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Golf Peaks similar games & best alternatives

Golf Peaks

PC (Microsoft Windows), Mac, iOS, Xbox One, Android, Nintendo Switch • 2018

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Quick resume

A relaxing puzzle game where you climb mountains by playing golf. Pick the right cards, avoid hazards and conquer over 120 summits!

Global score

95/100

Genres

Casual, Indie, Sport, Strategy, Puzzle, Card & Board Game

Similar games

    Pros

    • Unique card-based puzzle mechanics
    • Calming music and relaxing atmosphere
    • Well-paced difficulty curve
    • Undo feature encourages experimentation
    • Good value for price with many levels

    Cons

    • Short overall playtime
    • Some levels rely on trial and error
    • Minimal replay value after completion
    • Lack of narrative or social features
    • Music can be repetitive or grating for some

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have control over strategic decisions and card play, requiring planning and choice rather than following fixed routines."

      Capsule for Twilight Struggle Twilight Struggle

      "Players choose their moves by selecting and ordering cards to direct the ball, allowing freedom in planning solutions."

    • Competence

      Game with the same Competence vibe

      3

      "Puzzles require logical thinking and some skill, with moderate difficulty and rewarding problem solving."

      Capsule for Unmechanical Unmechanical

      "Puzzles require logical thinking and problem solving with increasing difficulty, providing skill-based challenges."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on individual puzzle solving at own pace without leaderboards or player comparison."

      Capsule for Scalak Scalak

      "Focus is on individual puzzle solving at own pace without leaderboards or direct player comparison."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often replay levels to improve scores and complete achievements, though game is short."

      Capsule for The WereCleaner The WereCleaner

      "Players often engage in multiple levels and return to replay, but game length is relatively short and some skip bonus levels."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player puzzle experience with no multiplayer or cooperative elements."

      Capsule for Zup! Z Zup! Z

      "Entirely single-player puzzle experience with no multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with item combinations and strategies; some puzzle-like elements and secret discoveries encourage creative problem solving."

      Capsule for NO-SKIN NO-SKIN

      "Players experiment with card combinations and strategies to solve puzzles, encouraging creative problem solving."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control over others; gameplay is solitary and non-competitive."

      Capsule for Portal Portal

      "No elements of exerting control over others; gameplay is solitary and non-competitive."

    • Escapism

      Game with the same Escapism vibe

      3

      "Relaxing music and immersive visuals provide a calming escape from real life."

      Capsule for Splice Splice

      "Relaxing atmosphere and calming music provide a pleasant escape from real life stress."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and mental challenge without external pressure or obligation."

      Capsule for Q.U.B.E: Director's Cut Q.U.B.E: Director's Cut

      "Players engage voluntarily for enjoyment and mental challenge without external pressure or obligation."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Undo feature encourages trying different tactics; randomized skill trees and crew builds promote experimentation."

      Capsule for Rogue Waters Rogue Waters

      "Trial and error and testing different card sequences is encouraged and supported by undo features."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore new mechanics and puzzle types as they progress through different worlds."

      Capsule for Railbound Railbound

      "Players explore new mechanics and terrain types progressively across worlds, discovering new puzzle elements."

    • Expression

      Game with the same Expression vibe

      -4

      "Customization or self-expression is minimal; players use predefined card layouts and visuals."

      Capsule for Occlude Occlude

      "Minimal customization; players use preset cards and fixed visual styles without personal expression."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "The game is abstract and minimalistic with no strong fantasy elements; focuses on logical puzzle mechanics."

      Capsule for Stephen's Sausage Roll Stephen's Sausage Roll

      "Game is grounded in abstract puzzle mechanics with a golf theme, lacking strong fantasy or roleplay elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; experience is solitary and individual."

      Capsule for DmC: Devil May Cry DmC: Devil May Cry

      "No social or community features; experience is solitary and individual."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop puzzle-solving skills and learn new strategies as difficulty increases."

      Capsule for Cats Organized Neatly Cats Organized Neatly

      "Players develop puzzle-solving skills and understanding of mechanics as difficulty increases."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related features."

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

      "Sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and thoughtful planning; not suitable for passive or background play."

      Capsule for SiNKR SiNKR

      "Requires focused attention and thoughtful planning; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building; purely individual puzzle experience."

      Capsule for The Bridge The Bridge

      "No social or emotional connection features; purely individual puzzle experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; single-player puzzle game."

      Capsule for Lara Croft GO Lara Croft GO

      "No leadership or group management elements; single-player puzzle game."

    • Progression

      Game with the same Progression vibe

      3

      "Players progress through levels and unlock new mechanics and bonus puzzles."

      Capsule for Railbound Railbound

      "Players progress through levels unlocking new mechanics and worlds, with some optional bonus challenges."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "The calming music, smooth interface, and satisfying puzzle flow create a relaxing experience."

      Capsule for LOK Digital LOK Digital

      "Calming music, simple visuals, and forgiving undo system create a relaxing puzzle-solving flow."

    • Sensation

      Game with the same Sensation vibe

      1

      "Pleasant visuals and sounds provide mild sensory enjoyment but not intense stimulation."

      Capsule for Faerie Solitaire Faerie Solitaire

      "Pleasant audiovisuals and smooth animations provide mild sensory enjoyment without intense stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or ranking systems; achievements are personal milestones."

      Capsule for Amanda the Adventurer Amanda the Adventurer

      "No social recognition or ranking systems; achievements are personal milestones only."

    • Story

      Game with the same Story vibe

      -4

      "No narrative or plot; gameplay centers on abstract puzzle solving without story context."

      Capsule for Linelith Linelith

      "No narrative or plot; gameplay focuses on abstract puzzle challenges without story context."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires logical planning, problem solving, and strategic timing to complete puzzles efficiently."

      Capsule for Chip Chip

      "Requires planning, logical reasoning, and strategic use of limited cards to solve puzzles efficiently."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Low risk and tension; gameplay is calm and controlled rather than suspenseful or thrilling."

      Capsule for Wylde Flowers Wylde Flowers

      "Low risk and tension; gameplay is calm and methodical rather than suspenseful or thrilling."

    • Value

      Game with the same Value vibe

      4

      "Good value for price; players appreciate low cost and achievements."

      Capsule for Beyond Gravity Beyond Gravity

      "Good value for price with many levels and polished design; players feel rewarded for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive elements; gameplay is constructive and puzzle-focused."

      Capsule for Islands of Insight Islands of Insight

      "No combat or destructive elements; gameplay is constructive and puzzle-focused."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; stable, low-risk puzzle environment."

      Capsule for Storyteller Storyteller

      "No survival or threat avoidance mechanics; stable, low-risk puzzle environment."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Fantasy, Violence, Story, Thrill. It leans lower than usual among comparable games on Expression, Survival, Fellowship.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026