- Release Year: 2018
- Platforms: Android, iPad, iPhone, Macintosh, Nintendo Switch, Windows Apps, Windows Phone, Windows, Xbox One
- Publisher: Pix Arts
- Developer: Pix Arts
- Genre: Sports
- Perspective: Diagonal-down
- Average Score: 40/100

Description
Curling On Line is a realistic curling simulation game developed and published by Pix Arts, released across multiple platforms starting in 2018, featuring diagonal-down perspective and direct control via touch or other inputs. Players finely tune stone direction, force, and spin, sweep to influence speed and path, and compete against three AI levels, in local multiplayer on the same device, or in online multiplayer matches, designed to closely mimic real curling while delivering engaging gameplay.
Gameplay Videos
Where to Buy Curling On Line
PC
Curling On Line Reviews & Reception
steambase.io (40/100): a rating of Mixed
metacritic.com (40/100): more like a tech demo than a completed game
Curling On Line: Review
Introduction
Imagine the thunderous roar of a 40-pound granite stone gliding across pebbled ice, swept into a hypnotic curl by frantic brooms—a sound that has echoed from 16th-century Scottish lochs to Olympic arenas. Curling On Line, released in late 2018 by indie studio Pix Arts, digitizes this ancient “Roarin’ Game” with unyielding fidelity, transforming a niche winter sport into a digital arena of precision and strategy. As one of the few dedicated curling simulations in a sea of mainstream sports titles, it stands as a testament to passion projects in an era dominated by battle royales and open-world epics. This review argues that Curling On Line excels as a purist’s simulator—capturing curling’s tactical depth and physics with remarkable accuracy—but falters in accessibility, polish, and depth, confining its legacy to dedicated enthusiasts rather than the broader gaming pantheon.
Development History & Context
Pix Arts, a small independent studio led by developer Benoit Varasse, emerges as the sole creative force behind Curling On Line, handling both development and publishing across an ambitious multi-platform rollout. Debuting on iPhone on December 14, 2018, the game quickly expanded to iPad, Android, Windows Phone, Windows Apps, and Xbox One that same year, followed by Windows and Macintosh in 2019, and culminating on Nintendo Switch in 2021. Built on the Unity engine with Firebase middleware for seamless online multiplayer, it leveraged accessible tools to achieve cross-platform parity without the bloated budgets of AAA sports franchises like EA’s FIFA or NBA 2K.
The vision is clear from official blurbs and itch.io descriptions: recreate curling “as close as possible to reality while providing best gameplay.” Pix Arts tuned mechanics around real-world rules, including the free guard zone (or “five-rock rule”), shot types like guards, draws, and takeouts, and sweeping’s nuanced physics. This era—late 2010s mobile and indie boom—saw gaming landscapes shifting toward free-to-play models (noted as such on iPhone specs) and esports viability for unconventional sports, amid curling’s Olympic resurgence post-PyeongChang 2018. Technological constraints were minimal thanks to Unity’s lightweight 3D rendering, but Pix Arts’ solo-dev scale meant compromises: no voice acting, basic UI, and limited content updates. In a market craving authentic simulations (echoing predecessors like Take-Out Weight Curling 2 from 2003), Curling On Line filled a void left by casual Olympic tie-ins, prioritizing simulation over spectacle.
Narrative & Thematic Deep Dive
Curling On Line eschews traditional narrative entirely, a deliberate choice befitting its sports-sim roots—there are no protagonists, no branching plots, no lore-laden codex. Instead, the “story” unfolds through the immutable rules of curling, a sport with its own mythic history dating to 1540s Scotland, as chronicled by the World Curling Federation. Players embody anonymous curlers (lead, second, third, skip roles implied via team progression), competing in ends that mirror real matches: 4 stones per team for accelerated play (versus 8 in official rules), scored by proximity to the tee in the house.
Thematic depth emerges organically from curling’s essence—precision as power, strategy over brute force. Themes of patience, adaptation, and teamwork permeate every shot: a poorly spun draw teaches humility, while a masterful peel evokes triumph. Dialogue is absent, but environmental cues (ice pebbles, hog lines) narrate the tension of positioning guards to shield the house or execute hit-and-rolls. Drawing from narrative design principles like those in Pixune’s guide—aligning “plot” (ends as missions), “characters” (AI opponents with escalating skill), and “lore” (embedded rules like the free guard zone)—the game crafts a modular, replayable experience. No emotional anchors like Celeste‘s perseverance, but a quiet reverence for curling’s Scottish origins and Olympic evolution (from 1924 Chamonix demo to medal status in 1998 Nagano). It’s environmental storytelling at its purest: the ice is the narrative, demanding players internalize its physics as their personal epic.
