Compara los precios de Spheroids en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Eclipse Games. Publicado por SA Industry. Lanzado el 13/2/2017. Disponible en PC. Géneros: Action, Adventure, Indie.

Pang's bubble-popping chaos gets a 2D platformer makeover, and the result lands somewhere between nostalgic comfort food and a half-eaten sandwich: charming enough to finish, light enough to forget.

My first reaction to Spheroids was genuine warmth, the kind you feel when a game wears its influences without shame. Eclipse Games planted its flag squarely in Pang territory, built a little sci-fi comedy around a nervous Canadian kid named Lucas and his chaotic scientist partner Otto, and dared to ask whether a bouncing-ball arcade loop could carry a 32-level side-scrolling platformer. The answer is: mostly yes, with some caveats worth spelling out before you spend an afternoon on it. The core combat loop is pulled directly from Pang. Lucas fires a harpoon vertically, spheroid enemies bounce and split on contact, and the screen can fill with smaller, faster versions of whatever you just hit. Red spheroids die in one shot, yellow ones split into two, green ones can reattach to matching-size siblings, orange ones stomp downward with a delayed pounce, and grey ones take two hits to crack. That enemy variety gives the combat more texture than a straight Pang clone would. The Pang-inspired sections are genuinely satisfying in short windows, and the arena-style rooms that lock you in until all enemies are cleared produce the best, most focused tension the game offers. Between those rooms, the platforming introduces a grappling hook borrowed spiritually from Umihara Kawase, gravity boots that let Lucas flip onto ceilings and walk upside down, and teleporters that shift him between foreground and background planes. On paper, that sounds like a generous toolkit. In practice, each mechanic arrives just as you are getting comfortable, and the game never quite commits to any of them long enough to feel deliberate. The presentation is warm and tidy. Eight real-world locations, rendered in blocky pixel art, each get their own background palette: ice-blue Russia, cherry-blossom Japan, beige Egypt. The retro aesthetic suits the arcade roots without feeling slavishly devoted to any specific era. The soundtrack sits somewhere between jazz drums and chiptune, breezy enough not to grate over a four-to-five-hour run. The dialogue cutscenes between Lucas and Otto have a goofy science-fiction energy, though the text scrolls fast enough that slower readers will miss punchlines, and the jokes repeat on loading screens often enough to outstay their welcome. The problems are structural. Generous checkpoints combined with enemies that stay dead after you respawn mean failure carries almost no consequence. Upgrades like double-shot or slow-time can be purchased with collected coins, but most players will clear the game without ever needing them, which makes the shop feel decorative. The grappling hook has accuracy issues, occasionally latching onto the wrong anchor point at critical moments. A small number of reviewers reported crashes and an edge case where a spheroid gets stuck in an unreachable spot, forcing a level restart. The first four chapters feel light to the point of passivity; the difficulty jump in the back half arrives without much warning. What holds this together is the game's self-awareness about its own modest scale. It does not overstay its welcome, and within that short window, the central arcade loop does produce genuine moments of screen-filling, split-second chaos that feel exactly like why Pang was worth remembering in the first place. Spheroids is the kind of small game that works best when you treat it as a palate cleanser rather than a main event. It is easy, brief, and occasionally glitchy, but it is also unpretentious and quietly enjoyable in a way that more ambitious games sometimes forget to be. If you remember feeding coins into Pang at an arcade, or if you just want something low-stakes to unwind with for an evening, there is something genuinely likeable here, sitting quietly behind a modest price tag, asking very little of you. Kai, Scout Team

Spheroids

Spheroids

13 feb 2017Eclipse GamesSA Industry
GamerScout opina

Pang's bubble-popping chaos gets a 2D platformer makeover, and the result lands somewhere between nostalgic comfort food and a half-eaten sandwich: charming enough to finish, light enough to forget.

PC
Mejor precio disponible
0,52 €
en Kinguin
Mínimo registrado: 0,44 €
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Veredicto de GamerScout

Best for players who fondly remember Pang and want a low-stakes, breezy evening with it rather than a deep reinvention.

