
Zombie Rollerz is the ultimate mashup of classic pinball, zombie defense and rogue-like! Shoot, slam and smash your way through hordes of zombies and epic boss fights. Select your hero, it’s time to become a pinball wizard!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese +2 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
肉鸽+三维弹球,局内外皆有成长点,商店升级/战斗后获取,各种弹珠技进行组合,关卡制闯关,[-90%]价格美丽,可无脑入,手残党慎入。
传统弹珠最大的问题 是 打不太中。 总有怪会蛇皮走位, 灵巧的躲在一个巧妙的位置, 弹来弹去都弹不中, 烦死, 越烦越失误越用力越打不中。 但是,你带入怪的视角, 比如你打着单机"嗖"的一下就穿越了, 掉落在一个枪炮齐鸣的战地, 你通过灵巧走位, 胆大心细的卡在射击盲区活下来了, 笑死,对面根本打不中你, 介不是泪大普奔的生命奇迹咩。 言而总之, 通关了,时间磨的...
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Game was pure painful and spiteful grind to 100%. After Last Ship I was expecting nice combo of pinball and roguelike. This is not it. Apparently its sequel of mobile game and port to pc of one. Every element is there but game is painful RNG dependant slog in every aspect. Starting with good, game retain cartoon style of previous games. Has big selection of different heroes and progression system that improve a lot, if not most of items, skills, etc. in game. So where lies the problem? In RNG, physics, grind and slog. RNG is the worst offender by far due to how game is constructed. You pick hero ball skill and after first fight, ultimate. Those two are make or break. Pick wrong ones on anything but lowest difficulty and your game can go anything from hard to impossible to win. Same goes for composition of enemies to what maps you get. Some require precise shots to activate map devices, some to hit spawned enemies. Wrong type on wrong map kills your 30min run, period and not by your fault. Maybe you could grind to at least max out your weak skills into something ok, but game also has no stalling mechanic that fills map with dmg tiles. So you never can spend time grinding limited locations and enemies, because every day after fight cover more of the map until you go fight boss or die. Physics in the game also don’t help. Pinballs can feel chaotic, focusing on reaction and certain patterns. Here is the reverse, you gain the. Your main opponents are moving zombies that take dmg every time they are hit. Problem is that pinball is bouncing off them, as well as on objects or walls. It leads to situations where ball flew in faraway corner while game spawned zombies close to you, forcing you to use reshoot ability that is on quite long CD… only to repeat that. If we add that many maps have layout that can trap your ball (or zombies stalling the game) forcing you to do reshoot, slow rollback on its own, traps to lock the ball, and dead zombies are still able to bounce your it back. Those small things pile up to sour the experience. Grind is lesser offender but feels way more toxic and contribute to overall slog of the game. Game have level based progression, every level unlock new item, skill or hero to pool. After everything is unlocked new levels unlock better values or special effects to existing items. It overall helps with game’s difficulty. Problem? It’s ♥♥♥♥♥♥♥ slow and exp you get is small unless you play and win on “hell”. Only help with it is some mobile leftover that gives random hero boost to exp. Yes, I love to play hero that I don’t like, to gain upgrade to skill or 2 I may never receive for next 5 games. I cannot even see full progression road, which I don’t know if I should blame UI or game dosing. Last one is minor but also pile up. Game has a lot of halts. You never go in the action. Every fight needs summary for some reason, day screen to tell you “New day dummy, more tiles are bad for you” and that walking around map only to stop for next fight. About 1/3 of your gameplay time that is pointless waste. Just scrap the map and do points of interest like everyone else. It’s not like game has any new region or content compering to last game. Zombies are the same, bosses are the same, assets are the same. And yet you wasted time to make something that waste my time? Is that toilet in logo is supposed to represent what you think of your players time?
Surprisingly fun but I don't know if I can be bothered replaying it after beating it once. So this is a recommend if you can get it cheap and you happen to be interested in a pinball style game. It has a really slow start when you don't have many skills and doesn't ramp up in entertainment until you've got more buttons to press. But then at that point you can start to get into levels where they start to drag on due to respawning enemies. I wasn't interested in the dialogue or story either. It kept referencing the mobile game and treating this like a sequel as if I was supposed to be aware of it? I really like the little puzzles which are doable thanks to the ball slowdown when it gets to the flipper and the aiming line that comes up. This adds a little more opportunity for skill expression compared to if you were panicking and spamming both flippers at once (I know you do this we all do this in pinball). Coupled with recalling the ball, relaunching with skills, aiming skills from where the ball currently is and you've got a quite engaging game as you attempt to take out the closest enemies before you take damage. So it was fun for an afternoon but that's enough for me to want to move on already. Take that as you will.