Gameplay Mechanics & Systems
At its core, Curling On Line deconstructs curling’s loop into a masterful physics sandbox: aim, power, spin, sweep, score. Direct control via touch/mouse allows fine-tuning stone trajectory—direction via swipe angle, force by pull length, spin for curl—yielding realistic pebble-guided paths over a 42m rink. Sweeping is innovative: players (or AI) frantically brush ahead to extend range and nudge direction, altering speed by up to 20-30% per real-world studies cited in Britannica.
Core Loops:
– Single-Player vs. AI: Three difficulty levels ramp from novice (forgiving physics) to expert (ruthless precision), teaching shot taxonomy: guards block the house, draws nestle inside (e.g., come-arounds curving past obstacles), takeouts purge rivals (peels clear multiples).
– Local Multiplayer: Shared-screen hot-seat on one device, ideal for family “roarin'” sessions.
– Online Multiplayer: Cross-platform via Firebase, free and lag-minimal, fostering ad-hoc PvP.
Progression is match-based: win ends (8-12 typical, though customizable), tally points for stones nearer the button than opponents’. UI is functional but sparse—minimalist HUD shows scores, hog/tee lines, but lacks tutorials or replays, frustrating newcomers. Flaws include repetitive AI patterns at higher levels and no career mode/roster customization. Innovations shine: free guard zone enforcement (illegal removals reset stones), variable ice conditions implied via pebbling. Controls feel tactile on touchscreens, precise on mouse, but controller support is basic. Overall, a tight 3-5 minute session loop rewards mastery, echoing FlyOrDie’s online curling but with superior sim fidelity.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Shooting | Physics-accurate spin/curl; intuitive tuning | No shot previews |
| Sweeping | Real-time influence on trajectory | AI sweeping can feel scripted |
| Multiplayer | Cross-platform, no cost | Matchmaking sparse |
| AI | Scalable challenge | Lacks personality/variety |
| UI/Progression | Clean, direct | No stats, unlocks, or modes |
World-Building, Art & Sound
The “world” is a solitary ice sheet—diagonal-down perspective evokes TV broadcasts, with concentric houses, hog lines, and hacks meticulously recreated per Britannica specs (38m playing surface, 3.6m houses). Atmosphere nails curling’s zen tension: fog-misted ice, subtle pebble texture guiding stones, dynamic stone trails. Visuals are Unity 3D realism—polished granite rocks (18-19kg modeled), brooms with fabric physics—but unremarkable: static crowds, generic rinks, low-poly models betray indie budget. No weather/day-night cycles, limiting immersion versus Curling DS‘s variety.
Sound design amplifies the roar: stone-ice whooshes, broom scritches, crowd murmurs build suspense. No commentary or music, preserving authenticity—silence heightens strategy, akin to Dark Souls environmental audio. These elements forge a focused, meditative vibe: ice as living entity, where every pebble contributes to tactile feedback, elevating sessions from mechanic demo to sporting ritual.
Reception & Legacy
Launch reception was muted; MobyGames lists no critic scores, zero player reviews, collected by just one user. Steam (2020 PC release, $3.99) garners 6-10 mixed user reviews (40/100 player score per Steambase), praising realism (“genuinely enjoyable… accurate to the sport”) but critiquing emptiness (“tech demo than completed game”). Metacritic’s lone Switch review (Digitally Downloaded, 40/100) echoes: strong core action, lacking menus/modes. No commercial data, but multi-platform sprawl suggests modest free-to-play mobile traction amid 2018’s curling hype (PyeongChang Olympics).
Legacy endures in scarcity: among relics like SuperLite 1500: The Curling (1999 PS1) or Curling 2006, it modernizes the niche post-Take-Out Weight Curling 2. Reddit threads lament curling game droughts, positioning Curling On Line as a bridge to FlyOrDie browser play. Influence is subtle—inspiring Pix Arts’ bundles (e.g., Olympic Sports)—but cements curling’s digital foothold, paralleling sport’s growth (World Curling’s 50+ nations). No industry shaker, yet preserves history for historians amid Unity indies.
Conclusion
Curling On Line distills curling’s strategic ballet—sweep, curl, score—into a faithful, physics-driven gem, excelling in mechanics and multiplayer for fans craving authenticity over flash. Pix Arts’ vision triumphs in simulation purity, but sparse content, absent polish, and narrative void limit mass appeal, stranding it as a niche curiosity. In video game history, it claims a quiet podium: essential for curling aficionados, skippable for casuals, but a vital archive of an Olympic underdog. Verdict: 7/10—recommended for strategy purists; the roar awaits those who listen.