This review follows Output Lag’s comprehensive review methodology.
About BALL x PIT
- Developer
- Kenny Sun
- Publisher
- Devolver Digital
- Release Date
- October 15, 2025
- Platforms
BALL x PIT starts with a bounce. A single, perfectly weighted arc of your first projectile, ricocheting through the cavern and lighting up the dark with a chain of destruction. From there, BALL x PIT quickly goes from calm to chaos: a dizzying ballet of physics, projectiles, and monsters. It’s a moment that sets the tone for everything that follows in this absolute gem of a game: equal parts hypnotic and hellish, with a rhythm that’s hard to walk away from.
Developed by Pixel Reign, BALL x PIT is what happens when a physics-driven brick-breaker crashes into a roguelite dungeon crawler and somehow makes sense. On the surface, it feels like an absurd mashup. You’re a hero dropping balls into a bottomless pit, battling hordes of enemies, and scavenging materials to upgrade your crumbling home base. But within an hour, the loop becomes incredibly intoxicating. Every bounce matters. Every descent carries risk and reward. And every time you fail, you start again, in classic roguelike fashion, you’re a little wiser, a little stronger, and maybe a little more addicted.
A Dance of Physics and Panic
The magic of BALL x PIT lies in its feedback loop. Each descent into “The Pit” becomes a lesson in momentum and chaos. You launch orbs with precise angles, watching them careen across walls and enemies, chaining explosions and elemental effects. It’s half geometry, half gut instinct, but a completely unique game that punishes carelessness but rewards intuition.
The first few runs are humbling. I failed early, repeatedly, misjudging angles and overextending as waves of skeletons and elemental beasts closed in. But once I began fusing balls and combining elemental properties to create devastating hybrids, the gameplay started to reveal itself more and more. BALL x PIT is simple enough in nature, but incredibly in-depth with lots of options. My frost-fire “Inferno Arc” build became a symphony of explosions, ice shatters, and lightning-charged ricochets that painted the screen in destruction.
There’s something immensely satisfying about the unpredictability of it all. You can plan a perfect angle, only for a ricochet to veer wildly into an explosive barrel and wipe out a dozen enemies at once. It’s messy, chaotic, and deeply rewarding.

Building a Civilization Above the Abyss
Between runs, you retreat to your makeshift settlement, New Ballbylon. Here, BALL x PIT reveals its roguelite structure: a persistent progression system where each death contributes to something tangible. You spend resources to upgrade your forge, expand the market, and unlock new heroes or abilities. It’s here that BALL x PIT slows down a bit, letting you plan and tinker before diving back into the madness.
What keeps this system engaging is how meaningful the upgrades feel. Do you invest in better resource yields for the next run, or pour everything into unlocking a new fusion lab? Each choice reshapes your next descent. It’s not just busywork either; it’s preparation, and you feel it when you finally make it ten levels deeper than before.

The Weight of Chaos
Like any roguelite worth its salt, BALL x PIT thrives on chaos. But that chaos can sometimes overwhelm. In later runs, the screen fills with enemies, orbs, and visual effects that border on sensory overload. Even on PS5, where performance stays largely stable, there were moments where I struggled to keep track of my own projectiles amid the particle storm. But there weren’t any performance issues alongside it. Just lots of chaos.
And while the randomized fusions and loadouts keep things fresh, they also introduce uneven difficulty spikes. Some runs gift you the perfect synergy early; others leave you starved for options, making each descent feel unfairly stacked. Still, the sting of failure never lasts long as the near-instant reloads on PS5 make it easy to jump right back in.

A Perfectly Imperfect Descent
After a dozen hours, I found myself in a flow state with my eyes darting between angles, fingers dancing across the triggers, heart pounding as my last orb bounced between enemies in a desperate bid to survive. BALL x PIT has that rare arcade rhythm where victory feels earned and failure feels like an invitation. It’s not about mastery so much as momentum, learning to ride the chaos rather than control it.
There are a few rough edges, but nothing massive. The upgrade menu can feel a bit cluttered, and the difficulty curve occasionally punishing. Repetition does creep in once you’ve seen most enemy types. But the core loop here is a perfect mixture of skill, physics, and chance, and it keeps pulling you back. It’s the kind of game that devours your free time one “quick run” at a time.
BALL x PIT isn’t just another clever indie experiment; it’s lightning in a bottle. This is the rare game that feels both nostalgic and entirely new, taking the humble joy of physics-based play and twisting it into something transcendent. Every bounce, every fusion, every near-miss carries a sense of precision that borders on musical.
On PS5, it’s practically flawless. The frame pacing is buttery smooth, the DualSense makes each shot feel alive, and the instant restarts keep the rhythm unbroken. It’s a perfect storm of design and feedback in a game that doesn’t just challenge you to improve but seduces you into trying again. Hours melt away without you realizing it, and when you finally look up, you’re already planning your next descent.
There’s a deliriously intense artistry to BALL x PIT that’s hard to quantify. It’s in the way chaos and control dance together, the way failure feels like progress, the way sound, light, and motion fuse into something hypnotic. BALL x PIT isn’t just a great roguelite; it’s one of the best games of the year, period.
Frequently Asked Questions
Is BALL x PIT Game of the Year material?
With a score of 10/10, BALL x PIT is definitely a contender for Game of the Year discussions.
This review is based on a retail build of the game provided by the publisher.