Compare Wreckin' Ball Adventure prices across 50+ stores and find the best deal. Developed by Don't Bite Devs. Published by No Gravity Games. Released on 8/2/2019. Available on PC. Genres: Adventure, Casual, Indie.

Sixty levels of physics-based rolling and grappling with three friends on the couch - charming enough for kids, just frustrating enough for adults who thought they had precision movement figured out.

I'll be straight with you: I came to Wreckin' Ball Adventure expecting something loose and throwaway, and I got something that is genuinely more interesting than its budget tier suggests - though not without real cracks showing. You play as K160, a round robot trying to break out of a sterile corporate lab run by a villain called SuperCom. The premise is thin, the story is delivered in on-screen text with no voice acting, and it wears its Portal aesthetic a little too proudly. But underneath that borrowed visual language is a physics platformer with its own honest charm. The core movement set is roll, jump, swing, and smash. Getting from A to B sounds simple until you realize that momentum and trajectory are the whole game. You need to build speed before jumps, think about bounce angles off walls, and figure out which surfaces break and which push you back. The grappling hook is the most interesting tool in the kit - swinging on it to gain height, then releasing at the right arc, feels satisfying once it clicks. There is also a player-placed checkpoint system using collected blue orbs, which is an unusual and genuinely smart idea, even if reviewers noted that most players forget to actually use it mid-run. Switch-activated timed doors add a layer of urgency that pushes the puzzle side harder than you might expect from something marketed as casual. Where the game stumbles is in areas a shooter-trained brain notices fast: precision and feedback. The physics are intentionally loose - that is partly the point - but the floatiness crosses into frustrating territory on trickier levels where you need a specific trajectory and the ball just... does what it wants. Off-screen hazards like lasers give you little warning before you take a hit, which feels like a design gap rather than a difficulty feature. Level design across the 60 stages is also uneven; the middle stretch in particular has filler stages that pad rather than challenge. The Portal comparison in the aesthetics department does the game no favors because it invites a comparison to writing and environmental storytelling that Wreckin' Ball simply cannot win. That said, this is a local co-op game at its best. Up to four players can run the story levels together, and there is also a separate endless survival mode for groups. Getting four people on one screen with bouncing balls and physics chaos is a genuinely funny time, the kind that works at a gaming night without needing any tutorial explanation. The Playground mode exists to help new players get comfortable with the movement before jumping into the 60-level story, which is a sensible inclusion. Solo play is viable and has score tracking and star collection to chase, but the experience is quieter and the repetitive lab visuals hit harder without someone next to you to react to the mayhem. If you are a solo player hunting tight controls and a well-paced puzzle campaign, you will hit a wall sooner than the credits. But as a couch game for a mixed-skill group, including younger players, it punches above the entry price and delivers a specific kind of chaotic fun that is hard to fake. Fred, Scout Team

Wreckin' Ball Adventure
AdventureCasualIndie

Wreckin' Ball Adventure

Aug 2, 2019Don't Bite DevsNo Gravity Games
GamerScout Says

Sixty levels of physics-based rolling and grappling with three friends on the couch - charming enough for kids, just frustrating enough for adults who thought they had precision movement figured out.

PC
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Screenshots & Media

Screenshot

About Wreckin' Ball Adventure

I'll be straight with you: I came to Wreckin' Ball Adventure expecting something loose and throwaway, and I got something that is genuinely more interesting than its budget tier suggests - though not without real cracks showing. You play as K160, a round robot trying to break out of a sterile corporate lab run by a villain called SuperCom. The premise is thin, the story is delivered in on-screen text with no voice acting, and it wears its Portal aesthetic a little too proudly. But underneath that borrowed visual language is a physics platformer with its own honest charm. The core movement set is roll, jump, swing, and smash. Getting from A to B sounds simple until you realize that momentum and trajectory are the whole game. You need to build speed before jumps, think about bounce angles off walls, and figure out which surfaces break and which push you back. The grappling hook is the most interesting tool in the kit - swinging on it to gain height, then releasing at the right arc, feels satisfying once it clicks. There is also a player-placed checkpoint system using collected blue orbs, which is an unusual and genuinely smart idea, even if reviewers noted that most players forget to actually use it mid-run. Switch-activated timed doors add a layer of urgency that pushes the puzzle side harder than you might expect from something marketed as casual. Where the game stumbles is in areas a shooter-trained brain notices fast: precision and feedback. The physics are intentionally loose - that is partly the point - but the floatiness crosses into frustrating territory on trickier levels where you need a specific trajectory and the ball just... does what it wants. Off-screen hazards like lasers give you little warning before you take a hit, which feels like a design gap rather than a difficulty feature. Level design across the 60 stages is also uneven; the middle stretch in particular has filler stages that pad rather than challenge. The Portal comparison in the aesthetics department does the game no favors because it invites a comparison to writing and environmental storytelling that Wreckin' Ball simply cannot win. That said, this is a local co-op game at its best. Up to four players can run the story levels together, and there is also a separate endless survival mode for groups. Getting four people on one screen with bouncing balls and physics chaos is a genuinely funny time, the kind that works at a gaming night without needing any tutorial explanation. The Playground mode exists to help new players get comfortable with the movement before jumping into the 60-level story, which is a sensible inclusion. Solo play is viable and has score tracking and star collection to chase, but the experience is quieter and the repetitive lab visuals hit harder without someone next to you to react to the mayhem. If you are a solo player hunting tight controls and a well-paced puzzle campaign, you will hit a wall sooner than the credits. But as a couch game for a mixed-skill group, including younger players, it punches above the entry price and delivers a specific kind of chaotic fun that is hard to fake. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopcontroller-supporttier:sub-5Physics PlatformerCouch Co-opLocal Multiplayer Up to 4Grappling HookMomentum-BasedFamily Friendly ChaosEndless ModePuzzle Platformer

System Requirements

Minimum

OS
Vista, Win 7, Win 8, Win 10 (64-bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA GeForce GTX 560 / AMD Radeon HD 6950 DirectX: Version 11
Processor
64-bit processor, Intel Core i3-4130 3.40 GHz / AMD Phenom II X4 965, 3.4 GHz
Sound Card
DirectX compatible sound card

Recommended

OS
Win 7, Win 8, Win 10 (64-bit)
Memory
6 GB RAM
DirectX
Version 12
Storage
6 GB available space
Graphics
NVIDIA GeForce GTX760 / AMD R9 280X
Processor
64-bit processor, Intel Core i5-4690K 3.50GHz / AMD FX-8350 4.2GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Don't Bite Devs
Publisher
No Gravity Games
Release Date
Aug 2, 2019

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