IDLEZENBALLS key art CRT-05
● RECCH-05
PLAYABLE IDLEPHYSICS

IDLEZENBALLS

Balls rain through obstacle courses; gates pay out; money buys chaos.

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ABOUT THIS GAME

A physics-based idle ball-drop inspired by Zen Idle: Gravity Meditation. Balls tumble down a stacked obstacle course, paying gates on the way through; money buys more balls, fewer jams, and deeper stages. Prestige resets the tower for permanent gains, and offline earnings keep the balls falling while you're gone. Heads up — this one is a prototype on a testing site: features land fast and the save format changes with them, so expect your progress to be wiped between updates.

CURRENT RELEASE

v3

2026-08-10
  • Prestige now leads somewhere: the diamonds you collect by tapping diamond balls buy card packs, and cards change how the next run plays.
  • Fourteen cards to collect across three rarities. Common cards work the moment you own them; rarer ones go into loadout slots you buy and can swap any time. Duplicates level a card up, and a fully levelled card stops appearing in packs so the rest come faster.
  • Four rare 'epic' cards change the rain itself: balls that spawn in bonded pairs, gates that catch fire and pay double under heavy flow, ghost balls that fall straight through obstacles, and bands of heavy gravity in every stage.
  • Seven one-time perks: a longer offline earnings cap, money balls that collect themselves, a cash head start after each reset, and a spawner tier that survives prestige.
  • The two locked spawner colours are finally reachable — rose on your second run, gold a few runs later.
  • Note: this update changes the save format, so existing saves start fresh.

ROADMAP

NEXT UP

  • Playtest polish: a version number you can see in-game, real phone and tablet testing, and hiding the developer tools.
  • A full start-to-prestige playthrough as a player, to catch anything the piecewise testing missed.

LATER

  • More stages beyond the first four.
  • Real sound design to replace the placeholder chimes.
  • A visual theming pass so each stage looks like its name.
  • A settings panel: volume, reduced motion, and save backup.
  • Zoom, so the tower stays readable as it gets taller.

MAYBE

  • If playtests go well: releases on Itch.io, then Steam, then phones.

Plans, not promises — no dates, and any of it can change.

RELEASE NOTES

v2

2026-08-07
  • Every stage now fills exactly one screen — scroll or use the arrows and the view snaps to a full stage, gate at the bottom.
  • New fixed layout: money and prestige live in a solid top bar, the Balls/Stages buttons in a bottom bar — nothing floats over the game anymore.
  • All four stages redesigned for the full-screen view, each with its own flow-and-jam character, plus a fresh balance pass (a run to first prestige takes about an hour).
  • Bigger, chunkier balls you can tap to pop for cash — tapping is also how you clear a jammed choke point.
  • Special balls: VIPs pay 20× at every gate; diamond and money balls pay a bonus only if you tap them before they fall out.
  • Six ball spawners with value and speed upgrades, and per-stage upgrade tracks that shrink obstacles and clear them at milestones.

v1

2026-07-08
  • Four stages with per-stage upgrades and obstacle buyouts.
  • Prestige loop and offline earnings.
  • First tagged release — playable start to prestige.