Pinball against an army
An army marches down your pinball table, and every soldier that reaches the bottom wall takes a chunk out of your keep. You have two flippers, a ball and a short pause between waves to build.
Tilt the whole table
Soldiers are physics bodies. A good shot bowls over half a column. When they bunch up, tilt the table and shove them sideways into the spikes along the walls. Tilt too often and the flippers lock while the ball keeps rolling.
Build between waves
Take one free upgrade out of three, then spend what the dead dropped. Eight slots on the board and eight kinds of piece to put in them: bumpers, arrow towers, spike traps, barricades, coin spinners, shrines, magnets and catapults. Gold is short, so every purchase is a choice.
Level and fuse your balls
Fire, frost, storm, lead, split, ghost and bomb balls level up and fuse in pairs, up to four in play at once. Ring all three alarm bells to freeze the army and start a multiball.
Three acts, six bosses
A meadow, a castle bailey and a churchyard at night, each with its own army and a table that changes from run to run. Each act ends in one of two bosses. Beat the last one and the keep rides out for a 40-second final stand with every ball you own.
Features
- Real flipper physics, and every soldier is a body you can knock into the others
- 12 enemy types and 6 bosses, 12 balls including 4 fusions, 8 table pieces, 20 upgrades and 22 relics
- A 20 to 30 minute run, endless mode after a win, 4 heroes and 10 Siege levels
- Assist mode with auto flippers and a ball saver, for players new to pinball
- Made for PC: mouse and keyboard or a controller, every key rebindable, windowed or fullscreen at any resolution
- Adjustable screen shake, reduced flashing, effect and damage-number options