
Solo indie developer. What started as a simple game for a 3-year-old is now a hardcore physics-combat RPG. Customize your marble, equip massive weapons like the Graviton Lance, and survive an accidental bullet-hell masterpiece.
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About

Look, I'm going to be honest with you. This game was supposed to be simple. I wanted to make a little marble rolling game for my 3-year-old. Just something to help with hand-eye coordination. You know, "roll the ball to the green square." Simple. Wholesome.
Then I got carried away.
One night I thought, "What if the marble had a machine gun?"
Then, "What if the marble could equip an orbital strike laser?"
Then, "What if there was a complex loot economy, distinct enemy behaviours, boss fights, and a deep sci-fi narrative about sentient AI?"
A short time later, my 3-year-old is confused, and I have accidentally created Marble Blade.
At its core, you are a sphere. A very heavy, momentum-based sphere. You don't just "move" left or right; you roll. Mastering the inertia is half the battle. The other half is dodging the thousands of plasma bolts flying at your face.
Features That Definitely Weren't Necessary But I Added Anyway:The Arsenal: Over 12 unique weapons ranging from the humble "Repeater" to the screen-clearing "Cluster Bomb" and the physics-defying "Graviton Lance".
Deep Progression: A massive skill tree allowing you to build a Juggernaut Tank Marble, a Speedster Scout Marble, or a "Glass Cannon" DPS Marble.
RPG Loot System: Hunt for Common, Rare, Epic, and Legendary components. Start excitedly shouting "GOLD DROP!" at your monitor.
Boss Battles: proper multi-stage bosses that will test your rolling precision and trigger discipline.
A Story Mode?: Yes, there's actually a plot. Uncover the mystery of the "Systems" and why you are a weaponized ball in space.
Dynamic Space Environment: Fly past gas giants, navigate asteroid fields, and avoid falling off the edge of reality.
Because underneath the "dad project gone rogue" exterior lies a genuinely challenging, addictive arcade shooter. It’s got the "just one more run" energy of a roguelike with the satisfying physics of getting a strike in bowling—if the bowling pins shot back at you.
Disclaimer: My 3-year-old has beaten the game
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Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Swedish, Japanese, Korean +2 more
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.