Real Physics, where every shot matters. Real Pool with Roguelike progression with an expansive meta-progression. Create your build with powerful items and charms, adapt to every table, and earn your place in The Hustle. Or play it Old-school and enjoy the real physics and custom tuned opponents

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Akan Datang ke Akses Awal

Pembangun permainan ini berhasrat untuk melancarkannya sebagai projek yang sedang berlangsung, dengan perkembangan dipengaruhi oleh maklum balas pemain.

Nota: Permainan dalam Akses Awal belum lengkap dan mungkin akan mengalami perubahan. Jika anda tidak berminat untuk bermain permainan ini dalam versi semasa, anda seharusnya menunggu untuk melihat jika permainan ini akan terus dibangunkan. Ketahui lebih lanjut

Kata-kata daripada pembangun:

Kenapa Akses Awal?

“The core loop is fully playable however there is a ton missing that I'd still like to add before calling it a "1.0" title.

The physics, the scoring, the map, the shop, the progression and the saves are all done and I am happy with them. What is missing is size: one venue rather than the five I am building toward, an item and equipment system smaller than I want, opponents with personality in how they play but very little to say.

I could spend another year building that and guessing, or I could put it out now and ensure people who are actually playing it are enjoying it and allow them to help shape the quality of the 1.0 release.

I also want people to experience the physics earlier rather than later. That way if somebody who has input on the way it feels tells me something is wrong, then I can correct it sooner rather than later and that is worth far more to me now than after 1.0.”

Berapa lama permainan ini dijangka akan berada dalam Akses Awal?

“About 12-18 months. I am aiming for 1.0 around November 2027.

I would rather give myself the room and land it. Rather than promise six months and then releasing a half realised project. If it is ready sooner it ships sooner, and I will say so on the roadmap rather than sitting on a finished game.”

Apakah perbezaan yang dirancang antara versi penuh dan versi Akses Awal?

“The Early Access build is one venue, a branching map through it, over 40 opponents, and a complete run from break to result. That loop is finished, and The Hustle is behind it for anyone who wants to take on the "Quota" Challenge.

1.0 is meant to be a bigger game around the same loop:

The biggest thing I plan is more venues, specifically 3-5. More opponents, 80+ with more dialogue variations rather than the handful of lines they have now. Deeper item pools and an expanded Charm system. Cue components, for the full Cuestick customization experience not only for cosmetics but to change the behavior of your sticks. More Table, Felt and other Hazards that bend the experience harder. Deeper meta-progression, entire new mechanics that do not currently exist and plenty more new additions aswell as secrets.

Better visuals will another big factor that would seperate 0.5 from 1.0; as I'm not the best artist so it takes me much longer to produce art than a real artist having a year between Early Access release and 1.0 means I plan to have the time I need to get the art Bankshot! deserves. Steam achievements and more languages than English, as I created all lines of text as CSV for easier localization.

Better Audio feedback, from the individual sfx, background noise such as cheering other boo'ing, to the music you hear I plan to renovate what is currently there and source talented musicians to handle the actual OST rather than using my DAW knowledge. That way I can always ensure that our audio stays Ai-free and Human-made. A limitation with DAW is that I cannot always verify whether or not the CC0 samples/gig files I used to construct the soundtrack were at anypoint touched by a Gen-Ai. I would rather be 99.9% certain that our BGM are human made rather than find out as a surprise later down the road.

Expanded Accessibility options including but not limited to better colorblind support across every scene and menu in the game. Audio Representation for button selection, aswell as a deeper interface customization system.

I plan to be tuning constantly with the support of players submitting bug reports or discussions about what feels off or broken to ensure a properly polished product at 1.0 release.

Another factor I plan to submit at 1.0, and already have been developing since day one, is a modding framework to change every aspect of the game including but not limited to allowing anyone to implement new items, opponents, events, maps, gamemodes and more. I carefully planned the IDs of the core project to have a massive amount of reserved IDs for future content but in doing so I left an even bigger number of IDs for modders to claim as their additions rather than running into the ID limitation problem many other games do. I have currently a built-in ID sorting system that allows almost anything to be compatible out of the box by allowing modders to choose a 'range' parameter of their IDs before publishing their mod to then be handled by our framework to better integrate it and sort it among any other installed mods!

I plan to release and update a roadmap along with every major version's release.

After 1.0 support is planned, with an experimental PVP system being conceptualized to allow players to face off against other players whether it is inside of our roguelike mode or the purist Old-school mode.


I plan to include every one of them but I would rather move a date in public than quietly dismiss a feature.”

