EXPERIMENTthe tightest grazes (the closest slice of an already-close dodge) now pay off with a bigger burst, a stronger screen punch, and a "PERFECT" callout - same points as before, just a bigger show for the hardest version of the move
Fixed overlapping text on the title screen when a challenge link landed on a day with a named course modifier - the modifier's description and the challenge line were drawing on top of each other
EXPERIMENTthe two out-of-bounds walls at the edge of the world now each have their own feel, from a future day - some holes have a lively wall that bounces a shot back with real pace, others have a dead wall that just absorbs it. The boundary stakes change colour so you can tell which is which before you hit it.
Fixed a rare instant, unwarned death: grabbing a clock could occasionally make the moon snap straight onto your ship with no telegraph at all, right as you picked up a reward pickup
Added a fullscreen button next to the sound toggle, matching Rage Golf
Fixed a bug where a fast dodge-and-return between two close obstacles sometimes didn't count as a graze - it was being silently rejected because the ship's arrival animation hadn't finished, even though your swap was well within the rules
EXPERIMENTyour combo multiplier readout now warms from teal toward gold as you climb toward x5, instead of staying one flat color the whole way
EXPERIMENTwindmills. Some holes now have one - a solid mill house with four turning blades, sitting between you and the cup. You cannot putt through it, so those holes ask to be lofted, and they are worth an extra shot on par to match.
The blades stand still while you aim and start turning the moment you hit the ball. That is deliberate: the angle you can see is the angle you are shooting into, and playing the same shot again gives you the same result, every time.
The leaderboard no longer opens on an empty board when nobody has posted a score yet today - it falls back to the all-time board instead of showing a blank list. Picking a tab yourself always wins
The leaderboard no longer opens on an empty board. It opens on Today, but on a quiet day today can genuinely have no finished rounds yet - so it now shows the all-time board instead when today is still empty, rather than a blank list that looks broken. Picking a tab yourself always wins
Debris you graze past now clears off the board about a second later instead of hanging around for its full life. It was already drawn as a spent outline once you had dodged it, but it stayed on screen cluttering the lane - two players asked for exactly this in the Discord
There's a Discord now - join from the game over screen, or from the thank-you note after you send feedback. Bug reports and ideas get read there the same as in-game feedback
EXPERIMENTsurvive a boss wave with your combo still alive and you get a WAVE CLEAR bonus - points scaled to your multiplier, plus a green shockwave to mark it
Fixed: returning players who missed the last update now actually see the 'updated' badge on the info button on their first visit back, instead of it silently staying on 'what's new'
Fixed: if you posted a score to the leaderboard, then replayed today's course and beat it, the game offered you the spot but the name box and post button were gone - there was no way to actually claim it. They come back now
There's a Discord now - join from the round result screen, or from the thank-you note after you send feedback. Bug reports and ideas get read there the same as in-game feedback
The red lines either side of the moon are gone for good. They were drawn more than twice as wide as the moon's actual kill zone, so even when the moon was live most of that red band was track you could fly straight through - red now means one thing in this game: hit it and you die. The moon still carries its own hazard rim, which marks exactly the part that kills you
The moon can no longer trap you. Debris will not spawn in the opposite lane to a settled moon any more, so there is always a way out - the anti-trap rule has been in the game since v6 but it only ever knew about debris, and never counted the moon
