Compare Ionball 2: Ionstorm prices across 50+ stores and find the best deal. Developed by Ironsun Studios. Published by KISS Ltd.. Released on 6/6/2014. Available on PC. Genres: Action, Casual. Metacritic score: 70/100.

If Arkanoid ever got plugged into a dubstep generator and thrown into a sci-fi rave, this is roughly what would come out. Fast, loud, and unforgiving in equal measure.

My first few minutes with Ionball 2 felt like someone had taken the Breakout formula, strapped it to a rocket, and pointed it directly at my face. The ball moves at a blistering pace from the very first stage, and unlike older Arkanoid-style games where the ball politely starts slow and builds up, this one launches hot and gets faster from there. There is a genuine skill ceiling here, and the game will happily remind you of that every time the ball flies past your paddle while you were admiring an explosion. The core loop is the classic bat-and-ball setup, but layered on top is an XP system that keeps things from feeling flat. Defeating robot enemies drops experience that your paddle must physically catch mid-play, and that XP funds persistent upgrades between stages. You can invest in a machine-gun ball, a rail-gun attachment for your bat, or various passive boosts. The 60 levels, spread across a cylinder-shaped space station hub, include three boss encounters and a handful of distinct enemy types. Repair drones will actively rebuild what you destroy if you ignore them, which nudges the game toward light prioritization decisions rather than pure reflex. Leaderboards are in for the score-chasing crowd, and the structure rewards replays better than a flat level list would. That said, the game's biggest problem is one it creates entirely for itself. The 3D environments and particle effects are visually impressive, but they are relentless. Cascades of color and explosions frequently swallow the ball at exactly the wrong moment, and the slightly angled camera can make bounce angles harder to read than the straight overhead view genre veterans expect. Some Steam reviewers found the combination of visual noise and strict three-lives-per-stage rules genuinely frustrating rather than challenging. The continue system, which docks your XP total when you use it, compounds the annoyance if you are not playing well. Control feel has also been a recurring complaint: mouse input works, but players wanting controller or keyboard support have historically had to resort to third-party remapping tools. The soundtrack leans hard into dubstep and metal-influenced tracks, which either locks you into the rhythm or sends you straight to the mute button. There is enough variety in it that the tone shifts across levels rather than looping the same drop endlessly, but your tolerance for the genre is a real variable in how much you enjoy the moment-to-moment experience. On the positive side, when everything clicks, and you are tracking the ball through a chain of enemy explosions while juggling XP pickups, the game delivers the kind of short-burst arcade satisfaction that justifies the genre's staying power. Bottom line: Ionball 2 does one thing better than most of its contemporaries, which is making a decade-old formula feel kinetic and alive. The visual clutter and control friction hold it back from being a clear recommendation, but for players who grew up with Breakout or Arkanoid and want something that respects their reflexes instead of coddling them, there is a solid few hours of escalating challenge here. Alex, Scout Team

Ionball 2: Ionstorm
ActionCasual

Ionball 2: Ionstorm

Jun 6, 2014Ironsun StudiosKISS Ltd.
GamerScout Says

If Arkanoid ever got plugged into a dubstep generator and thrown into a sci-fi rave, this is roughly what would come out. Fast, loud, and unforgiving in equal measure.

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About Ionball 2: Ionstorm

My first few minutes with Ionball 2 felt like someone had taken the Breakout formula, strapped it to a rocket, and pointed it directly at my face. The ball moves at a blistering pace from the very first stage, and unlike older Arkanoid-style games where the ball politely starts slow and builds up, this one launches hot and gets faster from there. There is a genuine skill ceiling here, and the game will happily remind you of that every time the ball flies past your paddle while you were admiring an explosion. The core loop is the classic bat-and-ball setup, but layered on top is an XP system that keeps things from feeling flat. Defeating robot enemies drops experience that your paddle must physically catch mid-play, and that XP funds persistent upgrades between stages. You can invest in a machine-gun ball, a rail-gun attachment for your bat, or various passive boosts. The 60 levels, spread across a cylinder-shaped space station hub, include three boss encounters and a handful of distinct enemy types. Repair drones will actively rebuild what you destroy if you ignore them, which nudges the game toward light prioritization decisions rather than pure reflex. Leaderboards are in for the score-chasing crowd, and the structure rewards replays better than a flat level list would. That said, the game's biggest problem is one it creates entirely for itself. The 3D environments and particle effects are visually impressive, but they are relentless. Cascades of color and explosions frequently swallow the ball at exactly the wrong moment, and the slightly angled camera can make bounce angles harder to read than the straight overhead view genre veterans expect. Some Steam reviewers found the combination of visual noise and strict three-lives-per-stage rules genuinely frustrating rather than challenging. The continue system, which docks your XP total when you use it, compounds the annoyance if you are not playing well. Control feel has also been a recurring complaint: mouse input works, but players wanting controller or keyboard support have historically had to resort to third-party remapping tools. The soundtrack leans hard into dubstep and metal-influenced tracks, which either locks you into the rhythm or sends you straight to the mute button. There is enough variety in it that the tone shifts across levels rather than looping the same drop endlessly, but your tolerance for the genre is a real variable in how much you enjoy the moment-to-moment experience. On the positive side, when everything clicks, and you are tracking the ball through a chain of enemy explosions while juggling XP pickups, the game delivers the kind of short-burst arcade satisfaction that justifies the genre's staying power. Bottom line: Ionball 2 does one thing better than most of its contemporaries, which is making a decade-old formula feel kinetic and alive. The visual clutter and control friction hold it back from being a clear recommendation, but for players who grew up with Breakout or Arkanoid and want something that respects their reflexes instead of coddling them, there is a solid few hours of escalating challenge here. Alex, Scout Team

Tags

steamBrick-BreakerArcade ReflexXP ProgressionScore AttackLeaderboardsSci-Fi SettingController UnfriendlyHigh Difficulty Curve

System Requirements

System requirements for Ionball 2: Ionstorm aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
70
Steam
69%(672)

Game Info

Developer
Ironsun Studios
Publisher
KISS Ltd.
Release Date
Jun 6, 2014

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