
Devilishly difficult but insanely rewarding physics puzzler. Play through 85 levels of diverse and ingenious physics-based challenges.
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 → 0.29/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 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Puzzle games that aren't Tetris usually piss me off, this one I'm indifferent to. Probably helps that the ball amusingly explodes into a million pieces and the visuals are nostalgic in a way. Thanks, Jaakko. For leading me here.
It's an okay game if you have leftover credits in your Steam wallet. The level design is solid and sometimes clever, but it's frustrating to play with a mouse.
Great Game!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
sorry senpai but this game not sugoi
I'm sure 99% of people don't read the reviews. So you may not know that Naruto can be a bit harsh sometimes. You may not know this, but Naruto also grew up without a father. In fact, he never met either of his parents and never had any friends.
The game doesn't work in 2026... I click play and the game doesn't run.
[h1]A Fun Physics Challenge That Cracks Under Its Own Rough Edges[/h1] Marble Mayhem: Fragile Ball is a physics-driven platformer where you guide a delicate marble through obstacle-filled stages, trying not to fall, collide too hard, or shatter on impact. At its core, it offers exactly what fans of marble games enjoy: precision movement, rolling momentum, tricky jumps, and the constant threat of failure. When everything works, it delivers that satisfying “just one more try” feeling typical of classic ball-rolling games. The movement system is responsive enough to allow for fine control, and some of the level designs cleverly use slopes, narrow beams, bumpers, and moving platforms to test your reflexes and patience. There are moments where the physics feel just right, giving you that rewarding sense of mastering a difficult path or recovering from near disaster. Visually, the game is simple but clean. Bright environments, basic textures, and functional lighting keep things readable, though nothing particularly stands out. The soundtrack is minimal, mostly serving as background noise while you focus on navigating challenging terrain. However, Marble Mayhem: Fragile Ball struggles with consistency, which is crucial for physics-based games. The ball’s fragility can feel unpredictable: sometimes a small bump shatters it instantly, while other times a much harder impact goes unpunished. Certain levels feel more like trial-and-error than skill-driven challenges, with blind jumps or awkward layouts that force restarts for reasons beyond the player’s control. Difficulty also spikes without warning. Some stages are short and straightforward; others are long, punishing, and require near-perfect execution. Combined with a lack of checkpoints, frustration can build quickly. And while the core gameplay loop is enjoyable, the game doesn’t offer much variety or progression beyond completing increasingly difficult levels. Still, for fans of precision rolling games, Marble Mayhem can scratch that itch. It has charm, challenge, and enough enjoyable moments to justify its low price, just be prepared for a few cracks in the experience. [h3]The Good:[/h3] Satisfying physics-based platforming when the mechanics behave consistently. Clever level layouts that challenge balance, timing, and precision. Simple, clean visuals that keep the focus on gameplay. [h3]The Bad:[/h3] Inconsistent fragility physics leading to unfair or confusing failures. Difficulty spikes and lack of checkpoints can make certain levels frustrating. Limited variety and shallow progression reduce long-term appeal. [h3]Ratings:[/h3] [b]Overall:[/b] 5 / 10 [b]Visual:[/b] 4 / 10 [b]Gameplay:[/b] 5 / 10 [b]Story:[/b] 1 / 10 [b]Audio:[/b] 4 / 10 [b]Playability:[/b] 5 / 10
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠿⠿⠿⠿⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⣉⡥⠶⢶⣿⣿⣿⣿⣷⣆⠉⠛⠿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡿⢡⡞⠁⠀⠀⠤⠈⠿⠿⠿⠿⣿⠀⢻⣦⡈⠻⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡇⠘⡁⠀⢀⣀⣀⣀⣈⣁⣐⡒⠢⢤⡈⠛⢿⡄⠻⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡇⠀⢀⣼⣿⣿⣿⣿⣿⣿⣿⣿⣶⣄⠉⠐⠄⡈⢀⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⠇⢠⣿⣿⣿⣿⡿⢿⣿⣿⣿⠁⢈⣿⡄⠀⢀⣀⠸⣿⣿⣿⣿ ⣿⣿⣿⣿⡿⠟⣡⣶⣶⣬⣭⣥⣴⠀⣾⣿⣿⣿⣶⣾⣿⣧⠀⣼⣿⣷⣌⡻⢿⣿ ⣿⣿⠟⣋⣴⣾⣿⣿⣿⣿⣿⣿⣿⡇⢿⣿⣿⣿⣿⣿⣿⡿⢸⣿⣿⣿⣿⣷⠄⢻ ⡏⠰⢾⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠟⢂⣭⣿⣿⣿⣿⣿⠇⠘⠛⠛⢉⣉⣠⣴⣾ ⣿⣷⣦⣬⣍⣉⣉⣛⣛⣉⠉⣤⣶⣾⣿⣿⣿⣿⣿⣿⡿⢰⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⡘⣿⣿⣿⣿⣿⣿⣿⣿⡇⣼⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣇⢸⣿⣿⣿⣿⣿⣿⣿⠁⣿⣿⣿⣿⣿⣿⣿⣿⣿
Well, it's not the worst thing ever but it's pretty frustrating and doesn't feel at all rewarding to complete. The game isn't technically broken but it's glitchy beyond words at times in a game where precision is everything. You have to rotate the map by spinning the mouse- this sounds like a fine concept but it's ridiculously finicky and one slight nudge can send the ball flying across the map. Further, sometimes you need to rotate the map quickly which is very disorienting and nauseating. The game has 85 levels- not 100 even though it looks like it does. The levels are sorted out of order and unlock in a weird order as well, with some squares that look like they contain levels actually having nothing. Some of the levels are ridiculously easy and can be completed in five seconds while some can take hours. I sufferered through all 85 levels which took me about seven hours on normal. On hard the ball shatters much easier. The ball shattering is the most annoying thing about the game and even on normal it will sometimes shatter at random or if you are leaning up against the wrong wall so you can't really trust this game. I can't really recommend it because it's structured like a casual game but some of the levels are liable to drive people insane, and it's not really skill-based as much as random chance. I play both casual and games with hardcore difficulty and this doesn't seem to work either way.
There are a pretty good varriety of levels from easy to hellishly difficult. The controls are smooth and intuitive, with a very high skill celing if you practice with them. "Flying" around on levels that allow a 360 degree rotation, or other unorthodox solutions, can be extremely enjoyable. The negative reviews are likely just from people who don't enjoy this type of game. If you love smooth but unforgiving gameplay coupled with extreme challenge, you'll probably enjoy it.
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.
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