Compare Spheroids prices across 50+ stores and find the best deal. Developed by Eclipse Games. Published by SA Industry. Released on 2/13/2017. Available on PC. Genres: 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
ActionAdventureIndie

Spheroids

Feb 13, 2017Eclipse GamesSA Industry
GamerScout Says

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.

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About 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, Scout Team

Tags

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

System Requirements

Minimum

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

Recommended

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

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Game Info

Developer
Eclipse Games
Publisher
SA Industry
Release Date
Feb 13, 2017

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What platforms is Spheroids available on?

Spheroids is available on PC.

When was Spheroids released?

Spheroids was released on 13 February 2017.

Who developed Spheroids?

Spheroids was developed by Eclipse Games and published by SA Industry.