Get ready to enter a new era of physics platforming. Polyball is a classic ball rolling game in the vein of Super Monkey Ball, Marble Madness, and Marble Blast - while taking cues from games such as the Sonic series, Trials, and Mario Kart.
User reviews:
Overall:
Very Positive (73 reviews) - 83% of the 73 user reviews for this game are positive.
Release Date: Jun 4, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“By choosing to release Polyball over Early Access we believe we will be able to deliver a more polished and enjoyable finished product through community involvement and iterative design. Through this method we hope, with the help of our players, to shape the future of both the ball rolling genre and indie game development.”

Approximately how long will this game be in Early Access?

“We don't plan on being in Early Access for too long. We're already far along in development and hope to be finished up towards late 2016.”

How is the full version planned to differ from the Early Access version?

“We're using Early Access as a testing bed for the various features of Polyball in their most basic form. You can look forward to more polished and expanded versions of these features in Full Release:

  • Steam Workshop
  • Many more skins and levels
  • 60+ levels and free DLC
  • Online + Local multiplayer
  • Race any leaderboard ghost
  • Full soundtrack made by local independent artists
  • Tuned mechanics and balanced levels based on community feedback
  • Mac/Windows/Linux support
  • Alternate language localization

What is the current state of the Early Access version?

“While we have a lot done already, there are some things still missing. Here is a list of our current features:

  • Global/Friends Leaderboards
  • 45+ levels with more being released soon
  • Online Multiplayer Alpha
  • Powerful customization system
  • Multiplayer disabled while online is being added
  • Main soundtrack 90% complete
  • English only
  • Mac and Windows support
  • Ghost support
  • Steam Cloud Saves
  • Full controller support

Will the game be priced differently during and after Early Access?

“Price will be $15 USD during Early Access as well as at launch.”

How are you planning on involving the Community in your development process?

“We will be actively communicating through Steam, Reddit (r/Polyball and r/low_poly), and Twitter (@studio_monolith) to reach our community. We will be running polls, contests, and have lots of places for you to reach out to us and let us know what you do or don't like!

There are a total of sixty areas in the game, 50 of which are available in the current Early Access build. We will listen to what you think about those levels and tweak the rest of the game based on your feedback.”
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Recent updates View all (38)

October 13

State of the Game: October 13, 2016



Hello!

It's been a while since we've uploaded a patch, or even an announcement for that matter. So we’re here to give you a quick update on what's been going on these last few months!

For ease of reading I'll separate my post into a few segments. Our core areas of focus have been:

I: OPTIMIZATION
  • splitting large terrain meshes to improve framerate
  • incorporating occlusion culling (disabling objects you can't see)
II: INTERFACE + MENUS
  • finalising mockups for in-game and menu interfaces
  • implementing these into a working build
  • improving a lot of the UX and reducing visual clutter
IV: SINGLE PLAYER
  • incorporating player feedback into the current level set (no more pizza lava!)
  • working through the final sector level designs and getting them implemented
  • various system fixes (including more stable leaderboards)
V: MULTIPLAYER
  • overall, making it work better
  • finalising vfx and layouts for current levels
  • complete reworking of the core multiplayer systems
VI: VFX (CAMERA + ENVIRONMENT)
  • depth of field, motion blur, bloom, camera movement, completely new anti-aliasing (temporal anti-aliasing [TAA]); changes everywhere
  • went over a lot of the lighting and fog in existing levels to improve efficiency and visual palettes
  • tweaking colours and integrating new shaders (brand-new custom water shader)



PREFACE
Being an independent studio with other commitments (gotta put food on the table, and have a table in the first place!) we've had to take on some web contracts on the side. These have taken up more time than we initially thought they might. Thankfully these are just about done so we will be back to full-staff on the developer front, and can devote all of our time to Polyball!

Now, back to the updates.

I: OPTIMIZATION
The optimization front is pretty straightforward: our terrain meshes were all gigantic as a result of being sculpted as a seamless entity, so we went back and figured out a way to chop them up into small pieces. Now, we can have those chunks turn on and off based on whether or not you'll be able to see them or not (this is called Occlusion Culling). This helps a lot with levels that have a lot of trees, rocks, or large terrain pieces.

II: INTERFACE + MENUS
Our previous menus were a rough draft of what we wanted to accomplish, and we've improved user flow across the board. We've been working on new pre- and post-game screens, customize pages, and multiplayer screens. We're in the midst of swapping out old placeholder assets for new ones, so this will hopefully make everything uniform and easy to use!

IV: SINGLE PLAYER
The new sector is on its way, and its development was slowed due to some scope creep. We became a lot more proficient with our tools which allowed for a larger scale to these levels. After making the Limbo sector it was tough to break out of the black and white, totally cube mindset and get into what I sort of think of as a flip-side to the forest sector. It's on its way, and we hope you do your best to beat our records!



V: MULTIPLAYER
On the multiplayer front, we’ve been focusing on backend systems and UI. You now have the ability to have one player using the keyboard and mouse in local games, with up to three others using controllers. We’ve streamlined the stats, making it easier to get the important info (who won, kills, deaths, etc.), and redesigned the post-game menus. This will make it easier to navigate to new levels after you finish a match, and display the wins, losses, and other stats for your entire play session.