无法关手柄震动,无法跳过制作人名单。
Zombie Rollerz: Pinball Heroes, developed by Zing Games Inc. and published by Daedalic Entertainment, is a wild and surprisingly inventive fusion of pinball, tower defense, and roguelike elements. At first glance, it’s easy to dismiss the game as a quirky novelty, but beneath its cartoonish surface lies a genuinely creative experience that thrives on chaos, charm, and unexpected depth. The concept alone is enough to turn heads—battling zombies using pinball mechanics—but what’s even more impressive is how successfully it pulls off the idea. Instead of relying solely on nostalgia or gimmickry, it builds a surprisingly well-balanced gameplay loop that encourages experimentation and rewards strategic thinking. The gameplay revolves around launching a metal ball from flippers into waves of cartoonish undead. Your character rides the ball, and each battlefield is a stylized pinball table with unique obstacles, enemies, and environmental hazards. Rather than just racking up points, your goal is survival—knocking out zombies before they overwhelm the defenses at the bottom of the screen. Timing, aim, and positioning matter just as much as reflexes. It’s not traditional pinball by any means; instead, it's pinball with a purpose. Layered over this is an arsenal of powers, traps, and special weapons that can be used to support your ball-based attacks. Whether it’s activating spinning axes, freezing hordes in place, or launching explosive projectiles, these abilities inject a satisfying level of control and variety into what would otherwise be a game of ricochets and luck. The structure of the game adds another compelling layer through its roguelike design. Each run takes place on a procedurally generated overworld map filled with randomized events, battles, and opportunities for upgrades. You’ll navigate from node to node, choosing whether to risk tough battles for greater rewards or play it safe by taking alternative routes. Adding pressure to your decisions is a creeping plague that spreads across the map each turn, forcing you to stay on the move or be consumed. This tension, combined with the randomness of events, makes every run feel distinct. Even if the combat arenas eventually become familiar, the way you arrive at them—and the gear and abilities you bring—keeps the experience fresh. Character variety is another strength. There are ten unlockable heroes, each with their own passive traits, unique skills, and preferred playstyles. Some are better suited for direct combat, while others excel at control or utility-based strategies. This creates a lot of room for experimentation and encourages players to try new approaches rather than relying on a single “meta” build. As you complete runs or fail gloriously, you earn unlocks that carry over between playthroughs—ranging from new skills and abilities to trinkets that alter your stats or the way your ball interacts with the world. This persistent progression system ensures that even a failed attempt feels like it contributed toward future success. Visually, the game is bursting with personality. The world is colorful, the zombies are goofy rather than grotesque, and the environments are filled with tiny animated details that make them feel alive. The aesthetic is clearly aimed at being family-friendly, but it doesn’t shy away from clever designs or satisfying impact effects. The animations are fluid, the UI is clean, and the moment-to-moment action is visually stimulating. That said, when the screen becomes crowded with enemies, traps, explosions, and effects, it can be hard to track your ball—especially in the heat of a difficult boss fight. Some players might find these moments overwhelming, as the visual chaos occasionally gets in the way of clarity. The game’s difficulty curve is relatively forgiving in the early stages but ramps up over time. It strikes a balance between casual accessibility and tactical challenge. Players new to the roguelike genre will find it approachable, while veterans might crave a bit more difficulty. Still, it’s the unpredictability of enemy behaviors, environmental hazards, and RNG-driven upgrades that creates enough challenge to maintain engagement. Sometimes, you’ll get a lucky combination of abilities that make you feel unstoppable; other times, you’ll find yourself hopelessly outmatched by mid-run bosses. This variance is part of the roguelike charm, though it may frustrate those who prefer more deterministic gameplay. Audio plays a subtle but effective role. The soundtrack is upbeat and fits the game’s silly, cartoon-horror tone, and the sound effects give each bounce, hit, and explosion a satisfying punch. The zombies groan in funny, exaggerated ways, and each flipper hit feels responsive thanks to snappy sound design. The audio rarely takes center stage, but it complements the visual chaos well and contributes to the overall sense of polish. Despite its light-hearted tone, Zombie Rollerz: Pinball Heroes offers surprising longevity. Its randomness and multiple unlock systems keep things from getting stale, and its central gameplay loop is just fun. It's a game that understands what it wants to be and doesn’t overreach. It may not have the depth of a hardcore roguelike or the precision of a pure pinball simulation, but that’s not the point. It’s meant to be chaotic, ridiculous, and compulsively replayable—and in that, it succeeds admirably. It’s the kind of game you can jump into for 20 minutes or lose an entire evening to without realizing it. Zombie Rollerz: Pinball Heroes stands as one of the more unique indie titles in recent years. It manages to breathe new life into both the pinball and zombie genres by refusing to take itself too seriously, yet still delivering a polished and genuinely clever gameplay experience. Whether you’re here for the wacky premise, the roguelike progression, or the satisfying pinball chaos, there’s something compelling waiting in each bounce. It’s a hidden gem for those looking to add something different—and undeniably fun—to their Steam library. Rating: 8/10
玩了不到半个小时玩不下去。 转场动画实在是太多也太没必要了,真的是多到玩不下去的程度。 放个大招 暂停播个转场,切个场景 暂停播个转场,下一关 暂停播个转场,玩起来流畅感特别糟糕。
Not good enough.
Очень миленькое и ненапряжное, хорошо сделанное развлечение. Две просьбы к разработчикам: 1. нужно управление с клавиатуры в интерфейсе, странно что его нет 2. плохо скейлится на разрешении 16:9 4K В остальном всё супер
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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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