A free browser game from the Play Moehr Games arcade

Golf, except the ball is a drift car and the slide is the smart line.

SLINGSHOT PAR runs right in this browser tab: one charged swing off the tee, then steer, brake, and slide what's left of your momentum into the cup. Fewest strokes wins. 45 holes across five courses, up to four players around one keyboard. No ads, no account, nothing to install.

Real gameplay screenshot: the little drift-car at the tee of hole 1. The HUD reads First Light, PAR 2, STROKES 0, with the hint HOLD SPACE to swing, A / D to aim.

Real screenshot: First Light, par 2. When you click through, the title screen still says DRIVING RANGE, this game's working title. Same game.

Tee off on First Light

Free. Keyboard and a desk. The first hole is a two-minute experiment.
On a phone right now? Copy the link and send it to your desk.

Your first swing takes about ten seconds

Hold Space. The world drops to a third of its speed while the swing charges, which sounds like a cheat and feels like a long backswing: the power arc fills, the flag waits out past two rails of warm wood, and you have all the time you need to point the nose. Release.

Off it goes. A little jellybean drift-car, roughly as menacing as a bar of soap, rolling hard across sunlit felt toward a bend you haven't thought about yet.

Here's the part that matters: the whole roll after the swing is yours, free. Steer it with A and D. Scrub speed with the brake. You spent your stroke back at the tee; everything the momentum does from now on is shaping. Better: you can charge your next swing while the car is still moving, aim the nose somewhere new mid-roll, and relaunch what's left of the speed in a different direction.

And when the first real bend arrives, there's Shift.

Slowing down is free. Only go costs a stroke.

That is the whole economy. The brake is free, the handbrake is free, steering is free, and the only thing that ever adds to your score is asking for more speed. Golf always knew strokes should be scarce. Golf just never had a handbrake.

So, the drift. Pull Shift and the rear lets go. Hold the slide shallow and the car keeps its speed while the nose comes around, which changes what drifting means. In every other driving game the slide is the flashy, risky choice. Here it's the cheap one: the game's own physics test plays the same 90-degree bend both ways, and braking to a stop to swing again costs two strokes where one held drift through the bend costs one, carrying twenty meters of speed out the other side.

Overdo it and physics mails you the bill. Past 51.6 degrees of sideways (0.9 radians in the config, if you're the type to check) the slide becomes a spin, and a spin scrubs everything you were carrying. The line between a drift and a spin-out is the entire skill of this game. It's a five-minute lesson and a long education.

The cup does not want a fast ball

Arrive slow and it drops. Arrive hot and you skate across the lip and just keep going, sometimes clean off the green, and the game writes nothing on the scorecard about it. That noise you made at your desk was the scorecard.

There's no pity vacuum, either. Come to rest on the apron an inch from the hole and the game will not nudge you in. You deliver the putt or you don't score, and the last three feet of a good hole are the held-breath part: the car dying to a coast, the cup right there, everything already decided two bends ago.

Lip-outs are comedy, not punishment. R puts you back on the tee with clean felt before the sting lands, and if a hole ever goes truly wrong, twelve strokes caps it: no hole gets to hold you hostage.

Real gameplay screenshot: confetti and a golden glow around the cup on First Light. The banner reads HOLE IN ONE, in 1 stroke, with a teal ACE LINE badge.

It does, however, accept a delivered one. Real screenshot: ACE LINE on First Light.

Play the Front Nine

Nine holes, par 30, right in this tab. A nine fits in a coffee break. Hold Space, let go. That's the tutorial.

Forty-five holes, five moods

  • The Front Nine par 30 The education: First Light to warm up, Threadneedle to humble you, Windmill because it's golf, and The Cathedral for the exam.
  • The Back Nine par 30 The coast: water carries at The Spit, a ramp jump at Gull's Leap, a solid lighthouse to route around at Beacon Point, and a finale called Storm's End.
  • The Ice Nine par 32 A glaze that never quite lets you hold a line. Hole names include Black Ice and Avalanche Alley, which is fair warning.
  • The Highlands par 28 Vertical: ramp launches onto raised greens, cliff-shelf plunges, a hole named Cliffhanger that means it.
  • The Marathon par 59 Nine long-format holes for when you want the drive to keep going, sand to ice to a par-10 finale called The Last Mile.

Your progress writes itself down in your browser as you go. Every hole keeps a medal (bronze for finishing, silver for par, gold for a birdie, and a teal tier the game calls ACE LINE for an eagle or better) and medals never downgrade. Your best run haunts each hole as a translucent ghost you get to race. Sink a hole while still sliding, sideways with real speed, and that hole's GOLD TIRE is yours for keeps: pure bragging rights, never touches your score.

