MAPS
PUTTLE maps
A PUTTLE map is five mini-golf holes laid out on a ring of floating sky islands. Every player on that local date gets the same five layouts. When you sink a putt, the ball flies across the sky to the next tee. Play today's map at https://puttle.golf.
Worlds change the look, the rails, and the special obstacle: PUTTLE worlds. Every obstacle: PUTTLE hazards.
Hole shapes
Every hole is built from a shape — the turns its fairway takes from tee to cup:
- I — a straight: a lane or an alley.
- L — a dogleg: one corner, an elbow.
- S — an S-bend: a snake, a wiggle.
- C — a horseshoe: a crescent or a hairpin that comes back on itself.
- Z — a zigzag: three turns, a lightning bolt.
- J — a hook: one long curl.
Early holes favor the friendly shapes; the back of the round gets the winding ones. The fairway rises and falls as it goes — hills, ramps, and drops between tiers — and ends on a sculpted green that is round, oval, bean-shaped, or a clover. From daily #121 the corners and levels are designed too: a corner may carry a bank board or a brink, lanes run narrow or wide, and most holes past the opener climb or drop a terrace or two. From daily #155 the greens are designed as well: a long green with the cup at the back, a wide one with the cup out to the side, or the cup tucked by the edge. Some fairways open into a courtyard with a boulder in the middle and leave it by a narrow way out to one side, and a hole late in the round may curl in on itself like a snail.
One toy per hole, plus dressing
Most holes carry one signature toy on their main leg, and dressing on the others, so a typical hole has two or three things to play around. A course avoids repeating a toy, though a Sunday Signature finale can bring one back.
- Hole 1 — the opener. No signature toy (at most a hump, or a warp portal inside its bend); its shape and one piece of dressing (a small island, pegs, a keyhole, a bunker, or a springboard) carry it. From daily #121 every opener is a par 3.
- Hole 2 — bumpers, moguls, a hill, a ramp, a turntable, a creek, or (from daily #121) a conveyor belt.
- Hole 3 — a windmill, gates, a spinner, a spiral, a pendulum, a conveyor belt, or a drawbridge, plus dressing. From daily #121 it is almost always a par 3 or 4, and on about one day in four a breather: a short dogleg with its one toy and nothing else, a par 3.
- Hole 4 — a jump, a bridge, a switchback, a loop, a ramp, a Sky Cannon, pick-a-pipe, a creek, a conveyor belt that may climb a terrace, or a drawbridge.
- Hole 5 — the finale. A double feature: a headline toy (a loop, a leap, a windmill, bumpers, a switchback, a cannon, pipes, a pendulum, a ring vault, or a castle drawbridge) plus a co-star toy on another leg. From daily #121 the second feature can be a guarded cup instead, a ring vault is its own second feature, and the finale is usually a par 5 — a par 4 on some days (the first is daily #126, 4 October 2026), when a loop's launch strip or the Gamble's gold ring takes enough off it. From daily #134 many finales also carry a gold-ring shortcut (the Gamble; from daily #138 it comes after the hole's last toy, and finales run a little longer), and on some the co-star sits on the headline's own stretch and feeds it: a conveyor belt that throws you at a jump. Every Sunday from daily #133 the finale is a designed Sunday Signature (see below).
