
As a swashbuckling archaeologist, unlock the mystery of the ancient ruins that have been hidden for centuries and discover a mysterious artifact, a gold and metal shelled Ball.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Danish, Dutch, French, German, Italian, Spanish - Spain, Swedish, Russian
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
for its age its still a really fun game! always love me a good puzzle games plus story not bad as well.
I bought the ball to get the KF1 achievement, but I actually ended up enjoying the game itself quite a lot. its simple & chill with nothing too hard but a good 9 hours of content if you want to 100% the game which is well worth the price
The Ball é um jogo em primeira pessoa que é mais na pegada de Portal do que outro jogo de tiro, até porque aqui você não atira para atacar seus inimigos e sim usa uma bola, podendo arremessar ela e atrair ela para você, com essa força de repulsão e atração para aniquilar os inimigos. Por ser mais próximo a um Portal o jogo trabalha a todo instante quebra-cabeças para você resolver utilizando dessa bola. A premissa é simples você é um arqueólogo que acabou caindo dentro de um buraco em uma escavação no vulcão do México, seus colegas viram isso e avisou que trariam algo para resgatar ele porque ele estava preso nessa caverna que ele caiu e com isso sugeriram a ele a explorar essa caverna até eles voltarem e nisso começa o game com você encontrando a bola a poucos metros do início. O jogo é bem criativo com uma ideia bem única mesmo tendo seu puzzle simples vale a pena passar às 8h jogando caso goste desse tipo de jogo, os gráficos são bem agradáveis e os efeitos sonoros como a trilha sonora são ok nada de mais para comentar. O Combate é simples basicamente jogar a bola nos inimigos e atrair ela de volta para você, mesmo tendo como colocar fogo ou eletricidade na bola ainda é bem simples com pouco desafio. Dificuldade para pegar todas as conquistas [2/10] Levei 11h para pegar todas as conquistas, maior parte das conquistas são conseguidas durante sua jornada na campanha, pois a maioria é cumulativa, como matar X inimigos, arremessar a bola X vezes e coisas do tipo. Mesmo o jogo sendo curto é bom fica de olho nos coletáveis que estão espalhadas pela campanha e é bom seguir um guia para encontrar todos porque elas são perdíveis, caso perca alguma você vai precisa voltar do Zero e pegar todas de novo. Existem um modo Survival que é uma partida de 10 ondas onde você fica matando os inimigos que vem em sua direção utilizando de armadilhas postas nos cenários ou com sua bola é muito simples de fazer e diria que não funciona muito bem com o jogo sai da ideia do jogo. Existe uma conquista que pede para você andar em cima da bola por 40 metros que pode ser complicado fazer, mas existe o mapa do Portal que facilita essa conquista sendo fácil de se obter na primeira tentativa. [url=https://steamcommunity.com/groups/cacadores_de_platinas][b] >> Caçadores de Platinas << [/b][/url]
Мда, что уж тут. Трейлер был для меня крайне заманчивый. А на деле оказалась нудятина. Графика и стиль приемлемые. Антураж хороший. Физическая механика взаимодействия с шаром мне понравилась. Но абсолютно не обоснованные большие пространства и расстояния на которые приходилось перемещаться исключительно пешком очень утомили. В игре нет функции бега по какой-то причине. Не всегда удобные точки сохранения. В конце главы мне предлагают катить шар минуту по пустому коридору. Для чего? Пейзажем полюбоваться? Я в коридоре напоминаю. Закадровый голос диктора что-то рассказывает? Нет. Сражения и с простыми противниками и с боссами очень коряво исполнены. Лучше бы их не было. Головоломки поначалу представляют из себя просто преодоление препятствий, где ключ это шар. А потом это превращается в "догадайся, что у авторов на уме было". По мере прохождения историю какую-то рассказывают, больше похожую на бред сумасшедшего при температуре 38 покусанного бешенными бобрами.
This was a pleasant little surprise. It's as if classic PC game Heretic and classic arcade game Marble Madness had a child. Mostly puzzles, but with a bit of combat thrown in as well. I'm definitely going to check out the other games by this studio (Unmechanical, The Solus Project). This game is proof that dozens of abilities aren't required to make a good game, as well as a callback to the days when level design was king. The keybind screen is only one page long, without even any scrolling, and that's enough. -- THE GOOD -- - Uncomplicated mechanics - Clever, interesting level design - Sound effects - Good, logical problems with rules that are consistent (for the most part) -- THE BAD -- - POV is oddly close to the ground, making it seem as though the crouch command is constantly being pressed - Not sure if this is to do with widescreen, but the display has a somewhat fisheye effect at times - A couple instances where I had to resort to a walkthrough because I didn't know the mechanics of this game supported certain actions. For example, the fact that the hammer device does nothing to pots or crates lying around the map heavily implies that it works only on the Ball or the blocks with glowing runes, but using it on a different type of target is required as the game proceeds. -- THE UGLY -- - No manual saves - autosave/checkpoint only - There's a lot of 'learn by dying' in the later levels
Все так круто, кроме этого долбанного шара...я че по сюжету жук-навозник? Ну ладно, шутер сочный, можно затерпеть. Мы и не такое терпели.
