Chaos on the green!
Showcased during the recent Indie World Showcase (broadcast on October 28, 2026), Super Battle Golf turns the genteel sport of golf into an eight-player free-for-all packed with sabotage, power-ups, and pure mayhem. Developed by Brimstone Games and published by Oro Interactive, Super Battle Golf launched on PC earlier this year and arrives on Nintendo Switch 2 on March 25, 2027, with full cross-platform multiplayer support.
We recently had the pleasure of speaking with the team behind Brimstone Games about the origins of the chaos, the careful balance of fun versus frustration, the joy of eight-player free-for-alls, and what they hope players experience the first time they step onto the course. This is what we learned:
Brimstone Games | Free-for-All Fairways with Super Battle Golf
How did the team decide to turn traditional golf into a free-for-all sabotage fest, and what early prototypes proved the chaos worked?
Brimstone Games: At one point we created an โideasโ channel on our work Discord for folks to just pitch any little ideas that they had, and our VFX Artist wrote something about โa golf game but you can mess with each others ballsโ. It spiraled from there with everyone just contributing to little ideas of how you can mess with one another while playing a sports game. I think it helped that only one person on the team has played golf quite a few times โ it allowed everyone to just get really silly with it.
The moment in the early prototyping stage where we added homing โ allowing your ball to target and hit another player when you swing at full power โ I think was the point where everything clicked the absolute best. A very โah yes, this is how this game should be playedโ sort of feeling. Like with the discussion phase it also spiraled a bit from there. If homing golf balls was fun, then what about homing landmines?
Can you walk through the item and power-up design โ how do you keep sabotage fun rather than purely frustrating?
Brimstone Games: A lot of our items have gone through a few iterations during development. We playtest twice a week, and with there being many different playstyles on the team we can catch rather quickly if something is either too annoying or too powerful. Itโs generally easier to make something a bit overpowered, and then scale down from there. Some people might want to be more tactical with items, while others might try to mostly troll and not entirely golf. So when tweaking things we have to take both of those into consideration, but also play as both those styles during testing.
Were there any specific multiplayer chaos games that influenced the balance of skill versus mayhem?
Brimstone Games: Mario Kart and Ultimate Chicken Horse definitely have to be our top two influences. We have a similar system for item spawn chance to Mario Kart in order to make it feel a bit more fair and allow players who are behind a chance to catch up, and for just the sheer chaos of items and how you can really mess with other people (and also yourself) we took some influence from Ultimate Chicken Horse. UCH ended many friendships with black holes and honey โ itโs just a really good game to make everyone angry at you and making sure no one wins.
How does simultaneous play for up to eight players change the pacing and strategy compared with turn-based golf games?
Brimstone Games: An eight-player free-for-all is definitely more chaotic! You really have to think rather quickly as youโre moving (especially if you have wind turned on). You might be trying to putt but someone could be coming up behind you with a golf cart, ready to ram you down so you canโt take your shot. But I would say it can get really interesting in a way where if a player is close to the hole, you could shoot a homing shot at them, and if itโs timed just right it may bounce off them and gently roll into the hole. Or, in the case of our programmers, you can just shoot someoneโs ball as itโs heading to the hole. Thereโs a lot more room to both sabotage other players, or use their own positioning to your advantage.
What went into designing the variety of colorful courses and the hazards that interact with both golf and combat?
Brimstone Games: When designing the courses our level designer, Kajsa, wanted each one to have its own identity and gun gimmick, whether that meant running through slippery ice tunnels or on a level shaped like a giant scorpion. Each course was designed to bring its own way of approaching golf and combat, so finding a nice balance between the two was most important to the team. As I said earlier, we playtest twice a week, which is probably one of the most important parts of our development process, and we can usually tell whether a level was working or not by how engaged it felt during these tests.
How do golf carts (which seat up to eight) and larger set-piece items create memorable group chaos?
Brimstone Games: There is one player in the community who is known as the Uber Driver. Heโs been popping into multiple lobbies, opening up a golf cart and calling other players to get in. Sometimes others will just automatically give him the golf cart when they notice heโs in their lobby since heโs such a fantastic driver. While I think a lot of players use the golf carts to take photos, thereโs a really cool sense of community when playing the game sometimes. People really do seem to respond to sharing golf carts โ even calling a truce for others who willingly call for others to get into the cart. Iโve seen a few times where this happens and the couple of people just team up helping one another out and cheering them on throughout the whole match.
How important is character customization and emotes to the social, party-game side of Super Battle Golf?
Brimstone Games: In Super Battle Golf, the more you play the more coin you earn. Cosmetics are also unlocked by doing various things such as driving a golf cart with another person in it into the water. So on one hand, itโs quite important to just the gameโs vitality to give folks a bit of an extra reason to keep playing. But other people just really love looking either really cool, or really ridiculous. I know I personally tend to spend a lot of time doing character customizations in games. Some groups also like to take group shots where theyโre all matching which is always a joy to see.
How do the cross-platform multiplayer mechanics, matchmaking, and lag compensation work to keep eight-player free-for-alls feeling fair and responsive on Switch 2?
Brimstone Games: We use client-side prediction wherever it makes sense to hide the lag as much as possible when it comes to making things feel responsive. Most things within the game are client-side predicted with server authority which tends to smooth things out quite a bit. While we do not have matchmaking, we do have a lobby browser in which players can enable cross-play across all platforms to allow others to join in. Players can also filter the lobby browser by ping for a much smoother experience.
What has the PC launch and subsequent updates taught you about player-favorite moments or needed refinements?
Brimstone Games: Generally the one thing weโve learned with every single update is that players want more! Itโs rather nice to hear sometimes. We currently have 108 maps, but players still want more to play on. Theyโre rather dedicated, and itโs been quite a fun challenge to make more and more difficult maps for everyone.
What do you hope a full lobby of eight players experiences in their first chaotic match?
Brimstone Games: Genuine surprises. I try to catch as many streams or watch as many videos as I can. The bit that I always hope for is being genuinely surprised that you can do certain things, or that thereโs an orbital laser. A playerโs first time getting an eagle or just a really sick chip-in is always wonderful as well. I think thereโs just some joy to people being genuinely surprised by either their own skills or just by the playfulness of the items and mechanics.
Weโd like to take this moment to extend our sincere thanks to the entire team at Brimstone for taking the time to answer our questions. We can’t wait to play Super Battle Golf when it arrives on Nintendo Switch 2 next year!
About Super Battle Golf:
Gear up for chaos in this multiplayer golf showdown, where up to eight players race to finish each hole with the fewest strokes while using weapons, power-ups and other tricks to sabotage the competition. Compete across a variety of colorful courses, customize your golfer and battle in frantic matches where everyone plays at the same time online1 and across platforms. Super Battle Golf tees up for Nintendo Switch 2 on March 25, 2027.
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