
Breakout Season is a ball-bouncing arcade roguelike. Aim carefully and harness the chaos to your advantage. Build game-breaking synergies, and destroy everything you can before the season ends!
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 17 → 0.14/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
Breakout Season is a chaotic, ball-bouncing arcade roguelike set in a colorful world of juicy blocks.
Aim with precision to blast through the block-filled levels, and shoot your way across all four seasons, each bringing new challenges and increasing difficulty.
Blending the unpredictable thrill of physics-driven ricochets with strategic planning and clever decision-making.
Assemble a unique team of blocks, collect powerful, game-changing tools, and turn the chaos in your favor to rack up sky-high points.
Every run brings fresh opportunities to experiment with new builds, wild synergies, and various playstyles.
The full game currently features:
🟥 5 different characters with unique playstyles.
🟩 25+ colorful block types.
🟨 30+ tools to upgrade your arsenal.
🟦 Unlockable items and achievements.
Each run takes around 20-30 minutes, and everything can be unlocked in 3-4 hours.
Breakout Season is the first game from a newly formed studio by two Danish indie dev friends who developed this game all in their spare time. Our aim is to create small games packed with a lot of fun!
We really hope you'll enjoy our first little game!
Genres
Engagement
Reviews
At first glance it plays as a relaxing Breakout-style game, sprinkled with a couple of new features, some humorous and nice animations, cozy music , but after 30 min it appeared to me to be a deeper puzzle: The mechanics offer A LOT of different dynamics and strategies. You make choices that does not only impact the current level (season) but carry consequences for the whole playthrough. Exploring the different team-builds & modifiers and building experience is necessary to make good long term decisions. When you have taken those decisions you still have to follow through in the rounds and play, not simply to break bricks, but to break the right bricks. Each shot is a careful tactical calculation in order to implement your strategy to get the most out of the modifiers. You might find yourself needing to make a weaker shot in order to get a better starting position for the next money-shot. If you gamble on your performance in the upcoming season you might secure yourself a great advantage or lose the game all together. Summary: - Easy to get into, difficult to master - Well designed mechanics that offer a lot of different strategies - Nice and humorous graphics - Good opportunities for replay
It's in current state I can't *really* recommend Breakout Season. The music is chill, the art is cute enough, and the mechanics are *fine*. In the 90~ minutes I played I had unlocked all the different balls. Gumball is just really weak for some reason? Starts off with 1 ball and spends all your gold to get 1 ball per gold spent, it spends gold even if don't have spaces for the balls you would have gotten. It's starting loadout is a low point fruit, and two Golden Apples which give 2 gold after being hit 25 times, aiming for these is just a trap early on. In addition it also has fewer rounds to get score for some reason. The bouncy ball is neat, alternating your shots between two 45 degree angles, but it doesn't really feel much different to the basic loadout in any meaningful way. The Bowling Ball is cool, dealing double damage and being more affected by gravity than the other kinds of balls, though the Aim Extension tool simply doesn't take that gravity into account, making it a useless item. The Fireball is the most unique. You're locked at 1 ball forever, but that ball destroys everything in 1 hit. Unfortunately that also means it's also the most likely to get screwed over by a bad bounce, though it makes up for this somewhat by having additional rounds with which to score. It's not *not* fun, but it feels like it really needs polish.
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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
Hours played at review time, across 23 reviews with recorded playtime.
Very fun and polished game, with intuitive mechanics and a wonderful theme. It is hard to find the balance of chaos and control, but that is part of the challenge. A very plasent little experience!
Game is quite fun and I'm very likely to go for all the achievements as they don't seem to be too insurmountable. Very much worth the price! EDIT: Finished all achievements in a bit over 6 hours. Highly recommend going for it. I won't be doing 100% on stars just because of gumball being too rough. EDIT 2: Ok this seems like a game I'll come back to again and again as long as there are new achievements to get :D
Fantastic game. Super simple but has added challenges as you go to keep things fresh
With some tweaking this game could be top notch but in it's current state it's just frustrating. The structure of this game is confusing to describe. In this game you have rounds. Each round you select an angle and click to fire. Multiple balls fire on that angle and each has a small (well balanced) chance to change it's angle slightly. You watch as hopefully your balls bounce many times taking out blocks and staying in play as long as possible before exiting at the bottom of the screen. After 8 round you've completed a stage. There are a total of 12 stages in a run. And if you complete a run you unlock new run variants. The game calls "stages", "season" (sping, summer, fall, winter). Twelve seasons cover three years and that's a complete run. This has little effect on game play, (except making it confusing to describe). There are some blocks that care about seasons but I haven't found them to be worth playing with. The downside that they don't work as well in off season stages and that a run can end for no good reason due to RNG block placement or what ever, means the seasonal blocks are just more risk not worth taking. (update): At some point in this review a say I hadn't beat a run. I was thinking that some people might think my review was less valuable because I haven't beat the game so I went and beat that main play variant. It took me two runs to do. I simply choose the low points goals most of the time and minmaxed everything else. Playing that way was something I had been avoiding because it's less fun, but just so the review could be taken more seriously. Anyway I wrote everything except this update about 30 min before the edit. The rest of the review stands, and is still how I feel. The RNG is interesting here. I feel like this game should be aimed at achieving a fun casual and repeatable