Bagaimanakah keadaan semasa versi Akses Awal?

“Playable start to finish, and stable. A custom physics engine designed by me and based off of my thousands of real life hours spent playing American-style "pool".

You can start a run, navigate the map, take the opponents you choose to face, acquire items, lose, and go again. Physics, scoring, the map, the shop, progression, save slots, settings and accessibility are all in and working. There is a tutorial, a rule book, aswell as a growing technique lessons tutorial and a practice mode.

All visual art was made by me. The music was composed by me in LMMS, using samples I created myself alongside CC0 samples and soundfonts. I have since discovered that some of my CC0 sources may have been AI-generated, despite my efforts to verify them beforehand. Going forward I will be cycling these tracks out of the project. No AI tools were used by me directly in making this game. Music is not my strongest skill, so the current soundtrack is functional rather than polished, and I plan to work with dedicated musicians to bring it up to the standard the rest of the game deserves.

I test every build myself, but I am one person and i'm sure you will find things I did not. Telling me is genuinely useful.”

Adakah harga permainan ini berbeza semasa dan selepas Akses Awal?

“I plan to increase the price by a small amount for the 1.0 release, not before then.”

Bagaimana anda merancang untuk melibatkan Komuniti dalam proses pembangunan anda?

“I plan to try to read everything that comes in. I would rather hear that a shot felt wrong rather than silence.

There is a feedback key bound in the game itself, the Steam discussions are open and likely to be the first place I look for feedback, I plan to launch a Discord which is an interim home. The long term plan is to keep the discussion somewhere such as a proper Old-School Forum rather than contributing to the information displacement from private or invite-only communities.

Two things I will try my best to commit to. I will post what changed with every build, in plain English (no emoji spam) and when something on the roadmap moves, I will say so on the day I know, not on the day it was due.”
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Tarikh Keluaran Dirancang: Oktober 2026

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Tentang Permainan Ini

A roguelike built on real pool physics.

Bankshot! is traditional 8 ball pool, played on a table that behaves the way a real one does, wrapped in a run where every decision matters.

Travel through the venue, choose your route, play against unique opponents, and develop your build one rack at a time. Create unexpected builds and discover whether your strategy can survive when the pressure rises.

The physics are the point

The table is built to real dimensions, with physics designed around how pool actually works.

Draw pulls the cue ball back because of the spin you applied. Follow carries forward. Side spin changes the path of the cue ball and throws object balls away from their expected line. 

The table does not change its rules for you.

Everything you collect modifies the simulation itself, changing real values instead of adding simple bonuses on top.

Play pool your way

You can simply play.

Break. Plan your shots. Run the table.

Refine your aim, choose your pocket. Call the rail when you need a bank.

A successful call rewards confidence for every rail, pocket, and ball you call correctly.. A missed call gives your opponent the advantage.

Late in a rack, deciding between the safe option and the risky one becomes the difference between continuing the run and starting over.

Once the 8 ball is in play, every finish has to be earned.

Including a set of options when beginning a new run that alter the ruleset to something you may be more familiar with rather than being expected to play with the 'traditional' ruleset as I know it. Altering these rules does not affect progression. 

The table is part of the opponent

You do not choose the table.

You walk into a room and discover what you have been given.

Some tables run faster. Some rails respond differently. Some surfaces make positioning easier, while others demand precision.

You learn what you are playing on before the break, then adapt your strategy around it.

A difficult table is not unfair.

It is simply a different problem to solve.

Every shot matters

Each rack gives you a limited number of shots.

Legal pockets keep you moving.

Run out of shots before clearing the table and the run ends.

That turns every decision into a tradeoff. A difficult shot might save your run. A safe shot might leave you without enough opportunities later.

Managing your shots becomes just as important as making them.

Play aggressively. Play defensively. Find your own way through the rack.

Build it up. Then break it.

Every run is shaped by the choices you make along the way.

A new cue stick can change the fundamentals of how you play. An item can redefine your strategy. A charm can turn around a critical moment. Hazards will force you to adapt instead of relying on the same plan every run.

Your first successful run unlocks The Hustle. From then on, you may continue forward after completing 'Standard' mode with everything you have earned.

The Hustle is where the rules start asking different questions. You are no longer only rewarded simply for surviving. You are rewarded for the risks you choose to take. Increasing rewards and increasing difficulty, how many Marks can you make?

The physics are the same.

The way you and your opponents play is not.

Never played pool before?

The game is designed to welcome new comers to the pool world while remaining truthful to the real thing and offering challenging mechanics to even seasoned veterans.

