
Flipper Volcano is procedurally generated ghost pinball inside a volcano. Use your flippers to reach higher levels and outrun the rising lava!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Barrels are fundamentally broken, ruining the experience.
Looks fun at a first glance but it gets really old really fast. The main goal of regular pinball is to stay as long in the air as possible and aim your ball to rack up combos to get, but in this game you don't want to stay in the air at all and straight up is the only place you're really supposed to aim, so 99% of the time you're just trying to get the perfect timing to go straight up. Since the rooms are pretty randomly generated, they can range from extremely easy to extremely hard, where either you're stuck on obstacles for a really long time and/or have to hit an extremely perfect angle to get through. The barrels are also a tad buggy and have a chance to shout you out in a random direction instead of the way you were aiming. And in endless mode, rooms can generate so it's basically impossible to get to the next room, killing your run. So, really all there is shooting straight up over and over again with occasionally not very fun obstacles. This game could've had so much potential to be fun if the mechanics were reworked and the game in general was fleshed out a lot more. The game itself is really bare bones. All that considered, I don't think this game is worth it at all, so really only buy it if you have a ton of money to blow, and even then, you should probably blow it on something else
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The maps are randomly generated and not carefully crafted like a real pinball experience. It COULD be really fun, but its not.
First thing first, I don't like this game, but if your buying it on sale in bulk with other Sockpop games in the bundle than it's a worthwhile experiment. Buy only in both of those scenarios. I want to like this game. It's a neat concept, but its execution is so unpolished that it's falls apart quite quickly. The physics aren't tight enough and the bizarre choice to make the camera move around to focus on the ball instead of stabilizing on the play area makes it so difficult to judge where the ball is on the paddle, so it feels like the it's going to go in a random direction no matter what. Only one character(Ivy) feels like my skill at pinball has any effect on how likely I am to win. The breakable block gimmick is infuriating when you can't determine where the ball is going to go. It makes Ivy the only viable character, and it makes the ghost checkpoint system downright necessary to win with most of the other characters. If you need a checkpoint system for a game as consistent and straightforward as pinball, there's something fundamentally wrong with the way you built the game. That's not even touching on how all the physics objects are somehow broken. The barrel launchers have a fire box that doesn't keep pace with the exit hole. Even determining which side is the exit is difficult because the arrow isn't pointy enough to see clearly while it's spinning around. The random placement of moving walls can make games unwinnable because the timing is too tight and the exit can be placed behind awkward tunnels. Even if you get the ball to the exit, many times the paddles of the next room just physically push you back down. The triangular bumpers are the only hazard that is in every room, and it's often the worst obstacle because it directly blocks the exit, or gets you stuck against other objects which spawn in ways that suggest they don't account for the bumpers' space, or will even soft lock you by putting you in an infinite loop with holes. Extra balls don't count as extra lives, but can block your ball from the exit while you try to break blocks with them, so there almost more of a hazard using them then just letting them fall. This is such an interesting concept, but none of it is executed right. The good news is, that it's achievements are short and simple, so if you're like me and need to get them, it's not too time consuming, and I did like the idea enough that I would like to see a version of this game done right. Just remember, it's a sale and bundle only game.
Another good Sokpop game, short and to the point. Different pinballs have different effects and you have to escape the rising volcano! Good for an hour or two of fun, 8/10
A basic pinball game with a "timer" on each board. The "timer" is a slowly rising wall of lava coming up from under you. To escape it, you have to get to the top of the board. What board you get is randomised. Simple, right? Well, the ball physics are weird, with the ball being launch high easily but not going left or right at all. This makes shots really hard to line up, a horrible flaw to have for a game about lining up shots to survive. The lava is really fast too, so you can't just wait for the perfect opportunity. Also you have very few ways to influence the board outside of the flippers you have. Said flippers are at the bottom of the screen. And when the laval rises, they are submerged quickly, leaving you to have to hope you got your last shot right or else its a game over. Interesting concept for this game, horrible execution. I don't recommend it.
