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Steam News4 January 20266mo ago

Balls are planning what’s next…

Hello, Steam post image Artistic vision: “The Council of Balls”, Leonardo The Ball, 1564. The game has already reached almost 500 people worldwide.

In this update7

Full notes

Full THE KULKA update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello,

What changed

0 fixes1 addition5 changes0 removals
  • Gameplay
  • Balance
  • Events
changedGame modesCampaign (narrative mode) — a philosophical, reflective story about the “ball” as an idea/form (not just an object), about movement, chaos, and control. No time pressure and no leaderboards.
changedGame modesSHMUP mode — full X/Y movement across the entire playfield (classic bullet-hell / arcade shooter).
addedUpgrade systemExample new upgrades:
changedUpgrade systemLeech (stealing HP from enemies)
changedPower-ups (temporary run effects)Upgrade Chest — a chest with a random upgrade or reward
changedPower-ups (temporary run effects)Overclock — faster shooting and movement at the cost of control

THE KULKA changes

changedCampaign (narrative mode) — a philosophical, reflective story about the “ball” as an idea/form (not just an object), about movement, chaos, and control. No time pressure and no leaderboards.
changedSHMUP mode — full X/Y movement across the entire playfield (classic bullet-hell / arcade shooter).
addedExample new upgrades:
changedLeech (stealing HP from enemies)
changedUpgrade Chest — a chest with a random upgrade or reward

Steam post image Artistic vision: “The Council of Balls”, Leonardo The Ball, 1564.

The game has already reached almost 500 people worldwide. Thank you for playing, reviewing, and spending time with the game — this is what truly drives further development. Full post content: Below I share what I am realistically thinking about and considering as next steps. These are not promises or marketing — this is the current state of planning. If something here makes no sense or something important is missing, I can only see it if someone actually names it. Trailer

Directions I am currently considering and even already testing

Game modes

As unlockable additions later in the game — the core Flappy/arcade mode remains the heart/DNA of the game, each mode would have separate online leaderboards, and some would unlock after completing tasks or spending time in the game — e.g. after 12h, 24h, 48h, etc., so as not to disrupt the game’s core flappy DNA — this is mainly for players who might later feel a lack of content.

  • Campaign (narrative mode) — a philosophical, reflective story about the “ball” as an idea/form (not just an object), about movement, chaos, and control. No time pressure and no leaderboards.

  • Sandbox — no pressure and no ending (you play as long as you want). No leaderboard or a single shared one.

  • Tower Defense mode — static defense of a position against waves of enemies (Plants vs Zombies style).

  • SHMUP mode — full X/Y movement across the entire playfield (classic bullet-hell / arcade shooter).

  • Local versus / hot-seat mode — take turns playing on the same screen.

Upgrade system

Randomness control (prototype)

  • LIKE — I want to see it more often

  • DON’T LIKE — I want to see it less often

  • TEMPORARY / PERMANENT BAN — I don’t want to see it in this run or ever

Additionally, in the game settings you could define a list of upgrades that never appear or are always allowed to appear.

Example new upgrades:

  • Projectile splitting on axes (up / down / sideways)

  • Spirals and rotating flight paths

  • Projectiles orbiting around the player (drones / boomerangs)

  • Linking projectiles into lasers / beams

  • Leech (stealing HP from enemies)

  • Projectiles that collect XP

  • Swarm intelligence (projectiles react to other hits)

  • Portals (entry/exit like in Pattern Survivors)

  • Chaos bullets

Power-ups (temporary run effects)

  • Upgrade Chest — a chest with a random upgrade or reward

  • Slow Motion — slows time for a few seconds

  • Freeze — freezes enemies

  • Nuke — clears the screen of enemies

  • Shield — temporary invulnerability / shield

  • Double XP — double experience

  • Magnet — pulls in all XP crystals

  • Extra Skip / Roll Token — additional use of SKIP or ROLL

  • Bullet Storm — sudden increase in projectile count

  • Overclock — faster shooting and movement at the cost of control

  • Time Rewind — rewind the last few seconds

  • Ghost Mode — pass through enemies for a short time

Companion / Support Units (prototype)

  • Drone — orbits the player and shoots automatically

  • Wingman — a small SHMUP ship moving independently

  • Shield Unit — generates a protective field

  • Collector — collects XP and power-ups from a larger radius

  • Disruptor — slows or weakens enemies in range

Other

  • Codex / bestiary / mechanic descriptions

  • Better build readability

  • Minimal meta-progression without destroying the arcade character

  • Save & Exit — save a run and exit at any time, then return to exactly the same spot

  • “FAL” boss wave system — short, intense waves plus boss fights at later levels.

If any of this is important (or makes no sense)

You don’t need to write long posts. Just:

  • “this mode makes sense / this doesn’t”

  • “this is interesting / this doesn’t interest me”

  • “X is missing”

  • "bump"

  • like up / down

It’s possible that some of these things will appear soon because I’m already testing them (checking if they’re fun), and mainly I still want to “mutate the projectile” so the pla*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()*]()

Source

Steam News / 4 January 2026

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