최근기사

    Tokyo Game Show – 2026 Indie Game Pitching Competition, ‘Face UFO’ Sweeps 4 Categories

    2026년 09월 18일

    MONOWAVE Review: Studio BBB’s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release

    2026년 09월 17일

    Dunebound Tactics Review: Terahard Studios’ Four-Year Tactical Engine Build Turns Battlefield Terrain Into the Real Weapon

    2026년 09월 16일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Suncheon City Runs Two-Day Anime-Webtoon Cluster Networking Day — Lunosoft’s Kim Bok-nam Pushes for Cross-Industry “Coexistence” Framework

      2026년 09월 15일

      Jeonnam Game Talent Development Industry-Academia Networking Day Draws 80+ Participants

      2026년 09월 15일

      Radiotext Sets September 28 Launch, Reveals Five Core Characters — Alp Arslan’s Solo Cyberpunk Text RPG Nears Release

      2026년 09월 15일

      WARDOGS Early Access Report: Bulkhead’s 100-Player Tactical FPS Sells 1 Million Day One, Survives a Server Meltdown, Recovers to Very Positive

      2026년 09월 14일

      AI Game Sound Design Challenge Results: “OVERTAKE” Wins Gold Reinterpreting a War Strategy Game’s Battlefield Chaos

      2026년 09월 14일
    • Recommendation/Promotion

      MONOWAVE Review: Studio BBB’s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release

      2026년 09월 17일

      Don’t Pick Up Preview: A Government-Licensed Phone Repair Shop Becomes the Latest Front in the Papers, Please Tradition

      2026년 09월 16일

      SUSHI CHESS Preview: Where Capturing the Opponent’s Piece Means Paying Their Bill — Free Demo Live Ahead of Tokyo Game Show

      2026년 09월 16일

      RAT GAME Preview: Sokpop’s Aran Koning Pits One Chef Against Up to Eight Rats in a Halloween-Timed Asymmetric Horror Comedy

      2026년 09월 15일

      Voltaire: The Vegan Vampire Console Launch: Dracula’s Youngest Son Rejects Blood, and JanduSoft Brings the Farm-Defense Roguelite to PS5 and Xbox September 30

      2026년 09월 14일
    • Game Review

      Dunebound Tactics Review: Terahard Studios’ Four-Year Tactical Engine Build Turns Battlefield Terrain Into the Real Weapon

      2026년 09월 16일

      Sunken Realms Preview: An Animator’s Six-Year Solo Dungeon Crawler Combines Outward’s Adventure, Hades’ Storytelling, and Zelda’s Exploration — September 18 Launch

      2026년 09월 16일

      The Posthumous Investigation Platform Expansion Review: Mother Gaia Studio’s Time-Loop Noir Mystery Comes to Switch and Mobile With a Very Positive Track Record Behind It

      2026년 09월 15일

      BrokenLore: DON’T LIE Review: Serafini Productions Enters Junko’s Fractured Mind From the Inside — A Companion Piece, Not a Sequel

      2026년 09월 14일

      Cloud Dwellers Preview: Beijing Trio’s Hand-Drawn Sky Colony Sim Comes to Korea’s STOVE With Full Localization

      2026년 09월 12일
    • Featured article

      The Journey Home Preview: Belgian Husband-and-Wife Studio’s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live

      2026년 09월 02일

      Gamescom dev Awards 2026: Six Winners Across Indie Expo and Speakers’ Choice — Stop-Motion WWII Horror, Totalitarian Press Puzzle, and Blue Prince Among Recipients

      2026년 08월 25일

      [Column] How Indie Artists Should Utilize Offline Exhibitions

      2026년 08월 19일

      How Indie Developers Should Use Offline Exhibitions — And What Most Are Getting Wrong

      2026년 08월 19일

      Dawnkeep Preview: A Korean High School Senior Built This Dark Fantasy Defense Game Solo in Six Months — BIC 2026 Rookie Selection

      2026년 08월 10일
    • Contests/Support

      Tokyo Game Show – 2026 Indie Game Pitching Competition, ‘Face UFO’ Sweeps 4 Categories

      2026년 09월 18일

      Sogang University Opens Recruitment for AI-Specialized Game Development Talent Program — 52 Slots, ₩50 Million in Project Prizes

