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PixelRobin

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A member registered 76 days ago · View creator page →

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(2 edits)

Devlog #1 July 23, 2026

The Kingdom’s Economy Has Been Reforged!

 

Greetings, heroes, and welcome to the first Pinball Realm devlog!

Thanks to all the feedback you’ve shared on itch and other platforms, I’ve been busy reworking the Blacksmith and the Town Upgrade shop.

Hopefully, prices across the kingdom now feel a little fairer,and you’ll have much more freedom to improve your build!

  


 

Here are the latest records from the Royal Scribe:

1. Optional Anonymous Gameplay Data Collection

I’ve added an anonymous data collection feature.

This won’t affect your gameplay. It only collects in-run gameplay data to help me better balance the items, Hero Balls, and Bumpers in the game.

If you would rather not share this data, you can disable the feature at any time in the Settings menu.

2. Main Menu Overhaul

The Main Menu has received a major visual update!

I’ve improved its art assets and optimized the layout for different languages.

3. Skill Highlights

Hero Ball skills now display an available area with a highlighted preview.

This makes it easier to see how many enemies a skill will hit, or where a new bumper will be placed before you activate it.

4. More Starting Gold at the Blacksmith

You will now begin your first visit to the Blacksmith with more Gold.

That means you’ll have more freedom to purchase the items you actually want when activate the shop.

5. Bumper Upgrades No Longer Cost Gold

Bumper upgrades now only cost Kill Points and Wanted Points.

No more spending all your Gold repairing the town walls, only to discover that you can’t afford to improve your Bumpers!

6. 6 New Town Upgrade Options

After winning a battle, you can now choose from several new Town Upgrades:

  • Increase the number of Dashes available to a specific class
  • Exchange Gold for Kill Points or Wanted Points
  • Gain items: Remove, Swap, Timed Bomb
  • Drop a screen-wide bomb that damages every enemy
  • Freeze every enemy on the board for one day
  • Summon a random number of meteors to strike your enemies

That’s everything included! Thank you for reading the first Pinball Realm devlog!

 

I hope these changes make battles feel smoother, more flexible, and much more satisfying.

Next, I’ll continue working on new stages and Bumpers, each featuring its own unique mechanics. I hope I can share them with everyone soon!

 

Future versions of the game will continue to be released on the itch.io page:

https://namepixelrobin.itch.io/pinball-realm

You’re also very welcome to join the Pinball Realm Discord to discuss the game, share feedback, and follow its development:

https://discord.com/invite/NKYM3YsfS

Welcome to the Pinball Realm devlog!

Pinball Realm is a pinball roguelite where you can build your own board, create chain reactions, and shape each run with different choices.

Pinball Realm by PixelRobin


The current version already features 20+ balls, 80+ Bumpers, and two maps to explore.

As development continues, I’ll keep expanding these numbers and adding more new content to the game.


Welcome to join Discord to follow the latest development updates and discuss the game with me!

https://discord.gg/NKYM3YsfS

10/10, I really love this atmosphere!

I'm a fan of story-driven games, and I really like the lore.

I think the UI could be refined a bit more to make it even better!

Thank you so much for pointing that out! I’ll take some time to think it over.

I didn't notice it!! Thank you for the reminder!

(1 edit)

I’ve been thinking about this for a long time: am I going in the wrong direction?


So I am doing my first game. It’s a pinball roguelite, like BALLIONAIRE, where players can choose what kinds of bumpers and defenses to build. The core experience is about gradually building up your defenses and turning something unpredictable into something more controllable.

   

( It’s still very much under construction, so please ignore the placeholders for now. )

 

When I took another look at the game, I started to feel that the roguelite mechanics currently don’t have enough depth.

I’ve started wondering: am I using the "roguelite" label because it genuinely fits the game, or because it feels familiar and proven?

 

I’d really appreciate any feedback or ideas on how I could add more gameplay depth to the current version.

Any suggestions or possible directions would be really helpful!

Here is the link (It's free): https://namepixelrobin.itch.io/pinball-realm

I’m working on a pinball roguelite called Pinball Realm, where part of the game is about defending a town from waves of enemies.

After each battle, players can loot rewards and decide whether to repair the damaged town, reinforce the walls, or invest in other ways to improve their defenses.

🧐I’m curious what people usually expect from the “successful defense” part of a strategy game(when you win).

Is repairing and strengthening the town enough to make the defense feel rewarding, or would you expect something more? For example, new defense equipment, visible town changes, stronger NPC reactions, unlocks, or some kind of long-term progression?

The demo is on itch if anyone wants more context (Download is free). I’m mostly looking for thoughts on what makes defending a town feel satisfying, but feedbacks are always welcome!😊

https://namepixelrobin.itch.io/pinball-realm

Thank you so much😭!!!

Since the balls can be easy to be ignored during the gameplay, I’m trying to make the art style more exaggerated and cartoony so the characters leave a stronger impression for players.

I’ve also been putting a lot of effort into performance optimization, hoping the game can run on as many devices as possible. If you run into any performance issues or bugs, please let me know. I’ll see what I can do! 😊