Furyball: Rogue Revenge Steam Demo Review
Verdict: Play
A squash-court action roguelite where the bat only stuns, the ball kills, and herding enemies onto a shock beacon can wi
I felt clever for about three seconds, then the rest of the room went feral again.
Furyball: Rogue Revenge is a fast Action roguelite from Rebound. You are an outsider climbing Neo-Arcadia with a baseball bat and one bouncing ball. The bat only stuns. The ball does the real damage. I played about an hour and a half on keyboard, got through eight to ten rooms on easy, and Madball still cooked me.
Furyball is a play if you want a roguelite where the bat sets up and the ball finishes, and you like arena toys that turn fights into setup puzzles. The shock beacon wipe is the hook, Madball is the wall, and the readable chaos kept me in for ninety minutes on keyboard. Try the demo, learn the returns, and see if you fare better against Madball than I did.
Pros
- Herding enemies onto shock beacons and hitting them with a fast ball can clear a whole group in one blast
- Squash-court layouts with pits, accelerators, and pinball flaps reward positioning, not just serving
- Sticky trails, movement speed, and shard upgrades between runs change the next attempt enough to matter
- Chaotic fights stay readable when the screen is busy
Cons
- Return-hit timing took about half an hour to click; early runs felt like recall-and-serve only
- Exit icon meanings took a few runs to learn without a clear in-game cheat sheet
- Madball on easy still ended my run hard
The shock beacon wipe
The run that sold me was herding enemies around a shock beacon, hitting the dome with a fast ball, and watching the blast take the whole group out. That is the clip energy: silly art, fast chaos, and one setup that pays off like a pinball trick if you earn it.
For the first half hour I was mostly recalling the ball and serving again. Return hits took a while to click. Once they did, damage jumped and the arenas stopped feeling like a table I was only half using.
Tower climb and squash courts
The world is a dystopian tower. Slums at the bottom, rich at the top, and you move up by being good at a death sport. The arenas read closer to squash courts than open fields, so walls, lanes, pits, and accelerators matter. You dash over pits to create space. Accelerator lines send the ball along a path at stupid speed. Pinball flaps kick it back toward the middle after a big hit.
Furyball is a Roguelike in the run structure and an Action game in the moment-to-moment fight. Enemies jump, throw orange stars, and some enter catching mode to slap the ball back harder. You learn quickly not to feed them when they are ready.
Prizes, exits, shards, and Madball
Beat everyone in a room and a prize drops. Gold, health, max health, mods, sometimes injections. Then you get a couple of exits, and each exit shows an icon for what is waiting in the next room. Sometimes that next room is a shop where you spend gold on healing or extra max health.
I took sticky so the ball left a slow trail for crowd control. I took movement speed because weaving into beacon setups matters as much as the serve. Between runs I spent shards, my name for the second currency, on talents plus bat and ball upgrades.
I got through about eight to ten rooms before Madball on easy. I am going back to try again. Different spawns and room shapes kept runs from feeling identical even when I was still learning the icons.
Readable chaos
What held me for ninety minutes is that the noise has a floor under it. I hate fake chaos where you cannot tell what hit you. Furyball stays readable when the arena is full of effects, blood, and bounce lines. The art and animations carry the Sports death-sport pitch without drowning the fight. For an Arcade roguelite this loud, that clarity is the win.
Developer: Rebound
View on Steam
Watch the video review: YouTube
Tags: Roguelike, Action, Arcade, Sports, Indie
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