Smokepeak Putt lays nine holes across the warm black slopes of the valley volcano, from the gentle Fiddlehead Green at the foot to Summit Crater at the top. You look straight down on each hole. Walls fence it in, bumpers sit ready to fling your ball sideways, slopes and patches of sand bend and slow it, pools of water send it back to try again, and a few holes have gates that slide open and closed.
Every hole has a par and a place on your scorecard. To putt, you press on the ball and drag back, away from where you want it to go, while a dotted guide shows the line and a longer pull means a harder shot. Let go and the ball rolls with believable friction and bounce. Little fiddleheads, lava pebbles, obsidian shards and puffing volcano emblems decorate the edges without getting in your way.
How to play Smokepeak Putt
- Press Play to begin at the first hole and glance at its par before your opening putt.
- Press on the ball and drag back, away from the target, watching the dotted guide line.
- Pull further for more power and less for a gentle tap, then release to send the ball rolling.
- Use walls for bank shots, steer around bumpers and pools, and time your putts through moving gates.
- Sink the ball, check your scorecard, and work through all nine holes towards your best round.
Smokepeak Putt controls
Getting better at Smokepeak Putt
- Before every putt, trace the route with your eyes and decide which wall you want the ball to kiss.
- Most holes reward a softer shot than you expect, because a ball that dies near the cup can be tapped in.
- Watch a moving gate through a full cycle first, then putt so the ball arrives just as it opens.
- Sand slows the ball sharply, so add a touch more pull when your line has to cross it.
- If a hole beats you twice, try the opposite side of the course; the long way round is often safer.
Why pull-back aiming feels so satisfying
We tried tapping to aim and sliding a power bar, and both felt like filling in a form. Pulling back from the ball is closer to the real gesture: you crouch, you draw the club back, you let go. The dotted guide tells you the line but not the ending, so judging the strength is still entirely your job.
That uncertainty is where the pleasure sits. A gentle draw that rolls up to the cup and drops in with a soft clunk feels earned, because you chose that length of pull. A thundering shot that rattles round three walls and still finds the hole is a different joy altogether, and the round keeps both on offer from the very first green.
Nine holes, and every one of them can be sunk
The course is built from hole designs we drew and tested ourselves, combined so that the layout belongs to Ferndale. Each one has a sensible par and a clear route to the cup, even if the clever route is not the obvious one. No hole hides an impossible angle or a wall you cannot see.
Scoring follows the friendly club rules you will know from a seaside course in Britain: count your strokes, compare them with par, and add up the card at the end. Water simply sends you back to try again, so a mistake costs you a shot rather than the round. A good card is a quiet sort of pride, and a birdie on Summit Crater is something to tell people about.
Questions about Smokepeak Putt
Nine, from Fiddlehead Green to Summit Crater. Each has its own par, and your strokes for every hole are kept on a scorecard as you play.
It is returned so you can try again. You lose a little ground on that hole, but the round carries on.
Yes. Press on the ball, drag back to aim and set power, and lift your finger to putt. It works just the same as a mouse.





