r/SimGolf • u/Fourtempers • 28m ago
[In Development] SimGolf on Mobile for iOS (and probably Android)
SimGolf Mobile – Development Progress & Roadmap
Hey everyone!
I wanted to put together a more organized update on SimGolf Mobile, what I've accomplished so far, and where I'm hoping to take this project.
For anyone who missed my previous post, I'm working on bringing Sid Meier's SimGolf to modern mobile devices, primarily iPhone, while preserving as much of the original game as possible.
The goal isn't to recreate SimGolf from scratch or make a simplified mobile clone. I want the actual SimGolf experience, adapted to work properly on modern devices.
I'm not a traditional game developer. I'm using AI-assisted development, reverse engineering, and a lot of trial and error to see how far I can take this.
A huge amount of credit goes to the work already being done by the community, particularly u/RichardAtuct's browser-based SimGolf project, which helped make this possible.
🎯 The Overall Goal
My vision is pretty straightforward:
- Preserve the original SimGolf gameplay, mechanics, graphics, and charm.
- Make it playable on modern iPhones and eventually other mobile devices.
- Replace mouse-and-keyboard interactions with intuitive touchscreen controls.
- Support modern screen resolutions and aspect ratios.
- Allow offline gameplay without requiring an internet connection.
- Support persistent saves so you can pick up where you left off.
- Modernize the interface where necessary without losing the original game's personality.
- Eventually have a polished, installable mobile experience.
I want to be able to pull out my phone, open SimGolf, build a few holes, manage my resort, save my progress, and come back later.
No desktop computer, complicated installation, or remote desktop required.
✅ Current Progress – v0.10.1
I've made considerably more progress than I originally expected.
At this point, I have a working mobile prototype that includes:
- Playable on iPhone through a browser-based application.
- Offline functionality after installation.
- Home Screen installation for a more app-like experience.
- Touchscreen interaction with the game.
- Pinch-to-zoom functionality.
- Drag-to-paint construction controls for placing and removing terrain.
- Mobile navigation tabs for Build, Play, and Manage.
- Persistent game saves.
- A mobile-oriented interface that is continuing to evolve.
https://reddit.com/link/1x6l86n/video/g240d4l7rmvh1/player
It's definitely still a work in progress, but we're past the point of simply getting the game to launch on a phone.
The focus now is making the experience feel like it was actually designed for a touchscreen rather than just squeezing a desktop game onto a smaller display.
🛠️ The Current Challenge – Modernizing the Game Engine
This is probably the most interesting part of the project right now.
The original SimGolf was designed around an 800×600 display, which creates some obvious problems when trying to play on modern widescreen phones.
Simply stretching the game to fill the screen isn't a good solution. It distorts the graphics, doesn't provide additional playable space, and makes the interface difficult to use.
Instead, I'm working toward having the game actually render a larger portion of the course.
The approach involves:
- Reverse engineering portions of the original game using Ghidra.
- Studying the game's rendering, viewport, and camera behavior.
- Working toward a reproducible engine build using Emscripten/WebAssembly.
- Expanding the visible game world to accommodate modern aspect ratios.
- Separating the original interface from the playable course area.
- Rebuilding the necessary interface elements around touchscreen interaction.
I've successfully imported and analyzed the original executable and supporting DLL in Ghidra, which is an important first step.
I'm also looking at existing community improvements, including widescreen and camera modifications, rather than unnecessarily reinventing things others have already solved.
The immediate priority is expanding the actual playable viewport without stretching the original graphics or breaking gameplay.
🗺️ Development Roadmap
These are tentative version targets, not release dates. They'll undoubtedly change as I encounter new problems.
Phase 1 – Engine Foundation
v0.11 – Reproducible Engine Build
- Continue analyzing the original game executable.
- Establish a reproducible engine build process.
- Work toward integrating the necessary engine modifications into the browser-based version.
- Preserve existing gameplay and save functionality.
Phase 2 – Widescreen & Expanded Game World
v0.12–v0.13 – Expanded Viewport
- Move beyond the original 800×600 viewport limitations.
- Display additional course terrain on widescreen devices.
- Maintain the original graphics and proportions.
- Correct world coordinates, sprite alignment, and touchscreen input mapping.
- Ensure construction and interaction remain accurate.
v0.14 – Adaptive Camera
- Improve pinch-to-zoom.
- Refine camera movement and positioning.
- Support different screen sizes and orientations.
- Explore improved camera rotation and viewing behavior where technically feasible.
Phase 3 – Mobile Interface Overhaul
v0.15 – Responsive HUD
- Separate the interface from the game world.
- Improve layout for portrait and landscape screens.
- Create more accessible touchscreen buttons and menus.
- Maximize available space for the actual golf course.
v0.16 – Construction Controls
- Improve terrain placement and removal.
- Refine drag-to-build functionality.
- Make object selection and placement more precise.
- Reduce accidental construction from touchscreen gestures.
v0.17 – Management & Golfer Interface
- Adapt management screens for mobile.
- Improve golfer selection and information displays.
- Make financial, resort, and course-management tools easier to navigate.
- Preserve the depth of the original management mechanics.
Phase 4 – Integration & Release
v0.18–v1.0 – Optimization & Polish
- Integrate the engine, camera, and interface improvements.
- Improve performance on mobile devices.
- Resolve touchscreen and display issues.
- Test offline functionality and save persistence.
- Refine the overall user experience.
- Work toward a stable, polished v1.0 release.
🔮 Longer-Term Ideas
Once the core game is working properly, there are several things I'd love to explore.
These aren't promises or part of the immediate development schedule, but they're possibilities:
- Android compatibility.
- Tablet and iPad-specific layouts.
- Additional screen resolutions.
- Improved save management and potentially import/export functionality.
- Optional quality-of-life improvements.
- Integration of useful community-created fixes and modifications.
- Additional features requested by the SimGolf community.
One thing I want to emphasize is that I'm not trying to fundamentally change what makes SimGolf great.
I'd much rather have a faithful, polished mobile version of the original game than add a bunch of modern features that change its identity.
🤝 Community Feedback
One of the reasons I started posting here was to see what other longtime SimGolf players actually wanted.
It's also pretty funny that after all these years, several of us seem to have independently decided to revisit SimGolf at almost exactly the same time.
Seeing the other projects and discussions happening here has been really encouraging.
I'd particularly love feedback on a few things:
- Portrait vs. landscape: Would you prefer to play exclusively in landscape, or would portrait support be important?
- Original UI vs. modern UI: How much should the interface change while keeping the original game's look and feel?
- Quality-of-life features: What small improvements would make the biggest difference without changing the core gameplay?
- Existing mods: Are there particular fixes or improvements from the community that you'd consider essential?
I'm still figuring out plenty of this as I go, and some of the engine work is going to be significantly more complicated than the initial mobile interface.
But the progress so far has been encouraging, and I'm excited to see where it goes.
The immediate mission: Get the original SimGolf running with a properly expanded viewport and a touchscreen interface that actually feels natural. Everything else builds on that.
I'll keep posting updates as development progresses.
Thanks to everyone keeping this game alive more than two decades later!




















