Really Illegal Golf Illegal Course Locations Guide
From tower cranes to ship decks — how barely-courses across the city reshape stealth golf.
Really Illegal Golf sells a simple fantasy with a wild map: your membership is gone, so you play golf on places that were never meant to be fairways. Pushlab Games (Auckland, New Zealand) and publisher No More Robots tease barely-courses stretched across a living city — a tower crane, a ship deck, a beach or seaside strip, a parking lot, a vault or safe room — and, for the full Steam release in Q1 2027, military land that will not smile at your short game. This guide explains how those location fantasies change stealth, club choice, and gear before you treat every hole like the same club night.
The free Steam demo (app 4184150) ships a complete 9-hole night course with solo and online multiplayer. Use it as literacy training. The full game page (app 4115520) is where the wider city roster lands. Pair this page with the Demo walkthrough for pacing, Stealth tips for cones and cameras, Gear usage for tool timing, and Updates for reveal history.
What “barely a course” means
Traditional golf games assume fairways, rough, and polite architecture. Really Illegal Golf assumes infrastructure that happens to have enough flat-ish space for a cup. That changes three design pressures:
- Sightlines — industrial and civic spaces stack vertical cameras, catwalks, and open decks.
- Cover density — bushes may be replaced by containers, cars, crates, or shadow under machinery.
- Noise fantasy — a coin toss on a quiet green differs from a coin toss on a metal ship deck or concrete garage.
When press and trailers flash a crane or a vault, read them as stealth puzzles first and sports venues second.
Tower crane fantasy
A crane hole is vertical storytelling. Expect long sightlines, limited soft cover, and patrols that can see your silhouette against sky or floodlight. Club choice matters more than ego distance: a short stop behind a counterweight or cabin shadow beats a heroic carry into open steel.
Play habits:
- Scout whether cameras own the approach from above before you commit a drive.
- Prefer stop-position clubs that land you in structure shadow, not mid-beam.
- Budget smoke for crossings where foliage simply does not exist.
- In co-op, keep one player calling vertical cones while another shapes the shot.
Physicist-style trajectory help shines when bank lines off steel are safer than walking the lit path. Sprint (also called Rush in some Japanese press coverage) helps you leave exposed decks after a noisy clear.
Ship deck and seaside / beach strips
Ship decks punish huddling. Flat planes, railings, and open water edges mean fewer bushes and more “everyone sees everyone” comedy. Beach or seaside teases add wind-facing openness and long camera arcs across sand or promenade lighting.
Play habits:
- Treat railings and containers as your new hedges.
- Use distraction coins early to peel a single guard off the only walkable lane.
- Avoid celebrating putts under floodlights — late detection still ruins the next setup.
- Expect drones or elevated cameras to matter more when ground cover thins.
These spaces preview why the full game’s city roster will feel wider than one country-club night: the golf loop stays, but the cover language changes every few holes.
Parking lot pressure
Parking lots are maze stealth dressed as asphalt. Cars create soft LOS breaks; lanes create predictable patrol corridors; overhead lights create hard fail zones. A parking-lot hole teaches stop-position discipline better than any tutorial popup.
Play habits:
- Plot a chain of car-shadow nodes the way you would plot bushes on a green.
- Do not end a shot in the center of a lit aisle “because the cup is close.”
- Save taser for the one guard who owns the final crosswalk to the pin.
- In multiplayer, do not stack four players in the same row of cars — one cone tags the crew.
Parking lots also make grenades tempting. Resist unless the layout clearly packs bodies into a choke you can exit. Loud clears on asphalt echo into the next camera cycle.
Vault / safe-room fantasy
Vault and safe-room teases flip the fantasy from “open crime golf” to “tight heist golf.” Expect short corridors, camera nests, locked sight triangles, and less room to miss a landing. These spaces reward pre-selected loadouts and punish improvisation.
Play habits:
- Pre-select smoke + coins before you enter; empty bags fail harder indoors.