The moon's warning lines are honest now. While the moon is drifting between rings it cannot kill you, but it was already drawn in danger-red - it now shows amber and dashed until the moment it actually turns lethal, then snaps to solid red
The feedback box no longer opens showing the 'Sent - thanks!' message from last time you used it
EXPERIMENTcome back after an update and the info button tells you how many versions shipped while you were away, with the new entries marked - plus Bluesky, RSS and devlog links so you can follow along
Onboarding: the very first item you see at the start of a run is now always a gem, never debris - dying to the first thing on screen before you've swapped a single ring wasn't a dodge, it was a coin flip
EXPERIMENTon SHIELD UP days, the shield now charges at a x3 combo instead of x5, so it comes up more often
Nothing you can see: the game now records which daily modifier was running when you played. The modifiers shipped in v37 without that, which meant nothing in the data could tell which one caused what - the experiment was unmeasurable from the moment it launched
The "avg best score by version" chart in the info panel now shows the last 8 versions instead of every version ever, so it fits the panel without squashing
DAILY MODIFIERS. Every day now runs one named rule change, the same for everyone: GALE (double wind), FIRM GREENS (the cup only takes a gentle ball), CASUAL WATER (water on every hole), THE LONG WAY (every cup at long range), RIDGE DAY (every hole a climb or a crest), WEE HOLES (short holes, tiny greens) - or CLASSIC LINKS, the course as it comes. Named on the title screen and in your share text. Freeplay stays unmodified as the practice course
Fixed a ball that could freeze forever on a very steep slope and never become playable again. On a near-vertical face the downhill pull is actually weaker than the rolling friction holding the ball, so it sat motionless while the game waited for it to stop - which it never officially did. It now correctly counts as at rest
Nothing you can see: the game now records which hole of the round you are on when you start, finish or quit one - so we can finally tell which holes are walls and where rounds get abandoned
Fixed the new Daily 3 / Daily 6 / Daily 9 boards not updating when you switch between them. After submitting a score, the board was locked for 90 seconds to stop a stale copy overwriting your fresh entry - but that lock was applying to all three boards at once, so the other two showed an empty list that never filled in. Each board now holds its own
The board also says "loading…" while it fetches instead of claiming there are no rounds yet, and a slow response for one length can no longer land under another length's heading
The finish line is the hard part now. Every cup used to sit in the middle of a flat shelf, on every hole, so the flattest ground on the course was always the last thing before the hole - a quarter of all holes were going in off the tee. The green now shrinks as the round goes on, the cup asks you to arrive gently instead of fast, and hole 9 leaves the approach shape intact right up to the rim
Bowl holes stop holing out for you. The basin still catches your ball - the round needs somewhere to breathe - but later in the round it gathers SHORT of the cup, leaving you a putt instead of a gift
Daily 3 and Daily 6 have their own leaderboards. Three quarters of players pick Daily 3 and could never claim a spot, because only a full 9 counted. Same shared course, three boards - the 🏆 button now opens on the length you actually play
You can see the wind before you shoot. It blows across the whole hole while you aim, harder wind blowing harder - the arrow and the number were the only cue before, and only while the ball was already moving
Water sits closer behind the cup and shows up on more holes. It was so far past the hole that it almost never caught anyone, which is not much of a hazard
The duck escalates. Get to stroke 10 and it puts on sunglasses and stops being polite about it. (It still never mocks you - only the ball, the terrain, and the situation.)