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0,65 €-92%
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Historial de precios

Mínimo registrado
0,44 €2 jul 2026
Mejor precio actual
0,52 €
Tiendas de claves
0,42 €0,48 €0,54 €0,60 €7 Jun24 Jun12 Jul29 Jul15 Aug
7 jun — 15 ago
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Capturas y multimedia

Acerca de Spheroids

My first reaction to Spheroids was genuine warmth, the kind you feel when a game wears its influences without shame. Eclipse Games planted its flag squarely in Pang territory, built a little sci-fi comedy around a nervous Canadian kid named Lucas and his chaotic scientist partner Otto, and dared to ask whether a bouncing-ball arcade loop could carry a 32-level side-scrolling platformer. The answer is: mostly yes, with some caveats worth spelling out before you spend an afternoon on it. The core combat loop is pulled directly from Pang. Lucas fires a harpoon vertically, spheroid enemies bounce and split on contact, and the screen can fill with smaller, faster versions of whatever you just hit. Red spheroids die in one shot, yellow ones split into two, green ones can reattach to matching-size siblings, orange ones stomp downward with a delayed pounce, and grey ones take two hits to crack. That enemy variety gives the combat more texture than a straight Pang clone would. The Pang-inspired sections are genuinely satisfying in short windows, and the arena-style rooms that lock you in until all enemies are cleared produce the best, most focused tension the game offers. Between those rooms, the platforming introduces a grappling hook borrowed spiritually from Umihara Kawase, gravity boots that let Lucas flip onto ceilings and walk upside down, and teleporters that shift him between foreground and background planes. On paper, that sounds like a generous toolkit. In practice, each mechanic arrives just as you are getting comfortable, and the game never quite commits to any of them long enough to feel deliberate. The presentation is warm and tidy. Eight real-world locations, rendered in blocky pixel art, each get their own background palette: ice-blue Russia, cherry-blossom Japan, beige Egypt. The retro aesthetic suits the arcade roots without feeling slavishly devoted to any specific era. The soundtrack sits somewhere between jazz drums and chiptune, breezy enough not to grate over a four-to-five-hour run. The dialogue cutscenes between Lucas and Otto have a goofy science-fiction energy, though the text scrolls fast enough that slower readers will miss punchlines, and the jokes repeat on loading screens often enough to outstay their welcome. The problems are structural. Generous checkpoints combined with enemies that stay dead after you respawn mean failure carries almost no consequence. Upgrades like double-shot or slow-time can be purchased with collected coins, but most players will clear the game without ever needing them, which makes the shop feel decorative. The grappling hook has accuracy issues, occasionally latching onto the wrong anchor point at critical moments. A small number of reviewers reported crashes and an edge case where a spheroid gets stuck in an unreachable spot, forcing a level restart. The first four chapters feel light to the point of passivity; the difficulty jump in the back half arrives without much warning. What holds this together is the game's self-awareness about its own modest scale. It does not overstay its welcome, and within that short window, the central arcade loop does produce genuine moments of screen-filling, split-second chaos that feel exactly like why Pang was worth remembering in the first place. Spheroids is the kind of small game that works best when you treat it as a palate cleanser rather than a main event. It is easy, brief, and occasionally glitchy, but it is also unpretentious and quietly enjoyable in a way that more ambitious games sometimes forget to be. If you remember feeding coins into Pang at an arcade, or if you just want something low-stakes to unwind with for an evening, there is something genuinely likeable here, sitting quietly behind a modest price tag, asking very little of you.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Arcade-InspiredPang-Style CombatGravity MechanicsGrappling HookCheckpoint-HeavyOld-School ThrowbackComical Sci-Fi

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
Processor
Intel i3 or equivalent

Recomendados

OS
Windows 7
Memory
4 GB RAM
Processor
Intel i3 or equivalent

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Información del juego

Desarrolladora
Eclipse Games
Distribuidora
SA Industry
Fecha de lanzamiento
13 feb 2017

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Preguntas frecuentes sobre Spheroids

¿Cuánto cuesta Spheroids?

A 15 de agosto de 2026, la oferta más barata disponible de Spheroids es €0.52 en Kinguin, de entre 6 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Spheroids más barato?

El precio más bajo disponible que seguimos para Spheroids es €0.52 en Kinguin (15 de agosto de 2026). Comparamos 6 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Spheroids?

Spheroids está disponible en PC.

¿Cuándo se lanzó Spheroids?

Spheroids se lanzó el 13 de febrero de 2017.

¿Quién desarrolló Spheroids?

Spheroids fue desarrollado por Eclipse Games y publicado por SA Industry.