
An action-packed pachinko–plinko incremental game with a massive skill tree and tons of upgrades. Drop balls, stack multipliers, unlock new abilities, watch the chaos scale into pure satisfaction, all while trying to defeat the boss and staying alive
Modeled estimate, not a reported figure. How we estimate →
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About
A fast short incremental game built on pachinko–plinko chaos.
This is pachinko with power progression — where every upgrade pushes you toward even bigger numbers and even wilder chain reactions.
🟢 Massive Skill Tree
Unlock permanent bonuses, branching paths, and game-changing perks that shape your long-term strategy.
🟢 Multiple Pachinko-Based Game Modes
Plinko, Action Tower Defense, Idle, and Endless modes — each with its own pacing, strategy, and upgrade focus.

🟢 Prestige Mode
Reset your run to unlock lasting bonuses and new mechanics
🟢 Satisfying Progression
Start small, build momentum, and escalate into unstoppable board-clearing mayhem.
🟢 Over 50+ upgrades per skill tree, including:
Stacking incremental boosts, faster drops, stronger hits, new ball types, different peg types
New ball types
Destructible and reactive peg variants
Faster drops, heavier hits, and board-wide effects
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 30 reviews with recorded playtime.
Reviews
demo had better pacing with level select and they removed it in full game made it alot less fun
[h1]Incremental Plinko Fun[/h1] [i]Pachincro[/i] is one of the games that imagines Pachinko/Plinko as an idle game. Pachinko meets incremental. There's three modes. Plinko mode has you meeting various money milestones to earn prestige points toward a prestige tech tree, but is set to a timer. Attack mode is a tower defense variant with bosses to defeat. Idle mode is a more chill version of Plinko mode. In the base game, you have a shooter firing balls at a few dozen pins. Each bounce of a ball on a pin will earn money, and chip away at the pin's health. Pins will eventually be "killed" and disappear, sometimes with just one hit. Balls also have health points. All modes have upgrades you can buy with money earned. These include peg health, ball health, damage, and area of effect damage. There are also lasers and drones and extra ball shooters that help take care of the pegs. All modes also have a prestige system. Restart for prestige tokens that can be invested for permanent bonuses. In Plinko mode, if a ball reaches the bottom, it will earn a multiplier toward that run's earnings. Plinko mode is set up as levels. Passing a level requires earning a certain money amount within a short time in a run. You keep any money you earn, though, allowing you to plow it into some tech trees for upgrades. However, the initial time limit is only a few seconds. Fail a level, and the level will restart after a small countdown. This, of course, can be expanded, and some upgrades provide ways to earn a bit more time on the timer. The tech tree is purchased with the money you accumulate during a run. The prestige tree's tokens are earned one per level passed, but has a hard cap. Just one early prestige restart or two will gain enough bonuses to be able to easily fill out the regular tech tree, which is more than enough to reach the hard cap prestige level. Attack mode has pegs slowly rising toward the ball shooter. Balls here will bounce on the bottom line instead of falling away. There's a danger line shield that kills pegs, but at the expense of some shooter health. Lose all health, lose the run. Once again, passing waves/levels requires earning so much money. There are, of course upgrades. One bunch is within the run, purchased with money earned along the way. The post-run tech tree uses the total money you've won during a run, even if you spent it all on the upgrades within the run. And a prestige tree is here, with the same hard cap on prestige levels you can earn in one run. There's supposed to be boss fights, but, after reaching the end of 50 levels' worth of waves, I haven't reached it, and the achievement has yet to be triggered. Idle mode runs continuously. It uses the Attack mode upgrades you earn within a run, instead of using Plinko mode's post-run tech tree. It also has a system where you can buy prestige crystals within a run and use them to buy prestige upgrades that persist. You restart after you purchase crystals, but don't lose the money you've earned. However, it seems that you can buy only one prestige crystal at a time. As you keep money, this is merely a minor annoyance. Credit to the dev for trying to mix it up a bit with three modes and added attacks, but the basis of the game is just pachinko, a ball bouncing amid pegs. You might get bored of it after exhausting the normal tech trees of Plinko and Attack modes a couple times. Still, while not great, and I'm wondering where the Attack mode tower defense bosses are, it's not a bad game, either. Worth a little mild encouragement.
Decent fun, although scaling level requirements with the number of upgrades you have unlocked so it's actually harder to level up when you're highly upgraded is an absolutely baffling choice.
I love that the reward for reaching the target is that I'm forced to play the next level an basically reduce my income to 0$. truly a garbage game, it's like it wasn't even playtested at all
设计概念和想法很好,但数值做的真是一大坨。我在试玩版时就玩了,就觉得这个数值设计挺难绷,没想到正式版仍然这么一坨就端上来了。 你的体验将是:漫长的开局低成长折磨->突然爆炸式增长一下子把所有技能全点完->开始重复且审美疲劳地盯着满屏的特效反复刷重生。 重生技能树里居然还有要用局内金币点的技能,而且每重开一局还会缩回去,头一次见到局外成长还会缩回去的设计,主打一个数值梦到啥填啥。 说游戏完全没有设计肯定是冤枉的,因为存在许多莫名其妙的粪设计,比如当你数值溢出过关时,等待你的不是奖励,反而是下一关把通关数值拉到特别高的惩罚,所以你必须时刻盯着数值在溢出的一瞬间赶紧点结束,虽然游戏有一些方便放置的设计,但你永远也不敢真正地放置,不然那惩罚真是够你吃一壶。还有每次重生的局外成长技能点上限是25,超过的部分就没有了,永远是这个数值并不会提升。但局外技能树又需要那么多技能点才能点,你只能反复地一遍一遍枯燥地刷重生,更可怕的是每次重生后要好全重新点一遍局内技能树,我直接下了一个快速连按键的软件来帮助我点击,不然真的是对手指的极度折磨。更别提点击技能树升级时还会有一个震屏效果,震得眼睛花,设置里虽然提供了一个调节UI震动的选项,但我把它拉到0之后那个技能树震屏还在,真的被震麻了。然后还有一个非常看不懂的设计,有时重生一局玩到20关左右时,通关数值会突然往回退变得很低,不知道是整型上溢了还是什么单位bug,莫名其妙到说不出话。
[h2]Great Concept, But Should Be Early Access[/h2] [i]Pachincro[/i] is a pachinko incremental game that has you destroying pegs to earn money and invest said money into upgrades. The gameplay is really fun and the idea is novel, but I think the game needs a lot of work in its current state. The game gets stale incredibly fast and I think the upgrade tree is lackluster, I'm looking for that oomph but I'm not getting it currently. It can also become super laggy if you get really far in, so better optimization is necessary. I appreciate the developer fixing the bug with one of the achievements but I need much more than that if I'm going to leave a positive review.
Great game; simple, fun and addictive. Just a shame it's a bit short. This review is just after it's release, so they might add more fun to it! lol :)
Después jugar la demo y esperar la salida de este juego, siento que no es el producto final que andaba esperando.
This is the when The game Open I was honestly so good. it
Satisfying visuals. Balanced like ♥♥♥♥ tho... hoping the developer will spend some time to reflect...
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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