
BALL x PIT is a brick-breaking, ball-fusing, base-building survival roguelite. Batter hordes of enemies with ricocheting balls and gather the riches of the pit to expand your homestead, generate resources and recruit unique heroes.
Most likely between $5.8M and $16.4M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.89 | 95% | approximately $9.7M |
| PlayStation | $14.99 | 94% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1680 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Fun for a little while, but gets old quite quickly with basically no gameplay variation through each stage. Not for $15, maybe for $10, totally for $5.
Don't get me wrong, I enjoyed my time with ball x pit [strike]and I love [i]bolas y pitos[/i][/strike], but I can't recommend it. For a roguelike it gets dull and boring very fast with most of the meta progression upgrades just being +1 stat up or a new character whose entire flavor is starting with a specific ball and maybe.. idk, throw the ball upwards instead of in front of you. [url=https://www.youtube.com/watch?v=hbesF0rBTOc]The game's intro[/url] is by far the best part of this game. It sets the mood, it makes it clear why you're there and sends you on your way. This is the only time the game does something like this and this is the only time you'll get any kind of story out of the game. The bullet hell is simple, the stages static (as in no different bosses/enemy patterns) and the bosses forgettable. The endgame of this game looks.. exactly the same as the early game, with the only difference that you can choose to start with two balls and 1 item fully upgraded. Almost every achievement is "Complete all levels with [specific character]" or just "Complete level X times". Not all characters have an achievement, but at least 16 of those do. 16 characters x 8 levels = 128 runs you'll have to do. With an upgrade, you're able to halve the amount of runs to 64 which still is a lot. Specially for a game that doesn't really offer anything new. And finally, it is a 2020s roguelike, so of course it's a pick 3 (or 4!). I sincerely expected more from it. Even after 3 free content updates the game is still lacking because they're just adding more items and characters, which result in bloated loot pools rather than variety.
im at a point in my life where i dont have the time to play games where you must pay full attention. its much easier to pick up a roguelike that you can drop and get into at any moment rather than a story heavy game or one thats "control heavy". i.e, its super easy to work on something else or eat or watch something while playing a roguelike. but at the same time, because so many roguelikes have come out in recent years i feel like im wasting my time. grinding out a bunch of characters, unlocking stuff thats supposed to keep you hooked but really just ends up with you backtracking to early levels, gameplay differences that are small but enough to make you think of cool builds but not actually get them due to randomization, and finally, huge difficulty spikes that encourage further grinding rather than experimenting with what you already have. additionally, where other game synergies feel more thoughtful, some of these completely remove the identity of the previous items (evolutions) or tend to forget about/downright nerf one of the two fusion components(fusion with things like dark & ghost completely nullify ghost, so why ever try a combo you'd think might be beneficial?) imo, these are the biggest issues with this game. not because the game itself is bad, but because the genre is so tired and this game doesnt improve anything i'm already tired of. if this was sent back 5 or 10 years, i wouldnt think about these issues. in the present, if i had to tell you to play one single roguelike, i might say to play this one at the very least. i just cant help but feel like im wasting my time playing this game, and then stuff like the aforementioned iffy fusions discourages me further to invest. i know the purpose of roguelikes is to adapt and overcome, but im tired of getting shafted by terrible rolls, fusions that dont work, and difficulty spikes that make it hard to want to continue. with the random stats you get from level up the RNG is furthered, some builds will be way stronger one run than another. i realize this is for variety, but it isnt really fun. finally, there are some items that will straight up kill you if you take them, be it by accident or because there are no good options on said roll. i.e, theres items that make your balls go through enemies, which early on will almost always instantly end your run. for the good, its cheap. its another roguelike so it'll be super easy to get into. the art&graphics are very unique and nice(but hitboxes are kinda hard to judge due to them sometimes), its probably super easy to run(but gets my pc hot for some reason where other games do not), the ball thing is satisfying and perfect for tiktok/youtube background footage. pretty much everything you'd want from a cheap game. but in my 10 hours, despite it being appealing on the surface, i absolutely do not want to keep playing it. this is the only roguelike i've ever played a run of and immediately wanted to get off. games like vampire survivors hook you and make you want to keep playing. dont know why that is, but its just how i feel.