And 36 of the holes hide a single gold coin off the ideal line, worth nothing but colorways for your car and its trail, with names like Suncatcher, Tidepool, and Ember. None of it feeds a meter, and none of it expires: no daily to keep up with, no streak to lose. The course just waits.

Real gameplay screenshot of the Ice Nine hole Glacier Run: a pale frozen table with gates and an ice sheet. The HUD reads Glacier Run, PAR 4, STROKES 0, with a COINS 0 of 1 pip.

The Ice Nine's Glacier Run, coin still hidden. Real screenshot.

Bring three people to one keyboard

Press 2, 3, or 4 on the title screen and this quiet solo game becomes a party game with zero setup. Everyone plays the hole before the course moves on, one turn at a time, and between turns a handoff card fills the screen so nobody gets ambushed mid-swing:

Pass the laptop. Whoever's next on the couch needs exactly one instruction: hold Space, let go. They will lip out. They will demand the laptop back.

Everyone drives their own colorway (eight to pick from), later players race the current leader's line as their ghost, and the final scorecard puts a row per player, marks every Gold Tire, and crowns a winner or calls the tie. Six people? Run pairs and argue about whose read it was. A Front Nine foursome fills the opening stretch of game night, and the rematch is one keypress away. Party mode also keeps its hands off your solo saves: your medals, ghosts, and coins survive game night untouched.

Real gameplay screenshot of a four-player scorecard for The Front Nine. All four players finished at 30 and the card reads IT'S A TIE!, SPACE rematch, B/F course, 1-4 players.

A four-way tie at par 30. Somebody demand a rematch. Real screenshot.

Nothing ships in the box

No audio files. No image files. No models, no fonts, no sprites: the build ships zero assets. Every sound is synthesized live in your browser, all of it tuned to one pentatonic scale, so a round plays like a glass music box you operate with a handbrake. The whole diorama (the felt, the wooden rails, the lighthouse) is drawn from code. Even the favicon is code.

Underneath it, the physics runs the same every time: fixed timestep, no dice anywhere in the simulation, same inputs, same roll, forever. Eleven automated checks run against the real engine before anything ships, and they test the actual promises this page just made: "drift-through costs fewer strokes than brake-and-relaunch" is literally one of the checks. So is "a car at rest on the apron is not vacuumed in."

And every one of the 45 holes has been played to the cup by a headless solver that proves it can be beaten before it ships. Pars, though, are set by a person, kindly. The solver's lines are meaner than yours will ever need to be.

There's also a hole editor hiding on the title screen, with share codes for the holes you build. Press E. That's a different afternoon.

Is this your kind of quiet?

Honest gripes first. It needs a keyboard: on a phone you can charge a swing but you can't steer, so this one is for the desk. When you click through, the title screen will greet you as DRIVING RANGE, the name it wore in the workshop; same game, and the arcade calls it SLINGSHOT PAR while its passport gets renewed. And you will lip out, repeatedly, with no apology from the management.

Probably for you if

Desert Golfing or art of rally lives somewhere in your heart. You like mastery you can measure in one shaved stroke. You keep a tab open for something better than a feed, and "one more hole" is a sentence you've said out loud.

Probably not for you if

You're phone-first. You want progression bars that climb while you sleep (nothing here levels up but you). You want strangers online: multiplayer here is four people and one couch. Or you'd rather aim with a mouse: this car steers on keys, and it steers like a car.

Free, actually

No ads. No account. No purchases, cosmetic or otherwise. Nothing to install, and no email gate between you and the tee.

Why? It's one game on a handbuilt arcade of sixty-some, made for the love of the thing. The whole business model is that you have a good time and maybe wander the arcade after.

The ghost on First Light is already waiting

Every hole ships with the builder's own line baked in: a translucent car that runs its best attempt alongside yours until your best replaces it. So the first thing you ever race in this game is the person who made it. First Light, par 2. See whose line is cleaner.

Take your tee shot

Free, no ads, no signup. Keyboard required; a nine fits in a coffee break.

Controls, complete: A and D steer (arrow keys work too). Hold Space to swing, release to fire; that's the only thing that costs a stroke. S brakes. Shift breaks the rear loose. R retries the hole. That's everything there is to learn. The rest is the line.

Where the button goes, in plain text: playmoehrgames.com/play/slingshot-par/. No redirect, no signup wall. The arcade will ask you one cookie question (declining is one click), and then it's you and the tee.

P.S. Somewhere on the Back Nine you'll hold one slide the entire length of a bend, feel the nose come around like it's on rails, and roll into the cup still sideways. The line you drew across the felt lights up gold behind you. Nobody will see it. You'll sit there looking at it anyway. That's the game.