Compare SpiritSphere DX prices across 50+ stores and find the best deal. Developed by Eendhoorn Games. Published by Eendhoorn Games. Released on 1/23/2017. Available on PC. Genres: Action, Casual, Indie, Sports. Metacritic score: 64/100.

Grab a couch buddy before you buy this one. SpiritSphere DX is top-down fantasy tennis with real character depth and zero online play, and that last part matters more on PC than anywhere else.

I put time into SpiritSphere DX expecting a gimmick dressed up in Game Boy Color pixels. What I found instead was a surprisingly tight reflex-based sports game that has a higher skill ceiling than it has any right to. The core loop is straightforward: two players on opposite halves of a court, smacking a sphere back and forth until someone lets it through their goal. It reads like Pong. It plays like something sharper. Each of the eight characters brings genuinely different tools to the court - Lin does a spin-attack with her sword, Ozo teleports across court in an instant, the cat Buster just flat-out outruns everyone. Those differences matter at higher play speeds. Normal attacks, charged attacks, and a quick dash are your three inputs, and reading which one your opponent is committing to mid-rally is where the game actually lives. The mode list is bigger than the game's budget aesthetic suggests. Regular 1v1 is the backbone, but Squash mode (both players sharing the same side, smacking the sphere off a wall) hits differently and is genuinely the most chaotic format available. Boss Mode puts two players against one oversized opponent and works well as a co-op pressure test. Target Mode is fine solo, less interesting than it sounds in practice. The 10-stage single-player campaign runs short - maybe 15-20 minutes per character - and the randomized stage and sphere selection keeps runs from feeling identical, though the coin-based unlock fountain that can spit out duplicates is a frustration point reviewers consistently flagged and they were right to flag it. Here is the thing you need to know before spending money: there is no online multiplayer. Zero. The Steam page is upfront about it, and on PC that hits harder than it would on a console with a built-in couch culture. Remote Play Together technically exists on Steam, which softens the blow a little, but if your regular gaming circle is distributed across cities, the value proposition shrinks fast. Solo players will burn through the campaign, enjoy it, and then feel the walls close in. The sphere physics have a deliberate randomness at speed that some players love and others find maddening, particularly on harder CPU settings where luck starts to factor alongside skill. On the upside: the controls are responsive enough that when you miss a return, it genuinely feels like your fault. That responsiveness is the foundation everything else rests on, and it holds. The retro aesthetic is not a lazy shortcut - the sprite work has personality, the character-specific campaign endings give the roster a small but real sense of identity, and the 8-bit soundtrack stays out of the way without being forgettable. This is a game with a low skill floor and a skill ceiling that rewards practice, especially in 1v1 where charged attack timing and dash reads become a real conversation between two players. The honest pitch: SpiritSphere DX is a very good local multiplayer game pretending to be a complete solo experience. If you have a reliable in-person opponent, the depth-to-price ratio is solid. If you are planning to play this alone most of the time, the campaign will entertain you for a session and then you will hit a wall that no amount of Squash mode grinding will fix. Fred, Scout Team

SpiritSphere DX
ActionCasualIndieSports

SpiritSphere DX

Jan 23, 2017Eendhoorn Games
GamerScout Says

Grab a couch buddy before you buy this one. SpiritSphere DX is top-down fantasy tennis with real character depth and zero online play, and that last part matters more on PC than anywhere else.

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Screenshots & Media

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About SpiritSphere DX

I put time into SpiritSphere DX expecting a gimmick dressed up in Game Boy Color pixels. What I found instead was a surprisingly tight reflex-based sports game that has a higher skill ceiling than it has any right to. The core loop is straightforward: two players on opposite halves of a court, smacking a sphere back and forth until someone lets it through their goal. It reads like Pong. It plays like something sharper. Each of the eight characters brings genuinely different tools to the court - Lin does a spin-attack with her sword, Ozo teleports across court in an instant, the cat Buster just flat-out outruns everyone. Those differences matter at higher play speeds. Normal attacks, charged attacks, and a quick dash are your three inputs, and reading which one your opponent is committing to mid-rally is where the game actually lives. The mode list is bigger than the game's budget aesthetic suggests. Regular 1v1 is the backbone, but Squash mode (both players sharing the same side, smacking the sphere off a wall) hits differently and is genuinely the most chaotic format available. Boss Mode puts two players against one oversized opponent and works well as a co-op pressure test. Target Mode is fine solo, less interesting than it sounds in practice. The 10-stage single-player campaign runs short - maybe 15-20 minutes per character - and the randomized stage and sphere selection keeps runs from feeling identical, though the coin-based unlock fountain that can spit out duplicates is a frustration point reviewers consistently flagged and they were right to flag it. Here is the thing you need to know before spending money: there is no online multiplayer. Zero. The Steam page is upfront about it, and on PC that hits harder than it would on a console with a built-in couch culture. Remote Play Together technically exists on Steam, which softens the blow a little, but if your regular gaming circle is distributed across cities, the value proposition shrinks fast. Solo players will burn through the campaign, enjoy it, and then feel the walls close in. The sphere physics have a deliberate randomness at speed that some players love and others find maddening, particularly on harder CPU settings where luck starts to factor alongside skill. On the upside: the controls are responsive enough that when you miss a return, it genuinely feels like your fault. That responsiveness is the foundation everything else rests on, and it holds. The retro aesthetic is not a lazy shortcut - the sprite work has personality, the character-specific campaign endings give the roster a small but real sense of identity, and the 8-bit soundtrack stays out of the way without being forgettable. This is a game with a low skill floor and a skill ceiling that rewards practice, especially in 1v1 where charged attack timing and dash reads become a real conversation between two players. The honest pitch: SpiritSphere DX is a very good local multiplayer game pretending to be a complete solo experience. If you have a reliable in-person opponent, the depth-to-price ratio is solid. If you are planning to play this alone most of the time, the campaign will entertain you for a session and then you will hit a wall that no amount of Squash mode grinding will fix. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supporttrading-cardstier:aaaLocal MultiplayerArcade SportsTop-DownRetro Pixel ArtParty GameSkill CeilingCharacter AbilitiesCouch Co-opShort CampaignNo Online

System Requirements

Minimum

OS
Windows XP or higher
Memory
1 GB RAM
DirectX
Version 9.0
Storage
150 MB available space
Graphics
3D graphics card
Processor
Intel Core 2 Duo or higher
Sound Card
If your computer can make sound you're good

Reviews & Ratings

Metacritic
64

Game Info

Developer
Eendhoorn Games
Publisher
Eendhoorn Games
Release Date
Jan 23, 2017

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