For online, we’ve reworked the network code resulting in lower bandwidth usage and higher network accuracy. We also took a look at the lobby system and it’s working well in internal testing. Multiplayer is high on our priority list right now, and we’re working to make it as accessible and smooth as possible.


V: VFX (CAMERA + ENVIRONMENT)
This is one of the areas that we've been working really hard to perfect. When you're working with low-poly it's really important to make sure that your effects are well-tuned in such a way to complement the geometry and flow of your environments. We've been ironing out depth of field parameters, playing with the tiniest amount of motion blur, and have gone through numerous other lighting and camera effects that didn't end up making the cut. Not to worry of course, these are all togglable!

On the environment front we've spent some time going over your feedback regarding lighting, geometry, and environmental choices. We've integrated the ones we felt were most conducive to our vision, and want to thank you for all of your support on that end! RIP Pizza Lava, you won't be missed For the most part this includes eliminating one or more light sources in environments that had multiple. In some cases this washed out shadows, and ended up having some unforseen impacts on the readability of (especially platforming) levels. A lot of the fog has been updated, alongside materials and basically the entire superstructure of the volcano sector. We basically went from anthill to Mount Doom with this one, and hopefully it's more volcano-y!



IN CONCLUSION
This is all from us for now, and we'll do our best to keep everyone updated on our progress leading up to our next patch. We've seen some comments from players who have speculated that Polyball is dead, and we want to assure you that this most definitely is not the case. We had to do a major overhaul to get the game where we wanted it to be, and we've learned a lot of valuable lessons from the way we went about it.

Also, if you've read this far you might be interested in following us on twitter for more consistent updates.

Best,

The Studio Monolith Team

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Reviews

“Monkey Ball and Marble Blast fans especially will want to give this a once-over. It looks promising.”
Destructoid

“Polyball may very well be the new standard for not only Platformers, but for early access games in terms of available content. This new indie game could become a new standard for future platformer games.”
9/10 – Keen Gamer

“I do feel that Polyball has a lot to offer and despite still being in Early Access, the price is more than justifiable considering that you get a ton of content all around. Just try out this game, it’s really good and filled with a ton of cool stuff!”
orlygift

About This Game

GET READY TO ENTER A NEW ERA OF PHYSICS PLATFORMING


Polyball is a modern take on classic ball rolling games such as Super Monkey Ball, Marble Madness, and Marble Blast - while taking cues from games such as the Sonic series, Trials, and Mario Kart.

A BIT ABOUT US...

The first full release from digital design practice Studio Monolith, Polyball is an experiment in low-poly visuals and open-ended game design. Our approach with the project was to make the kind of game we used to play, something that had both casual appeal and a limitless competitive ceiling. It was also a genre that we felt hasn't been adequately adapted to the modern world of game design. Our vision was simple: build a game that's easy to pick up, hard to master, and fun both on and off screen.

...AND A BIT ABOUT POLYBALL

There's a lot to do in Polyball -- Challenge yourself or a friend to one of over 60 levels included in the initial release, with plans for many more levels via free DLC. If you've got some friends over and are looking for something to play, Polyball's splitscreen multiplayer promises a good time. With classic modes like Battle and Circuit Race, as well as a multiplayer version of the single-player experience, Polyball promises to be a must-have party game.

CASUAL, COMPETITIVE, OR BOTH

With global leaderboards built right into the level select menu and pregame screen, you can see where you stand among the worlds best and race against their ghosts. If you're more interested in beating your friends, check out the friends-only leaderboards. Collecting shards during your single-player journey will unlock a vast array of customization options, from different ball models to particle effects. This customization carries over into online multiplayer matches as well as your high-score ghost, with local multiplayer having its own version of the customization system designed for split-screen play.

FOR THE PEOPLE, BY THE PEOPLE

If you've mastered every challenge we put into the game, take a look at the Steam Workshop content to face a whole new set of challenges. Community made content, from multiplayer battle maps and circuit tracks to customization options and single-player levels, will bridge the gap between developer and player as well as provide a steady stream of new content for you to experience. Steam Workshop gives the players a voice, allowing for the mechanics and level designs of Polyball to stretch far beyond what we had initially put into the game.

FEATURES


  • 60+ levels and free DLC
  • Powerful customization system
  • Full controller support
  • Extensive multiplayer support - online/splitscreen
  • Global/Friends Leaderboards
  • Full soundtrack made by independent artists
  • Steam Workshop
  • Tuned mechanics and balanced levels based on community feedback
  • Mac/Windows/Linux support
  • Alternate language localization
  • Ghosts
  • Steam Cloud Saves

MULTIPLAYER MODES


  • Trails
  • Battle
  • Circuit Race
  • Tower Climb
  • Split-Screen + Online Story Mode
  • Many more!

Please be sure to check the Early Access tab to see the current state of the game.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Intel Core2 Duo 2.0 GHz (or AMD equivalent)
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Graphics: NVIDIA GeForce GTX 460 / AMD Radeon HD 7800 series
    • Storage: 2 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Overall:
Very Positive (73 reviews)
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