Get ready for BALL x PIT, a fast-paced new game coming soon! It’s a unique blend of classic Breakout-style gameplay with the depth of roguelite and base-building mechanics, offering players a lot to explore and enjoy.
I recently checked out *BALL x PIT*, a cool new game from Devolver Digital, and it’s one of those projects where they’re giving smaller teams a chance to shine. What’s really interesting is how it mixes a bunch of different game styles. It’s got that classic *Breakout* or *Arkanoid* feel where you’re bouncing a ball to break blocks, but then throws in roguelite elements – meaning each run is different – and even lets you build a base! I had a chance to talk with the creator, Kenny Sun, about everything going on in the game. Just a heads up, the interview was trimmed down to make it easier to read.
BALL x PIT Creator Talks Inspirations, Base-Building, and Working With Devolver Digital
Inspirations for BALL x PIT
I’m really curious about how the developers came up with the idea for *BALL x PIT*! I’ve been wondering, what made them think the unique ball-based movement would work so well with a roguelite game? And honestly, why did they go with that system instead of just standard fighting or action controls? It seems like a really interesting choice, and I’d love to hear the reasoning behind it.
I first came across the game *Punball* in November 2021 while riding the subway. An ad popped up on my phone, and it reminded me of *Holedown*, a game I really liked. I downloaded it right away, and before I knew it, I was so engrossed that I completely missed my stop!
I immediately recognized something promising in the game, but as I played more, I found myself wanting to change a few things. That’s why, after a few weeks, I started building my own version. I knew I wanted to keep the unique ball-based gameplay – that was the foundation I built everything on, and I didn’t consider using traditional combat.

Game Rant: How does BALL x PIT encourage the ‘just one more round’ mindset in players?
I didn’t intentionally set out to create this effect in the game’s design. I was inspired by other games that make you want to play ‘just one more round,’ and it seems that quality naturally found its way into *BALL x PIT*.
Game Rant notes that *Arkanoid* heavily influenced the basic gameplay of *BALL x PIT*. The question is, how has that classic arcade-style gameplay been updated and integrated into a game with a more contemporary story and overall design?
I wasn’t directly inspired by *Arkanoid* itself. Instead, it influenced the games that *did* inspire me. Talented game designers before me had already successfully updated that classic arcade gameplay for a more contemporary feel.
BALL x PIT’s Gameplay
Game Rant notes that *BALL x PIT* immediately mixes a lot of different gameplay elements. The question is, how well does the game teach new players everything they need to know?
The game eases players in gradually, assuming they’ll understand as they play. I focused on making the tutorial as straightforward as possible.
Game Rant asked: Could you describe the classes in *BALL x PIT*? What unique elements do they bring to the gameplay, and what was the intention behind including a variety of classes?
The game’s classes have two main benefits. They offer unique ways to play, making combat more diverse. Plus, they tie into the base-building aspect: unlocking new classes also gives you more workers, allowing you to gather resources more efficiently.
While the game *BALL x PIT* features a somewhat rough and edgy art style, its promotional materials are surprisingly funny. It’s unclear whether the game is trying to be serious or comedic overall.
The game itself is very gritty and takes itself very seriously.
The game tries to be serious, but it’s mixed with a lot of silliness – like the city being called “Ballbylon” and characters bouncing around collecting things, or even the player spitting out balls. This creates a funny contrast, and the team themselves described it as “epic but goofy,” which is a perfect way to put it.

Game Rant asked the developers what led them to include base building in the game, and how this feature will improve the overall gameplay experience.
I mainly enjoy creating and expanding bases within the game. I also felt it needed a broader system to connect everything and give players a feeling of accomplishment as they advance. Plus, building a base offers a relaxing pause between the fast-paced combat rounds.
Game Rant wants to know how extensive the base-building mechanics are in *BALL x PIT*, both in terms of how much you can do with them and how they stack up against the main gameplay experience.
The building aspect of the game is wider than it is complex, mainly existing to enhance the core gameplay. While the underlying systems don’t evolve significantly, there’s still a lot to do and unlock within it.
Working With Devolver Digital
Game Rant asked: What’s it been like collaborating with Devolver Digital on *BALL x PIT*? And how has working with them impacted the game compared to your past projects?
They’ve been incredibly supportive and have really gone all-in on this project. I’ve never had so many people believe in and help with my work before.
So, Game Rant asked me about why we put Twitch integration into *BALL x PIT*. Basically, they wanted to know what sparked the idea and how much we think it’ll help the game take off. I explained that we really wanted players to be able to connect and share their crazy moments with others, and Twitch seemed like the perfect way to do that. We’re hoping it’ll build a cool community around the game and keep people coming back for more!
Devolver Digital first suggested the idea to me. Seeing a presentation about how Cult of the Lamb used Twitch also encouraged me, as I knew it would be a significant effort. I don’t believe it will be crucial to the game’s success, but it was a worthwhile and engaging project to tackle.
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2025-10-14 00:11