Related Gamers

Big Dave (@bigdave)
Big Dave
bryguygames1996 (@bryguygames1996)
bryguygames1996

Related Games

None... yet.

Games releasing this month

9/1
JoJo's Bizarre Adventure: All-Star Battle R
9/3
Parcel Corps
9/4
Cylinder: Puzzles Returned
9/5
NFL Retro Bowl '25
9/6
Astro Bot
9/6
Ace Attorney Investigations Collection
9/6
NBA 2K25
9/8
STEINS;GATE
9/9
Warhammer 40,000: Space Marine 2
9/9
The Elder Scrolls: Castles
9/9
Zero Hour
9/10
Hive Jump 2: Survivors
9/10
Elsie
9/10
Yars Rising
9/11
Demolish & Build 3
9/12
Test Drive Unlimited Solar Crown
9/12
Arma 3
9/12
Lollipop Chainsaw RePop
9/12
DeathSprint 66
9/12
Marvel vs. Capcom Fighting Collection: Arcade Classics
9/12
Pico Park 2
9/12
Nightmares Mansion: Scary Dreams
9/13
Funko Fusion
9/17
The Plucky Squire
9/18
Shadowrun: Dragonfall - Director's Cut
9/18
UFO 50
9/23
Actraiser Renaissance
9/24
Cyber Hook
9/24
Dark Sky
9/24
Disney Epic Mickey: Rebrushed
9/26
Worms Armageddon: Anniversary Edition
9/26
RUINER
9/26
The Legend of Zelda: Echoes of Wisdom
9/27
EA Sports FC 25
9/29
Mighty Gunvolt
Sid Meier's SimGolf
Sid Meier's SimGolf is a video game developed by Firaxis and published by Electronic Arts in 2002. Players must successfully design golf courses and play them with their default professional golfer Gary Golf. Played in a near-isometric dimetric view, the game runs on fairly low system specs, and only at an 800x600 resolution.
Release Date 2002-01-23
Rating / Parents' Guide
System(s)
   PC
The game features a complete system that allows the player to build their own golf empire. Players begin with some money and choose a country to begin building the players' course. Once there, players begin by placing a teeing ground and a putting green for Hole One and are then allowed to go on adding or modifying what lies between: fairways, trees, rough, bunkers (or sand traps), landmarks, benches, paths, flowerbeds, terrain and just about anything players would normally see in a golf course. Players are advised not to waste money because if the budget stays in the red long enough, the game is over. If players design the course well, they can manage to build an entire 18-hole course while obtaining profits. Players can also populate their course with a variety of staff, such as groundskeepers who will pull out any unsightly weeds, greeters that will talk to customers, marshals to maintain pace of play, and drinks vendors to help golfers quench their thirst.