From daily #121 the lists overlap more — a spinner can headline hole 2, a hill or a turntable hole 3, gates hole 4, and a jump the finale — so each world's special can land on two or three holes. A vortex, a fork, or a warp portal can each turn up once per course, on top of a hole's own toy. In each world some toys become that world's special — Neon's gates become laser gates, Cosmic's jumps become zero-G jumps, Dino Valley's pendulums become long-necks (a finale can have two, one from each side), Tabletop's switchbacks become Snakes & Ladders boards, Rocky Mountains' conveyor belts become rockslides, Mount Olympus's gates become lightning gates and its Sky Cannon Pegasus, Crystal Caverns' gates become falling stalactites, Candy Kingdom's creeks become chocolate rivers (and its hills and moguls taffy pulls, its conveyor belts gumball runs, its spinners soda geysers), Asgard's gates become longship oars (and its plank bridges and hills the Bifröst, its pendulums hammer swings), the Sands of Egypt's gates become scarab rollers (and its vortexes quicksand, its spinners sandstorms), Yōkai Festival's gates become deer-scarers (and its ramps koi waterfalls, its pendulums lucky cats), Tír na nÓg's gates become fairy rings (and its plank bridges and hills the Giant's Causeway, its spinners the triskele), Clockwork Skies' gates become escapement gates (and its windmills cuckoo clocks, its spinners balance wheels), Treetop Hideout's gates become ziplines (and its pendulums tire swings, its spinners whirligigs), Seaside Boardwalk's gates become bumper cars (and its bumpers whack-a-moles, its pendulums pirate ships), Savanna Safari's gates become zebra stampedes (and its pendulums elephants' trunks, its windmills windpumps), and so on. From daily #155 holes 3 and 4 can be combos too, one toy feeding the next: a conveyor belt that carries you under a crusher, a bowling lane in front of a domino run, pistons on the way to a ferry's dock.
Sunday Signature finales
From daily #133 (Sunday 11 October 2026), every Sunday's fifth hole in PUTTLE is a Sunday Signature: a designed set piece instead of a generated hole — three obstacles in a row (four on The Tower), always a par 5. Six of them rotate week by week:
- The Gauntlet — bumpers, gates, then a windmill.
- Castle Siege — a drawbridge, a keyhole, then a spinner.
- Sky Circus — a loop, a spinner, then a leap to the green.
- White Water — a creek, a turntable, then a second creek.
- Clockwork — a pendulum, gates, then a conveyor belt.
- The Tower — a ramp, a spiral, then bumpers and a small island.
The world dresses a set piece as it does any hole — Lagoon's bumpers are blowholes, Frost's creeks are wind gaps, the Backyard's windmill is a sprinkler. And on a Sunday when the course has not used the world's special by then, it takes the place of the middle toy listed — except on Castle Siege, where it replaces the spinner, and on The Tower, where it replaces the bumpers. The title screen and the hole card mark the day ⭐ Sunday Signature. In Halloween week the Sunday finale is that night's own set piece instead: Haunted Hollow.
In all twenty-three worlds the set piece ends at a boss instead of its last plain obstacle, and the hole is named for it. In Coral Deep the King Crab straddles the lane and snaps its claws shut across it. In Dino Valley a T. rex beside the lane whips its tail across it toward you. In Frostpeak a yeti behind the green bowls snowballs down an uphill lane. In Neon Nights a robot arm sweeps its paddle round the cup and parks over it. In Cosmic Drift a UFO sweeps its tractor beam back down the lane and carries a rolling ball back to where the lane began. In Blossom Isles a dragon lies coiled round the cup, swaying, with one doorway between head and tail that its tail now and then flicks shut. In Tabletop a chess knight lunges across the lane in L-shaped hops. In Rocky Mountains the Bighorn Ram of Ram Pass paws, lowers its horns and charges across the lane. In Mount Olympus the Cyclops sweeps the gaze of his one eye back down the lane, and a rolling ball it falls on is carried back to the start. In Crystal Caverns the Rock Golem slams its stone fists together across the lane twice a cycle, a long gap then a short one: go while its arms lie open along the rails. In Candy Kingdom (from daily #273) the Gummy Bear squashes down and bounces onto the lane — the square it will land on lights up — sits there wobbling, then bounces back. In Asgard (from daily #259) the World Serpent's coils come down across a causeway one after another, in a wave rolling back toward you, and arch up again. In the Sands of Egypt (from daily #245) the Sphinx lies past the green and swats one great paw across the cup, then rests it over the cup a while. In Yōkai Festival (from daily #231) the Oni sweeps an iron club across the lane. In Tír na nÓg (from daily #378) the Giant stands behind the green and bowls boulders down an uphill lane on three lines. In Clockwork Skies (from daily #294) brass planets ride round the cup on a ring set in the green — the Grand Orrery — and you putt between two as the gap comes round. In Treetop Hideout (from daily #301) Old Grumbleroot, an old tree beside the lane, sweeps a great root across it toward you. In Seaside Boardwalk (from daily #308) the Thieving Gull wheels out over the lane and swoops back down it, and a rolling ball it passes over is snatched up and dropped back where the lane began. In Savanna Safari (from daily #315) the Charging Rhino charges across the dust a row at a time toward you, stopping at each end to wheel round with a ball's room by the rail: slip past behind it. In Lagoon Atoll (from daily #140) a kraken's tentacles rear out of the sea either side of a causeway and slap down across it one at a time. In Backyard Giants (from daily #154) a giant lawnmower mows the lane in stripes, a row at a time toward you. In Sunset Mesa (from daily #175) a runaway mine train circles the cup on a ring of track. In Pixel Park (from daily #182) a row of pixel invaders marches across the lane, a row nearer every pass. A claw, tail, paddle, snowball, ram, fist, gummy bear, coil, paw, club, boulder, train car, planet, root, tentacle, mower, rhino or invader that hits a ball in play costs a stroke, as water does. A boss finale has no gold-ring shortcut, and the hole card marks it 👑. The first is the UFO, on daily #133.