Your first rack teaches the fundamentals. The Rule Book explains every rule the game uses. Fourteen Technique lessons break down real shots, showing where to hit the cue ball, how much power to use, and how the shot works.

Practice gives you a table based on the different sizes you may have unlocked, a cue, and the freedom to learn without pressure including a full system for setting up custom shots.

Casual mode offers a more forgiving way to experience runs while learning the systems, with reduced rewards and a smaller item pool.

If you already know pool, Standard is how the game was designed and lets you approach runs however you want. Build around over 200 items, charms and more, or complete runs without them. Both are possible.

Old School removes the roguelike elements and focuses purely on traditional pool.

Hardcore gives you one life and one chance.

What is in the game

  • More than forty opponents with unique personalities, habits and playstyles

  • Multiple progression systems including cue sticks, items and charms. Each changing how you approach the table

  • The Shift takes the classic curse mechanic a step farther that introduces additional changes

  • An additional layer of variety that alter how each run plays

  • An ever expanding branching map with racks, shops, discoveries and optional stops

  • The Tab, a permanent progression system that unlocks new mechanics, events, stops, cue sticks aswell as entire manufacturer groups with their own unique modifier bonuses

  • The Hustle, unlocked after completing a run, where risk and reward become the focus

  • Entire Run Replays with lightweight-ingame Playback support, aswell as just the previous shot to see how your opponent pulled that off, or for bug reporting, replay tools including a way to save your clips for viewing later in the collection menu

  • Standard, Casual, Practice with a growing library of learnable techniques

  • Hardcore Save slots for players who prefer to live dangerously.

  • Old School mode which cycles seamlessly through all 40+ distinct, custom tuned opponents until either you either win or lose the run, completely stripped of roguelike elements.

  • A Variety of Accessibility features including fonts and resizing across every aspect of the game. 

Made in house

This is a solo project, it has taken me over two years of careful attention to details in order to develop this ensuring every new addition does not change the core 'feel' making sure it always feels like the real thing but virtually and is truly "just one more run worthy".

I personally have a ton of Experience with 'Pool' (American Billards) as I have spent a majority of my adult years as a hobbyist around the table learning the intricacies. My partner and a few close friends assisted with testing ideas, challenging decisions, and to point out when something needs more work, I had my close friends who often shoot pool test the systems thoroughly to ensure they feel like the real thing rather than arcadey.

Engineered alongside modding framework since day 1 as such modding framework will release alongside 1.0. The Modding framework allows everything from the text placement, to the ball and table shapes to be modified, it even allows the addition of entire new mechanics to be build from the ground up.

No anticheat. No third party DRM. No account required outside of a steam account and the game!

Play it offline, enjoy it your way!

Keperluan Sistem

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit, version 1809 or later
    • Pemproses: Any 64-bit dual core at 2.0 GHz
    • Memori: 2 GB RAM
    • Grafik: Any GPU supporting OpenGL 3.3 including integrated with 512 MB video memory
    • Storan: 1 GB ruang tersedia
    • Kad Bunyi: Any Windows-compatible audio output
    • Sokongan VR: None
    • Nota Tambahan: Display of 1280 x 720 or larger. A hard drive is fine, SSD is only faster for startup. Supports Touchscreen and Controller.
    Dicadangkan:
    • OS: Windows 10 or 11 64-bit, current
    • Pemproses: Any 64-bit quad core at 3.0 GHz or better, 2016 or newer
    • Memori: 4 GB RAM
    • Grafik: Any dedicated GPU or modern integrated graphics with 1 GB video memory
    • Storan: 1 GB ruang tersedia
    • Kad Bunyi: Any Windows-compatible audio output
    • Sokongan VR: None
    Minimum:
    • OS: Ubuntu 22.04 LTS 64-bit or a comparable distribution with glibc 2.35 or newer
    • Pemproses: Any 64-bit dual core at 2.0 GHz
    • Memori: 2 GB RAM
    • Grafik: Mesa driver with OpenGL 3.3 support
    • Storan: 1 GB ruang tersedia
    • Nota Tambahan: X11 or Wayland. Also the configuration the Steam Deck runs.
    Dicadangkan:
    • OS: Ubuntu 24.04 LTS 64-bit or newer
    • Pemproses: Any 64-bit quad core at 3.0 GHz or better, 2016 or newer
    • Memori: 2 GB RAM
    • Grafik: Mesa, current
    • Storan: 1 GB ruang tersedia
    • Nota Tambahan: X11 or Wayland. Also the configuration the Steam Deck runs.
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