      2026년 09월 16일

      2026 Connect Fair Wraps: 240+ Meetings Connect 82 Korean Indie Studios With 44 International Partners in Pangyo

      2026년 09월 15일

      GXG 2026 x INDIECRAFT Opens in Pangyo: Same-Day Exhibition and Export Business Matching Link 51 Korean Studios to 30+ International Partners

      2026년 09월 10일

      1.44MB Game Development Contest Expands to 8 Special Awards — Submissions Close September 4

      2026년 08월 26일
    • GameCollege
    • 한국어
    • 日本語
    • 中文 (中国)
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    • 中文 (中国)
    Recommendation/Promotion

    Furyball: Rogue Revenge Preview: French Tennis Game Studio’s Pinball Beat-‘Em-Up Roguelite Hits Early Access September 23 — 91% Demo Rating

    By Editorial Team2026년 08월 31일6 Mins Read

    A pinball, a beat-’em-up, and a roguelite walk into an arcade. The result is Furyball: Rogue Revenge, which its developer Rebound calls a “Rogue Beat-‘Em Ball” — a genre label they invented because the genre they’re occupying didn’t have a name yet.

    The concept is immediate: Furyball is both the weapon and the ball. Protagonist Azami moves through the dystopian fortress city Neo Arcadia, fighting the powerful gangs that control it by bouncing the Furyball off walls, environmental hazards, traps, and enemies in chains of pinball-style ricochets — except the ball is also a fist, and the physics is also a beat-’em-up, and the runs build toward a roguelite power escalation.

    Rebound is a French studio better known for sports management games — the Tennis Manager series and development collaboration on TopSpin 2K25. The creative DNA connecting rackets and balls to Furyball is legible once you see it: a studio that has spent years thinking about the physics of ball trajectories is making a game where understanding ball trajectories is the core skill. The genre has completely changed; the underlying design preoccupation has not.

    [Related Article: Steam Demo Released for ‘Furyball: Rogue Revenge,’ Neon Wasteland Action with Fist of the North Star Vibes]
    [Related Article: ‘Furyball: Rogue Revenge’ Unveiled, Capturing the Sensibilities of Akira and Fist of the North Star]

    The Rebound Combat System

    The Furyball mechanic operates on the specific satisfaction that pinball games and billiards games both tap: the pleasure of calculated trajectories. You aim not at the enemy directly but at the surface that will redirect the ball into the enemy, or the sequence of surfaces that will chain the ball through multiple enemies in one shot, or the trap that will amplify the ball’s damage when it passes through before hitting the target.

    This is a fundamentally different cognitive engagement from direct attack combat. Direct attacks require reading the enemy and responding — reactive skill expression. Rebound attacks require reading the environment and planning the trajectory — spatial puzzle solving under action game time pressure. The combination is the game’s specific creative space.

    The combo chain system rewards planning: consecutive hits that extend the rebound chain accumulate damage multipliers, which make the difference between a well-planned trajectory and an improvised one commercially significant. The player who bounces the Furyball through three enemies via two walls doesn’t just hit more targets — they hit harder across all of them.

    The roguelite upgrade system gives repeated runs the build variety that sustains the genre’s replayability. Which upgrades appear, in what order, create the specific run identity that makes one session of Furyball feel different from the next — different physics interactions unlocked, different combo possibilities opened.

    The Studio’s Genre Pivot

    Rebound’s Tennis Manager series is a management simulation — statistical, strategic, not physically kinetic. TopSpin 2K25‘s development collaboration involved physics-based tennis gameplay. Furyball is full of action with a roguelite structure.

    This trajectory makes sense as a studio evolution: management game → physics simulation involvement → physics-based action game built on the ball trajectory intuitions that both previous contexts developed. The genre has changed completely; the specific physical understanding the studio has accumulated is directly applicable.

    The Fist of the North Star and Akira aesthetic referenced in the game’s visual direction — a neon wasteland post-apocalypse with a distinct manga-and-anime brutalist design — gives the game a visual identity that the tennis management background wouldn’t predict. The aesthetic is reaching toward a different gaming culture than Rebound’s previous work, which is where the game’s ambition is visible beyond the mechanical design.