Cup settings
The green is part of the design too. From daily #120 greens can guard the cup: a castle wall with one doorway, a picket of posts, or a crown of bumpers — and from daily #121 a screen wall. From daily #121 a setting is an event: about one course in three has one. The opener stays a clean teaching green. Every obstacle: PUTTLE hazards.
Two flags
From daily #155 (2 November 2026) about one course in two has a two-flag hole, on hole 3 or 4: it ends at two greens, each with its own flag, and either cup counts. At the last corner the outer rail has a gap with a low curb across it, and past a short drop sits the near green. No putt gets over the curb, so chip across (⛳ Chip) and land short of the cup, on a green that tips back toward the drop. Or play on round the corner to the far flag, about a stroke further. The tee sign shows both flags' colours.
Toy of the day
From daily #158 (Thursday 5 November 2026) every Thursday, except in Halloween week, has a toy of the day: one toy turns up on holes 1, 3 and 5, harder each time — alone on the opener, two of it (or beside a hazard) on hole 3, and on the finale at its most, beside a brink. The toys take turns week by week: pendulums, crushers, gates, windmills, pistons, spinners, level crossings and bumpers, each dressed in the day's world. The title screen names it, and its holes' cards count it: 1 of 3, 2 of 3, 3 of 3.
The key to the finale
From daily #162 (Monday 9 November 2026) about one course in four hides a golden key 🗝️ on hole 2, 3 or 4, in a narrow nook off the main line: like a gem, but harder to reach. Pick it up and the finale has a small locked door in a garden wall that opens for you: a shortcut round one corner. Without the key the finale plays as priced: the long way round, through a bunker and past a gap in the rail over a drop. Its par is set with the door shut, so the key only ever helps. The hole card says when the door is yours, and the share text shows 🗝️ when you had it.
Hole names
Each hole is named from its world and its toy — a Koi Creek in Blossom, a Mineshaft in Canyon, a Rink in Frost, a Black Hole in Neon, a Tide Channel in Lagoon, a Wormhole in Cosmic, Kelp Tubes in Coral Deep, a Garden Hose in the Backyard. The HUD shows the hole's name and its toy's icon while you putt, and the title screen shows all five holes' icons and pars before you start.
Par
Each hole's par is between 2 and 5, estimated from how the hole actually plays: its length, its turns, and its toys. A hole whose estimate runs past 5 is drawn again. The day's pars are fixed when you start the round.
How to read a map
Each hole opens with a flyover from the tee to the cup. After that, press M or tap the map button to see the whole hole from above. Two fingers or a right-drag look around; pinch or scroll zooms. The dots show your line to the first bounce. The cup is often around a bend, so the rail is often the line.
Strategy for banks and pace: mini-golf strategy. Controls: How to play. Stroke math: PUTTLE scoring. Want to lay out your own? The Hole Builder turns a list of toys and turns into a playable hole. The pixel-art park silhouettes (hook, needle, moat, clover) belong to PUTTLE Classic.
The official daily is still one shared card at local midnight.
Updated
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