Accelerometer steering
Tilt forward to accelerate, back to brake, sideways to carve. Speed is defence: the faster you roll, the harder you are to hit.
Fifteen balls spawn into an arena. For five minutes (four in online rooms) everyone rolls, jumps, shoots and respawns; every frag is worth a point on the bar at the top of the screen and five coins in your wallet. When the timer hits zero the ball with the most frags wins the match — and the winner's bonus.
Tilt forward to accelerate, back to brake, sideways to carve. Speed is defence: the faster you roll, the harder you are to hit.
Clear fences, hop onto crates and ramps, dodge grenades. The camera lifts with you so you can see where you land.
Bullets travel in the direction you are rolling. Every weapon has its own damage, fire feel and recoil kick on the camera.
A throwable with a two-second fuse, 60 splash damage over a four-metre radius and a three-second cooldown. Bank it around a corner to clear a crowded lane.
A melee lunge with two-metre reach and 45 damage on a one-second cooldown — the answer to a ball that gets too close.
Five minutes against the bots, four minutes online: short enough for a bus ride, long enough for a comeback. Coins are paid for every frag, for finishing and for winning.
Every ball has 100 health. The default gun is always equipped; the three upgrades are bought once with coins and switched from the main menu shop.
10 damage per hit
Fast and accurate. Ten hits to a full-health ball — reliable at any range.
Included
25 damage per hit
Electric bolts. Four hits per kill and a satisfying crackle on impact.
250 coins
35 damage per hit
Ring projectiles with serious punch: three hits and the target is gone.
500 coins
50 damage per hit
The heaviest gun in the game. Two hits per kill, with a blast to match.
800 coins
60 splash damage
Two-second fuse, 4 m blast radius, 3 s cooldown. Everyone has it.
Included
45 damage per stab
2 m reach, 1 s cooldown. Deadly up close.
Included
Restores your ball. Respawns somewhere in the arena every 15–30 seconds, so learn where it appears.
Freezes every enemy for ten seconds. Ten free seconds to line up the shots of your life.
A rare bonus pickup on a two-minute respawn. Grab it for the flash of light and the camera kick — and to deny it to everyone else.
Scattered across every arena and dropped in fights. They go straight into your wallet — no match needed to spend them.
Skins are cosmetic — the invisible one arguably a little more than that. All four are unlocked with coins in the shop and can be switched at any time.

100 coins

250 coins

400 coins

800 coins
The defence shield (300 coins) is the one non-cosmetic upgrade in the shop: once bought, every enemy bullet does only half its damage to your ball.
Single player fills the arena with 14 bots. Five difficulty tiers change how much damage they deal and how hard they hunt you:
| Difficulty | What it means |
|---|---|
| I Can Win | Bots are slow to react and their shots barely scratch you. Learn the arenas and the tilt. |
| Bring It On | A fair fight. Bots hit back, but a full health bar buys you time to reposition. |
| Hurt Me Plenty | Bots start winning fights you did not plan. Health pickups matter. |
| Hardcore | Fast, accurate bots and heavy damage. Every duel counts. |
| Nightmare | One hit and you are dead. The question is not whether you win — it is how long you survive. |
Online matches run on Photon Fusion 2 with networked physics and tick-based simulation, rebuilt from the ground up in 2026: balls move smoothly, hits register where you aimed, and players who join mid-match see the correct state straight away. Rooms hold up to 15 players and every online match rolls a random arena, so no two evenings look the same. Online rooms are human-only — the bots stay in single player.
The industrial yard, the seasonal arena (desert in summer, snow in winter) and eleven themed arenas with their own materials, particle effects, lighting and fog — lava, radiation, rain, jungle mist, city lights. Tour all thirteen →
String frags together without dying and the announcer calls it out — Ultra Kill at three, Unstoppable at five, Godlike at fifteen — while the camera punches in, rolls and flashes warm. Frag and death sounds, hit feedback and a low-health warning keep you informed without a single HUD pop-up.
| How you earn coins | Coins |
|---|---|
| Every frag | 5 |
| Finishing a match | 20 |
| Winning a match | 50 |
| Daily login streak (day 1 → day 7) | 20 · 30 · 40 · 50 · 60 · 80 · 120 |
| Optional rewarded video (up to 5 a day) | 50 each |
| Coin packs (optional purchase) | 100 or 500 |
The whole shop — three weapons, four skins and the shield — costs 3,400 coins, reachable in a few weeks of play.
Signing in is optional and never required to play. Link a Google account or use Sign in with Apple from Options ▸ Account and your coins, unlocked skins, weapons and shield, the Remove Ads purchase and your nickname stay in sync across devices. Coins are merged, not overwritten, so two devices add up instead of fighting. You can delete the account from the same screen at any time.
A tilted third-person camera replaces the old top-down view so walls, ramps, crates and other balls read in 3D — while the tilt controls stay exactly as they were. On top of the framing sit purely visual effects that never touch physics or networking:
A drum & bass and neurofunk playlist rotates between matches. Frags, deaths, jumps, pickups and the kill-streak announcer have their own voice and sound lines, mixed through the game's audio mixer so music never drowns out the fight.
Balls Tournament is free on the App Store and Google Play. Fourteen bots are waiting.