experience but their are design choices that push it toward the Dark Souls style of punishing but ultra satisfying once you've mastered it. The RNG and power ups work together to create a situation where it's easy to fail a run even when you're actually trying hard to progress which seems at odds with the music and colorful graphics and sound effects. I have played a few hours now and have yet to beet a run. I tend to open the game when I think most people might open a game on their phone for a quick 10 min game before proceeding with their day. This game has some real potential but the design choices leave it in a weird place. It would be pretty easy to tweak it to something fun and addictive but in it's current configuration I can't recommend it. It's a solid attempt at a break out rogue like, but who's the person who wants Dark Souls Break Out? If that's you then this is your jam. Min max this thing and I'm sure you can beat it fairly consistently. I played Dark Souls and thought it was pretty good, but I knew what I was signing up for. This game sorta slipped in and left me unsatisfied with the time I've spent on it. How this game could be nudged in the right direction. Lower the point totals needed to pass a stage with the aim of the middle goal being achievable with some effort and the bottom goal being hard to fail at. Basically as it sits the middle should be the top option and the bottom should be the middle option. Adjust the RNG for blocks that give temporary stage balls, so that the blocks are placed lower on the stage so they aren't as hard to reach or get trapped in the middle of other blocks early in a stage. Getting extra balls is key to achieving point requirements to pass a stage and fundamentally what makes this game fun. Placing the blocks that give balls in bad locations means early rounds are devoted to digging them out and in an unfun way and it's too often the case where 3 rounds go by with out being able to add to the ball count. This pretty much means once you understand how the game works and the stage has loaded. Before you've fired your first ball you know you may fail the stage. Their are many ways this could be helped like when selecting which point total you're setting for your goal allowing the player to view the stage and where the RNG has placed the blocks. As it sits it flashes up for a second and then is covered by the point goal selection screen. Another option would be that any block you have in your team appears twice on the stage. This would be a simple way to smooth out the punishment of bad RNG placement. The powerups between levels is another week point. Their are only a few that are worth getting. Early in a run getting bad powerups means that you can only choose the lowest point goal to pass a stage reliably and hope at the end of the next stage you will get something good, allowing you to begin to advance your build. Their are a thousand simple ways to fix the fundamental problem here, which is. Between the RNG of what Blocks you get to add to your team, what power ups you get to add to your run kit, and what block placement you get on a stage there is no consistent way to progress and feel good about your choices. No one wants to pick the bottom point goal every time they play when it reduces the gold reward hurting the potential success of the rest of the run. Having three bad powerups to pick from is fine for one round but too often on round one I get three bad powerups then three blocks that aren't great then have to select a point goal without a good look at the stage. At that point I start the next round fully knowing I'm behind and let's hope I get some good blocks and power ups to pick from but wait last round I had to pick a low point goal so I don't have the gold to buy what I need to get back on track. I know I could have beaten a run at this point because there have been a number of times I though "I should just choose the lower point total since this run is going so good and I'll be able to at least beat this play variant" but I pick a middle or high point goal because my score was so high that last round, And then I see the board and think crap. This game should be leaning into the opening a loot box feeling like "whoo hoo it's a party and all these balls are bouncing all over racking up my score". Beating a run should be easier and then doing something like setting stretch goals to unlock a cool background or special ball color/animation or even a special block for future runs, giving the player both the satisfaction of a fun run, and something to continue to have fun while striving for. It's ok that the game has a failure state but the threshold is too high.
Very fun game! Sat down to play a single run but ended up playing one more. The soundtrack is stuck in my head now, so it's a good thing i like it! The game is playable on Steam Deck, i didn't have much trouble.
This game is great. It could use some touch-ups like making the runs a little longer. It feels like just when you're getting your load-out the way you want it, it's over. The optional heavy ball is too weighted. A lighter touch on the physics manipulation would make it a fun way to have something different. As it is, it's unplayable. BUT these are tiny things. It's fun and addictive. It lets me just relax and enjoy something light while listening to something. It has a LOT of different team members and tools to buy to change up the gameplay. I highly recommend it as it is and look forward to seeing it grow. Update Jan 2026: Still love this game and the winter ball is fantastic... except it keeps crashing when I have the screen filled with the incrementally spawning blocks. It's not terrible because losing a run is not like losing hours of work but it is frustrating. hopefully this gets fixed soon.
Gaming gamers rise up for this is the game i've only played it for about 100 minutes and yet i will play it more at some point, the gumball fudging sucks and i hate him but the pepper is the goat i love that smug mother shucker Real good potential and some nice fun looking forward to play the other characters.
Great little game! Intuitive enough to get right into, while challenging enough to keep you playing for at least 4 hours. At the time of this review I have yet to figure out builds that make the last few achievements possible, and so far I am enjoying that process. The implementation of the round based progression system provides rapid bursts of dopamine-inducing power spikes. The character system makes you think about how best to balance these bursts, in order to scale strategically. Had fun for an evening. Will come back to finish up. Well worth it.
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