PIXEL BREAKER key art CRT-11
● RECCH-11
EARLY PROTOTYPE BLOCK BREAKERINCREMENTAL

PIXEL BREAKER

A block breaker crossed with an incremental: every level is a shape hidden under thousands of colored pixels, and your bouncing balls chip it free one hit at a time.

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ABOUT THIS GAME

Every level hides a silhouette under a field of colored cells, and fog hides everything, the container included, until you dig to it. You launch balls from cleared ground and they chip the cells away one bounce at a time. It starts slow on purpose: one ball, a short life, click to relaunch. So every ball you buy, every talent cell you dig up and every tower you place (towers relaunch their slotted balls for you) feels like relief. Clear the last cell to reveal the shape. Money, balls, talents and towers reset each level, but every attempt banks Shards for a permanent tree, and the next level is bigger. An early desktop prototype: pacing isn't tuned yet, so level 1 runs long, and the developer buttons are left on screen on purpose.

CURRENT RELEASE

v0.9

2026-10-20
  • Every level hides a shape under thousands of colored cells: launch bouncing balls to chip the cells away, earn money for each one you break, and clear the last cell to reveal the picture.
  • Spend your money on more balls and on upgrades. There are six ball types, Standard, Fire, Frost, Shock, Acid and Heavy, each with its own trick, and some cells shrug off one type while breaking easily to another.
  • Hidden talent cells pay talent points for an in-level talent tree that unlocks new ball types and makes your balls stronger for the rest of the level.
  • Place towers and slot balls into them: a tower relaunches its balls on its own, so the dig keeps going without you clicking.
  • Twenty levels, each bigger than the last. Money and talents reset every level, but each clear banks Shards for a permanent Shard tree. Your progress autosaves, and a level in play resumes after a reload.
  • This is an early desktop prototype: pacing isn't tuned yet, so level 1 runs long, and the developer buttons above the ball dock are left on screen on purpose.

ROADMAP

NEXT UP

  • Tuned pacing so level 1 is slow at first, towers bring the relief, and Shards and prices keep up with bigger levels.
  • Huge late levels that still run smoothly while you play them.

LATER

  • A gallery of the shapes you've uncovered, and a choice of which ball Head start gives you.
  • A Shard tree upgrade that makes ball upgrades cheaper.
  • The developer buttons hidden away before a wider release.

MAYBE

  • Warmer and colder hints that point toward hidden talent cells.
  • Sound and music.
  • Touch controls.
  • Challenge levels, ball trails and leaderboards.

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