Pixel-art disc golf with real physics
Ninety-one hand-built courses, a bag that grows as you play, and a Wild mode where the disc gets powers. Pull back, read the wind, and try to walk away after one.
Simple to throw. The course decides the rest.
The ground plays as different as it looks. The same throw never lands the same place twice.








Every one hand built, no two alike. A fresh daily challenge waits each morning, and there are always more on the way.






















The seven course packs. Each one is a six, a nine, a Wild six and a costume, in a single biome.
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.
Every power ranks up the more you lean on it. And a Wild Run adds a draft: pick a perk between holes and let them stack, so no two runs build the same way.
Your character, your throwing style, your bag. Everything starts small and grows the more you play.
Pick a regular off the tour and make them your own. Every one has looks to unlock as you play, and a few that only turn up if you know where to look.






Each style sets how hard the disc launches and how much it bends. Same hole, a different line depending on who you throw like.




Ask any disc golfer: the bag is always one disc past full. Super Disc Golf leans in. You start with three, so your first throw is a throw and not a menu, then fill the bag as you play, drivers that carve, overstable discs that hold a line, mids, putters and approach discs for whatever a hole asks. Pick one and watch it fly.


The little reasons one turns into three.










$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 land first on Steam, with iOS and Android to follow.
The Steam page is on its way. This button goes live the day it does.