes, eight kinds of ground

A biome is a set of physics as much as a palette. The same throw ends up somewhere different on every one of them.

Ninety-one courses. Eight hundred and forty holes.

Seventy in the base game, twenty-one more across seven course packs, and forty-one of them Wild. Every one is hand built. The daily challenge rotates through thirty-five of them, and the number keeps going up.

91courses
840holes
8biomes
41Wild courses

The seven course packs. Each one is a six, a nine, a Wild six and a costume, in a single biome.

  • Deep Woods forest
  • High Country alpine
  • Caldera volcanic
  • Badlands desert
  • Lost River jungle
  • Bayou swamp
  • Windward coast

Tour is pure. Wild is not.

Tour courses are disc golf with nothing added. Wild courses put orbs on the risky lines, a meter on your HUD and a power on your next throw. Birdies fill the meter. Eagles fill it faster. The orbs sit where the safe line is not.

  • Gust CalmYour next throw flies in dead air.
  • Ghost DiscYour next throw passes through one tree or obstacle.
  • Sticky LandingYour next throw stops dead where it lands.

Each power ranks up the more you spend it, and costs less meter at rank three. A Wild Run is a course played with a draft: between holes you pick a perk, Ember Start, Kindling, Storm Reader, Phantom Branch, Tar Pitch or Overcharge, and the run stacks them.

Cairn Summit, a Wild six above the treeline.
The draft between holes: choose a perk, Overcharge or Kindling, with the run's perks listed above
The draft between holes.

Build your loadout

The game's loadout screen has four tabs, skin, style, powers and bag, and the powers are the Wild section above. The other three are below, and all of them grow as you play.

Who you play as

Six characters, and every one of them has more looks than the default. Disc Boy alone has thirteen. Each course pack comes with a costume for four of them; chrome, ember, gold and shadow treatments recolour any of them; and a few looks only come from a code.

Disc Boy, idle
Disc Boy
Disc Girl, idle
Disc Girl
Disc Newt, idle
Disc Newt
Disc Pat, idle
Disc Pat
Disc Person, idle
Disc Person
Disc Thumpurr, idle
Disc Thumpurr
Disc Boy in his base look and the costume from every one of the seven course packs: Deep Woods, High Country, Caldera, Badlands, Lost River, Bayou and Windward
Disc Boy's other seven looks: a costume from every course pack.

Four ways to throw

A style sets how hard the throw launches and how much it bends. It changes what a good line looks like, not whether you can find one.

  • All-AroundBalanced everywhere with a touch more distance. The reliable choice when you are not sure what the hole wants.
  • SteadyForgiving and predictable. Average power with a tighter feel on the release, and the easiest way to learn the arc.
  • FinesseShapes lines the others cannot. Gives up a little distance for sharp aim and an aggressive curve.
  • PowerHuge launch speed and aggressive shaping. Harder to tame, and it holds a line with confidence once you commit.

Your bag

Three discs on the first tee, so the first throw is a throw and not a menu. The rest you earn. Slot four comes with your first finished round; badges and hole goals open the others.

DiscSpeedGlideTurnFadeHow you get it
Driver85-1.53.0In the bag from the first tee
Midrange55-1.02.0In the bag from the first tee
Putter230.01.0In the bag from the first tee
Understable Driver85-3.01.0Play one round
Overstable Midrange540.04.0Complete three hole goals
Distance Driver95-2.02.5Earn Par Breaker on any course
Overstable Driver940.04.0Earn Deadeye on any course
Approach44-0.51.5Complete ten hole goals
The loadout screen's skin tab: a row of characters and Disc Boy's thirteen looks below
The loadout screen. Skins, styles, powers and the bag are its four tabs.
The bag tab: eight discs with their flight numbers, three unlocked, five with what earns them
The bag tab, on a fresh save.

Reasons to come back

Eight badges, earned per course, and the systems that hang off them.

Ace
Eagle
Birdie
Par
Bogey
Complete
Deadeye
Par Breaker
The round-complete card with the scorecard, badges earned, and the best throw
Round complete.
The career screen: the season's events and standings against four rivals
The career season.

Coming to Steam

$2.99 for the base game: seventy courses, Tour and Wild, the Supers, the practice range and the daily. Course packs are DLC. Windows, Mac and Linux on Steam, with iOS and Android in the same window.

The Steam page is on its way. The wishlist button lands right here the day it goes live.