EXPERIMENTa new hole type, the knife edge - the cup sits on a crest, so leave it short and it rolls back to you, hit it long and it rolls away down the far side
Boss waves are honest now. The danger used to keep building after the wave warning ended, so the 'calm' beat right after was often the most dangerous moment of the whole fight - wave debris clears out faster now, so calm is actually calm
The leaderboard prompt on the death screen no longer calls a low score 'board-worthy' just because today's board still has open spots - it only celebrates that way once you've actually beaten someone on a full board
The feedback, info, and leaderboard panels now close when you tap outside them - before, only the X button (or the icon that opened them) would close it
EXPERIMENTdebris currently inside your graze window now shows a small green pulse, so the exact moment a dodge would score is visible instead of invisible
The feedback, info, and leaderboard panels now close when you tap outside them - before, only the X button (or the icon that opened them) would close it
The moon is finally readable. It was the deadliest thing in the game - once mash-immunity was gone it caused 70% of skilled deaths - but it was drawn pale grey on a dark background and went DIMMER during the warning, so it read as scenery next to bright red debris
Its warning now marks the actual ring it's moving onto with a pulsing red arc, so you can see which lane is about to become lethal instead of just noticing something somewhere, and the moon itself takes a red hazard rim that fills in as it settles
Fixed a big one: mashing the button used to make you invincible. Swapping every frame parked the ship in the gap between the rings where nothing could hit it - a bot tapping 8 times a second survived indefinitely. Swaps now need a beat (0.18s) between them, so a swap is a real commitment again
Grazes now have to be actual dodges. You could tap away and straight back to collect the bonus without ever getting near the debris; now the ship has to have settled on the ring it leaves
Grazes are worth 3 points instead of 1 (Graze Fever: 6). Skimming past debris at the last instant was the hardest thing in the game and paid the same as drifting into a free gem
EXPERIMENTwater hazard - some holes now have a pool waiting right behind the cup, honest and visible before you swing. Land in it and it's a one-stroke splash, dropped back at the water's edge
Today's course is untouched - the water starts with tomorrow's daily so nobody's round changes underneath them
Fixed: the moon could still sync up with the debris wave every couple of appearances and turn fully solid the instant a wave went dense - it no longer shares any timing with wave events, so that collision can't happen again
Ring swaps now snap with a visible pop the instant you land on the new ring, so it's never ambiguous whether you're safe
EXPERIMENTnear-miss grazes now punch the whole screen with a quick zoom pulse to make that moment feel bigger
Holes now come in three kinds instead of one: the old generator only ever varied bumpiness and wind, so every hole was the same walk with different numbers
The climb — an approach left short walks all the way back down to you
The bowl — a basin that gathers, so a round has a hole that is on your side
Hole length varies properly now (the cup used to sit in a narrow band; a round is short and long holes, not nine of the same length)
Today's course is untouched — the new shapes start with tomorrow's daily so nobody's round changes underneath them
Nothing you can see: added telemetry on the near-cup slow-mo so we can finally tell whether players actually experience it — the number we'd been watching turned out to measure something else entirely
Fixed: the Rage Golf link sat above 'tap to fly again' and could grab the tap you meant for a new run, throwing you into the other game. It now sits below the restart prompt, reads 'TRY RAGE GOLF', and ignores the reflex tap right after you die
Fixed: the moon's first appearance could pop in already-lethal with no warning, right in the middle of the first debris wave - it now eases in gently like every later swap, and starts a beat later so it doesn't land on top of that first wave
Combo grace window widened from 4 to 5 seconds - a quiet stretch of bad gem luck won't wipe your streak as easily
EXPERIMENThit x5 combo and you bank a one-hit shield (gold ring around your ship) that saves you from the next debris or moon hit - it costs half your combo when it fires
Added an '← Orbit Dash' link in the top-left corner, tucked under the zerodev.games button, so you can get back to the other game (or find it in the first place) without hunting
EXPERIMENTa slow moon now patrols the rings - it drifts the opposite way you fly and swaps rings every 20 seconds with a long, visible warning as it eases into place, so it's a hazard you plan around rather than react to
Your name now stays on the leaderboard the moment you add it - previously a background refresh could briefly serve an older copy of the board and make your fresh entry disappear until it caught up
Fixed a bug where a slow network reply could make your leaderboard row show your old score until your next run - it updates right away now
Grazing debris for a bonus now benefits from your current score multiplier, and a close dodge can keep an active streak alive instead of only gem pickups doing that
Debris you've already grazed for points now shows as an outline only, so it's clear it's already been cashed in
EXPERIMENTheat palette - the world gradually shifts from cool blue toward warm red as your speed ramps up, so you can always feel how fast you're going
CHALLENGE LINKS: the share button now dares people directly - your link carries your score, and whoever opens it sees your target on their HUD (same course, same day) and gets a WON or LOST verdict against you at the end
LEADERBOARD: finish a Daily 9 and claim your spot - fewest strokes wins. Today's-course board resets with the daily at midnight UTC; the all-time board keeps the best rounds ever. Trophy button, bottom left.