    The Early Access Commitment

    Game Director Antoine Papot’s framing of Early Access is worth noting directly: “Early Access is not just a launch; it’s the beginning of a new stage of building the game with the community.” The planned post-launch content additions — new gangs, new bosses, expanded build options — are described as community-feedback-responsive rather than predetermined, which is the Early Access model’s promise stated explicitly.

    The 91% demo rating from the previously released Steam demo provides the quality baseline that makes this commitment credible: the core Furyball combat mechanic has already been evaluated at scale and found satisfying by the players who tried it. The Early Access is expanding content around a validated core, not beta-testing an unconfirmed mechanic.

    The Toxic Avenger soundtrack — a French electro artist whose music has appeared in films and media — provides the sonic register that the neon wasteland aesthetic requires: the specific kind of propulsive electronic music that makes a ball bouncing through an enemy-filled arena feel like exactly the right music for bouncing a ball through an enemy-filled arena.

    Who This Is For

    Strong fit for: roguelite action fans who specifically want physics-based trajectory combat over direct attack systems; pinball enthusiasts who want the trajectory skill applied to action combat rather than passive scoring; Hotline Miami fans who want the arena-clearance satisfaction through ball mechanics rather than shooting; players who appreciated the demo and want the full Early Access content expansion; fans of neon dystopian Akira-adjacent aesthetics in their action games.

    Cautious fit for: action game players who specifically prefer direct attack combat over trajectory planning; players who want content completion before Early Access purchase; anyone who needs the full roadmap confirmed before investing.

    Less ideal for: players who dislike physics-based mechanics; anyone wanting cooperative or multiplayer options; players seeking narrative depth alongside the arcade action.

    The Takeaway

    Furyball: Rogue Revenge is a French sports management studio’s genre pivot into action roguelite territory, built on the ball trajectory intuitions their previous work developed, with a 91% positive demo validating that the Furyball mechanic lands as intended. The “Rogue Beat-‘Em Ball” genre label is a joke with a real design inside it: pinball physics, beat-’em-up targets, roguelite escalation, and a neon manga wasteland aesthetic that reaches for something none of those three genres individually provides.

    September 23. $14.99, 34% launch discount for two weeks. The Furyball is ready. Neo Arcadia’s gangs are between Azami and the Furydome. The walls will redirect what the aim sets in motion.


    Information regarding ‘Furyball: Rogue Revenge’
    item detail
    Developer Rebound
    Genre Action Roguelite, Pinball Action
    platform PC (Steam)
    Release date Early Access release on September 23, 2026
    price $14.99/Euro
    Launch Discount 34% discount for 2 weeks after launch
    Key Features Rebound-based combat, pinball elements, roguelike build system
    Steam Demo 91% positive user rating
    Soundtrack Participation in The Toxic Avenger
    Official website Shortcut
    Steam Page Shortcut
    Editorial Team
    • Website
    • Facebook

    Empowering your game to go global. Promote your game via indiegame.com #Since2003 #IndieGame

    Related Posts

    MONOWAVE Review: Studio BBB’s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release

    2026년 09월 17일

    Don’t Pick Up Preview: A Government-Licensed Phone Repair Shop Becomes the Latest Front in the Papers, Please Tradition

    2026년 09월 16일

    SUSHI CHESS Preview: Where Capturing the Opponent’s Piece Means Paying Their Bill — Free Demo Live Ahead of Tokyo Game Show

    2026년 09월 16일

    RAT GAME Preview: Sokpop’s Aran Koning Pits One Chef Against Up to Eight Rats in a Halloween-Timed Asymmetric Horror Comedy

    2026년 09월 15일
    Editors Picks

    Dunebound Tactics Review: Terahard Studios’ Four-Year Tactical Engine Build Turns Battlefield Terrain Into the Real Weapon

    2026년 09월 16일

    Sunken Realms Preview: An Animator’s Six-Year Solo Dungeon Crawler Combines Outward’s Adventure, Hades’ Storytelling, and Zelda’s Exploration — September 18 Launch

    2026년 09월 16일

    RAT GAME Preview: Sokpop’s Aran Koning Pits One Chef Against Up to Eight Rats in a Halloween-Timed Asymmetric Horror Comedy

    2026년 09월 15일

    BrokenLore: DON’T LIE Review: Serafini Productions Enters Junko’s Fractured Mind From the Inside — A Companion Piece, Not a Sequel

    2026년 09월 14일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.