A surprisingly fun puzzle game. It was easy to understand and I had a great time!
kind of a ♥♥♥♥ puzzle game. it centers around just moving your ball to the next point, at which something completely arbitrary happens which allows you to progress. then they added "combat" for some reason and it's just not good
A nice game!!
The Ball developed by Teotl Studios and published by Tripwire Interactive is a first-person action-puzzle adventure built around a single, striking concept: controlling a massive, mysterious metallic sphere deep within ancient ruins. Originally evolving from an award-winning Unreal Tournament 3 mod into a full standalone release, the game leans heavily into physics-based interaction, environmental puzzles, and atmospheric exploration. Rather than overwhelming players with complex systems, it commits to refining one central mechanic—the manipulation of the Ball—and building an entire subterranean journey around it. The premise is simple but evocative. You assume the role of an archaeologist trapped within a volcanic excavation site in Mexico, descending into labyrinthine temples filled with relics of a forgotten civilization. Early on, you discover the Ball, an enormous metallic artifact that responds to a gravity-based tool capable of pulling or pushing it. This mechanic becomes the foundation of the entire experience. The Ball serves as both a puzzle-solving device and a weapon, capable of triggering pressure plates, breaking barriers, crushing enemies, or acting as a counterweight to environmental hazards. Its weight and momentum feel tangible, and maneuvering it through narrow corridors and vertical chambers demands careful positioning and foresight. Puzzle design forms the core of the gameplay loop. Many challenges revolve around environmental manipulation: rolling the Ball across precarious platforms, aligning it to activate ancient mechanisms, or using its mass to redirect energy or open sealed passages. The game gradually introduces variations that expand on the mechanic, including environmental traps and occasional changes in how the Ball interacts with gravity or terrain. While the foundational idea remains consistent throughout, later levels attempt to layer additional complexity on top of earlier concepts. The puzzles are rarely abstract; instead, they are grounded in physical space, requiring spatial reasoning rather than symbolic problem-solving. Exploration is another key component. The ancient temple environments are rendered with a strong sense of atmosphere, combining Aztec-inspired architecture with subterranean caverns and volcanic textures. The ruins feel isolated and imposing, contributing to a tone of quiet mystery. Although the narrative is minimal, environmental storytelling hints at a long-lost civilization and the origins of the artifact. Collectible relics provide snippets of context, but the game does not heavily rely on exposition. Instead, it allows the setting itself to carry the sense of intrigue. Combat sequences are interwoven throughout the adventure, though they are secondary to puzzle-solving. Hostile creatures such as mummified warriors and other grotesque entities emerge to challenge the player. Rather than traditional gunplay, combat frequently involves using the Ball as a crushing weapon or obstacle. While this approach reinforces the central mechanic, enemy encounters can become repetitive over time. Combat lacks the same inventive depth found in the puzzle sections, occasionally interrupting the flow of exploration rather than enhancing it. Pacing is one of the game’s most debated elements. The early hours establish the mechanic clearly, but some sections may feel drawn out as similar tasks repeat across multiple chambers. The game’s commitment to its single mechanic is both its greatest strength and limitation. When puzzles evolve and environmental hazards intensify, the experience feels rewarding and creative. However, extended stretches of comparable objectives can lead to a sense of monotony for some players. The optional Survival mode, featuring wave-based enemy challenges in trap-filled arenas, provides additional content but does not fundamentally alter the core experience. Visually, The Ball benefits from Unreal Engine 3’s capabilities, delivering detailed lighting, particle effects, and atmospheric environments that still hold up reasonably well. Dust-filled corridors, glowing lava pools, and textured stone walls contribute to immersion. Sound design complements the visuals with echoing footsteps, distant rumblings, and ambient tension that reinforce the sense of isolation underground. The soundtrack remains understated, allowing environmental sounds to heighten the mood. Ultimately, The Ball stands out as a concept-driven action-puzzle game that fully commits to its physics-based identity. Its unique mechanic of controlling a massive sphere distinguishes it from other first-person puzzle titles, offering a tactile and grounded experience rooted in environmental interaction. While its pacing and repetitive combat may prevent it from achieving universal acclaim, its atmospheric setting and focused design make it a memorable adventure for players who appreciate physics puzzles and solitary exploration. It may not reinvent the genre, but its central idea is executed with enough conviction to leave a lasting impression. Rating: 7/10
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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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