Every hole now tees off from an elevated platform - the ball always starts high enough that you can pull a full-power shot on any screen, and launching from altitude just feels better
Results screen rebuilt so nothing overlaps on landscape phones - buttons stick to the bottom, scores flow from the top
The 'what's new' and feedback buttons moved to the top-right so they can't sit on top of your ball when it starts low (sound and fullscreen moved to the bottom corners)
Landscape phones: full power now needs a much shorter drag, so the browser bar can't rob you of your swing - and there's a new fullscreen button (Android/desktop) to reclaim the whole screen
Sinks are now scored in golf terms: ACE, EAGLE, BIRDIE, PAR, BOGEY, or +N over - with celebrations to match (fanfare, extra confetti, and a screen flash when you beat par)
Par is unmissable now: a big HOLE/PAR banner opens every hole, and the number is written right on the flag
When your ball creeps toward the cup, time slows and the camera leans in - Peggle-style anticipation. The physics outcome is completely unaffected; only your heart rate is.
The community 'time played' stat no longer counts time where the tab is open but nobody is playing - only actual play (aiming, shots, ball in motion, and short thinking pauses) accrues now
Retired 'the duck is not sorry' as the tagline - the game is just RAGE GOLF now. The duck stays, and still isn't sorry, it just won't be saying so in the title
Every hole now has a PAR - it's in the HUD, and once you're over it a red +N badge starts judging you. The daily scorecard colors each hole vs par and calls out your worst one
RIM-OUTS: hit the cup too fast and it spits your ball back out with a clunk, a flash, and commentary from the duck. Slow down. Or don't.
Share text now includes par, and the trophy/skull rating is based on it
The 'play again' button on the daily result screen now actually appears (v8 wired it up but forgot to draw it - the duck is unimpressed with us too)
If you already started or finished today's daily, the menu now has a 'start over - pick 3/6/9' button, so the new length picker is reachable no matter what state your day is in (your best-of-day is kept)
Finished your daily? Play it again - replays are allowed and your best round of the day is what counts (and what the share button brags about)
The duck found its voice: deadpan commentary on your strokes - backwards shots, near misses, stroke-7 sagas, and aces all get remarks. It mocks the ball, never you. New players get gentle encouragement for their first holes.
Daily now comes in three sizes: Daily 3, 6, or 9 - pick how much time you have. It's the same shared course either way (a Daily 3 is the first 3 of everyone's 9), and if you finish a short daily you can keep going to the next tier with your strokes carrying over
While aiming you now see the exact angle and power of your shot (e.g. 43.2° · 512), and your previous shot's numbers stay on screen - physics is deterministic, so re-dialing the same numbers replays the same shot exactly. Hole-in-one hunting is now a science.
Max power is now actually powerful: a full-strength shot can reach (or wildly overshoot) any cup - before, even a perfect max shot couldn't cross half the course
The duck now watches your ball, startles with an indignant quack if you land near it, blinks, and turns its back the moment you sink. It does not touch your ball. Yet.
Aiming is much more sensitive: full power now takes a short comfortable drag (~300px on desktop, less on phones) instead of a drag that ran off the screen before reaching max
Fixed the game drawing bigger than the browser window on displays with OS zoom/scaling (common on Windows laptops) - the title and buttons were pushed off the right edge. Everything fits now.
Mobile and small windows fixed: the camera now zooms in and follows your ball instead of shrinking the whole course into a tiny strip. When the cup is off-screen an edge marker points the way. Menus and HUD now fit every screen size. (The course itself is unchanged - everyone still plays the exact same holes.)
First playable: drag-release rage golf over procedural dunes. Daily mode is the same 9 holes for everyone (new set at midnight UTC); freeplay is endless and your stroke count is forever. One hazard so far: honest wind - the arrow tells the truth. The duck is watching. The duck is not sorry.
EXPERIMENTfair dice - everyone now gets the same daily spawn sequence, so the daily leaderboard compares skill, not luck (new dice at midnight UTC with the daily challenge)