- Prefer surgical tools over fragmentation / flag grenades unless you accept a full alert cascade.
- Silhouette-style presence helps you linger in thin cover; it does not make you invisible under a fixed lens.
- Call every cone in co-op — overlapping indoor arcs forgive less than outdoor bushes.
Read vault holes as practice for denser full-game security rather than as novelty set dressing.
Military land (full-game tease)
Marketing for the Q1 2027 release highlights military land that escalates beyond club security. Treat late demo density — stacked cameras, drones, tighter recovery windows — as the rehearsal. Military fantasy implies harder detection layers, less comedy forgiveness after noise, and higher value on role discipline.
Do not invent hole names or fake layouts. Instead, train transferable habits now on the live 9-hole demo: stop-position clubbing, gadget budgeting, and co-op callouts. Those habits survive whatever concrete the full roster adds.
How locations change gear priority
| Location feel | Lead tools | Perk bias | Notes |
|---|---|---|---|
| Crane / vertical | Smoke, Physicist lines | Physicist / Sprint | Cover is structural, not leafy |
| Ship / beach open | Coins, smoke | Silhouette | Peel attention before crossings |
| Parking lot maze | Coins, taser | Sprint | Car shadows as stepping stones |
| Vault / indoor | Smoke, taser | Silhouette | Pre-select; avoid panic frags |
| Military tease | Full kit discipline | Mix by role | Demo late holes as rehearsal |
Deep tool timing lives on Gear usage. Rankings live on the Gear tier list.
Demo vs full-game mental model
- Demo now: one illicit night, nine holes, solo + online multiplayer, guards / CCTV / drones as the hazard language.
- Full game tease: city-spanning barely-courses (crane, ship, beach, parking, vault) plus military land.
- Your job: learn systems on the demo so new sets do not feel like new games.
After you clear the demo once for fun, clear it again while naming the type of space each hole resembles. That naming practice is the bridge to the wider roster.
Practice plan tied to locations
- Run early demo holes focusing only on cover chains — pretend every bush is a “car” or “crate.”
- Replay a mid hole with a no-grenade rule to force coin and smoke creativity.
- Replay a late hole budgeting tools as if the next tee were a vault with no refill fantasy.
- In co-op, assign one player as “architecture caller” who only reports vertical vs ground threats.
For hole-order pacing, stay with the Demo walkthrough. For detection recovery, stay with Stealth tips. For timeline context on when city teases hit media, open Updates and the Demo launch notes.
Really Illegal Golf’s locations are not wallpaper. They are the reason the same golf swing can feel like a heist, a pier escape, or a bunker raid. Learn the languages of crane, ship, beach, parking, vault, and military pressure now — then the Q1 2027 city map will feel like more holes, not a different sport.
Frequently Asked Questions
Quick answers for stealth golfers who just got banned.
What locations has Really Illegal Golf teased beyond the club?
Press and marketing tease barely-courses across the city — including a tower crane, ship deck, beach or seaside strip, parking lot, and vault or safe room — plus military land for the full game.
Does the Steam demo include every teased city location?
The live demo focuses on a full nine-hole night course. Treat crane, ship, beach, parking, vault, and military beats as full-game / marketing fantasy you prepare for with demo systems literacy.
How should gear change on open decks versus indoor vaults?
Open decks lean on coins and smoke for attention and crossings. Indoor vault-style spaces reward pre-selected smoke and taser plans and punish panic fragmentation clears.
Why do parking-lot style holes matter?
They teach stop-position clubbing using cars and aisles as cover nodes, which transfers to any tight civic space in the wider city roster.
Where should I go after reading this locations guide?
Apply patterns in the Demo walkthrough, refine detection with Stealth tips, and lock tool timing in Gear usage before co-op nights.
When does the fuller location roster arrive?
The Steam PC full release is planned for Q1 2027 (app 4115520). Wishlist that page and keep playing demo app 4184150 to stay sharp.