Sokpop S09: Flipper Volcano is a compact yet intensely energetic arcade experience developed and published by Sokpop Collective, and it perfectly reflects the studio’s philosophy of rapid experimentation and playful design. At first glance, it appears to be a simple pinball-inspired game, but beneath that surface lies a clever fusion of physics-based action, vertical platforming, and roguelike unpredictability. The premise is immediately clear and delightfully absurd: you control a small ghost trapped inside a volcano, using flippers to propel yourself upward while molten lava steadily rises below, threatening to end your run at any moment. This single, escalating objective gives the game a sharp focus and an almost instant sense of urgency. The core gameplay loop is built around momentum, timing, and spatial awareness. Instead of navigating a traditional pinball table, players ascend through a vertical cavern made up of procedurally generated segments. Flippers are positioned throughout the environment, and mastering how to chain bounces together becomes essential for survival. Each successful launch upward feels rewarding, while a poorly timed flip or awkward angle can send you tumbling downward toward the lava. The physics are intentionally floaty and unpredictable, demanding quick adaptation rather than rigid memorization. This makes every run feel slightly chaotic, but also fresh, as players must constantly react to the terrain presented to them. Procedural generation plays a major role in shaping the experience. No two runs are identical, and the layout of platforms, flippers, and obstacles can dramatically affect how a climb unfolds. This randomness adds replayability and tension, as players never quite know what challenges lie above. At times, the generation can feel unforgiving, especially when paths upward are obscured or poorly aligned, but these moments also contribute to the game’s identity as a high-risk arcade challenge. Success often comes from improvisation rather than perfect planning, reinforcing the feeling that Flipper Volcano is as much about surviving chaos as it is about skillful play. As players progress, the game introduces light progression elements that encourage experimentation. Unlockable characters offer subtle variations in physics or handling, slightly altering how momentum behaves or how forgiving mistakes can be. While these differences are not drastic, they provide just enough variety to encourage repeated runs and exploration of different playstyles. The game does not overwhelm players with upgrades or complex systems, instead keeping progression minimal so that the focus remains firmly on moment-to-moment gameplay. Visually, Flipper Volcano embraces Sokpop’s trademark minimalist aesthetic. Simple shapes, bold colors, and clear silhouettes ensure that the action remains readable even during frantic moments. The rising lava serves both as a visual threat and a mechanical timer, constantly reminding players that hesitation is punished. Sound design complements this urgency with satisfying flipper effects and subtle audio cues that reinforce successful movement without becoming distracting. Together, the visuals and audio create a cohesive arcade atmosphere that feels lively despite the game’s small scope. While Flipper Volcano is not without its frustrations—particularly for players sensitive to randomness or seeking tightly controlled precision—it largely succeeds in what it sets out to do. Its short sessions, high intensity, and replay-driven design make it ideal for quick bursts of play, where each attempt becomes a personal challenge to climb just a little higher than before. The lack of long-term structure or narrative may limit its appeal for some, but that restraint is also part of its charm, allowing it to exist as a pure expression of an idea. Ultimately, Sokpop S09: Flipper Volcano is a focused, inventive arcade game that thrives on simplicity and pressure. It doesn’t aim to be expansive or deeply strategic, but instead delivers a sharp, memorable experience built around physics, momentum, and constant motion. For players who enjoy fast-paced, experimental indie games and don’t mind a bit of unpredictability, it stands as a strong example of how a small concept, executed with confidence, can be both addictive and distinctive. Rating: 5/10
Incredibly janky physics, an extreme reliance on Procedural Generation/RNG causing success or failure to be out of your hands, combining two incompatible game mechanics (slow-paced pinball and an arbitrary time limit). If you want a twist on Pinball, play Yoku's Island or something. If i didn't buy this as part of a charity bundle and instead got it through Steam, i would refund it.
Fun little procedurally generated pinball game where you outrun lava. There are different balls with different abilities, and endless mode, but there's not a lot of content.
Flipper Volcano is a 2D pinball game where you start in the bottom of a volcano where you have to escape through the top as you flip yourself up the volcano making sure that you outrun the rising lava. Earn gems in order to buy new characters each containing their own skills such as increased jump, larger size and even a second life. Graphics- Meh Soundtrack- Not bad Audience- kids or teenagers Difficulty- Not too hard to understand Story- Not really a story Game time- okay length Price- Its not too expensive for what you get 5/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.3K | 22 | 95% | $7.99 | |
| $37.7K | 886 | 88% | $1.99 | |
| $33.7K | 364 | 99% | $2.49 | |
| $14.8K | 40 | 92% | $13.99 | |
| $8.5K | 79 | 99% | $4.99 | |
| $3K | 28 | 93% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5K | 151 | 70% | $1.19 | |
| $3.5K | 58 | 93% | $2.99 | |
| $3.5K | 91 | 85% | $3.99 | |
| $3.5K | 186 | 94% | $0.99 | |
| $3.5K | 55 | 87% | $3.49 | |
| $3.5K | 284 | 95% | $0.99 |