This is an extremely fun and addicting indie gem. I highly recommend picking this up. Worth picking up for full price? Yes
I really like the concept and design of this game, but so far it feels like one of those mobile games where you grind until you run into an over-leveled enemy with infinite HP. I can't even tell how much damage I'm dealing since some bosses don't have HP bars. Honestly, I'm disappointed that this is just another grindy roguelike. I was hoping skill would actually make a difference in this game. To make matters worse, unlike other Vampire Survivors-likes, the damage from the projectiles is generally the same (only the effect changes). It gets boring and repetitive before the gameplay actually becomes varied.
Here we go, This game looked promising from the store page and since its steam summer sale 2026 i thought i would give it a try and ooo boy i didnt regret it a single bit. The game is mainly inspired by flipper (atleast i think it is) where you plays as a character trying to fend off enemies coming your way with bouncy balls. Although the gameplay loop isnt impressive but the mechanics balls and passives makes the runs feel unique in a way. Also i like that the game has upgrades that you can use in future runs which for me makes the game feel rewarding trying to max everything out and unlocking and not just playing cuz why not. Although the achievement grinds feels awful since you are strong enough to easily beat it, its just the time that it takes to achieve everything is meh and sometimes even feels like torture. This game is perfect to play in the backgroun because its simplicity and quick runs. 10/10 would recommend for casual players 7.5/10 if you looking to 100% the game
I like the idea, but unfortunately the game kinda plays itself. All you're doing is upgrade your town (which increases your stats). Build decisions during the actual gameplay don't really matter; all that matters is, have you upgraded the building required for that stage or not. If you have the required upgrades, aim either left or right, and you can go afk and do something fun until the victory screen eventually appears.
Great core gameplay and music, but completely ruined by one of the worst progression systems in gaming history. The developers added a weird farming loop where you plant trees, wait out 6-minute timers, and launch your heroes like pinballs into your own crops and buildings just to complete basic upgrades. If you don't hit your own structures with a hero, they don't even finish building. It’s so absurdly tedious that it feels like intentional sabotage by one of the dev team members. Save your money, don't buy this until they completely overhaul these mechanics.
Town Tetris meets, Galaga & Arkanoid's child. I really enjoyed this game, The music is great, the art is great and the gameplay is fun. You have a town and resources you manage, Lots of playable characters each with their particular abilities, lots of balls and evolutions to discover; I really liked it. It can feel repetitive very early if you try to unlock everything there is in a map with every single character you keep unlocking if you don't wait for the updates than can help speed up the process. So there is that, I'd also like for the encyclopedia to be easier to navigate, to be able to identifier easier what combinations you are missing without having to click each and scroll down every single time you click a new one; other than that I do not have any complains, and they are not a big deal to be honest. Overall I recommend the game, you'll have a lot of fun. Tetris town was the best part to me.
Fantastic core gameplay, rough meta progression framing device. A rogue lite brick breaking game that reinvents the classic genre with rogue lite runs where power creep is everything. The core gameplay slowly chopping down slowly advancing armies with hundreds of balls that bounce around in a deeply satisfying way is great. The rogue lite gameplay within these combat run is a satisfying mix of slot machine payouts and build strategy. Think vampire survivors. Between these runs there is a basebuilding meta progression layer that allows you to signifigantly increase your in combat power. Managing this base is done through a novel interface that involves shooting balls into your production buildings. While this approach brings new depth and novelty to the process it creates a needlessly indepth time investment spent for optimizing base layout through frustating controls. Overall the fatal flaw of this game for me is that progression through levels is largely based on your progression through the meta basebuilding game rather than player skill and strategy. For fans of vampire suvivors style games you may enjoy this but i found it asked a little to much between runs.