Compare ZRoll prices across trusted key stores and find the best deal. Developed by KxONE. Published by Bitlock Studio. Released on 4/17/2017. Available on PC. Genres: Action, Adventure, Casual, Indie.

300 achievements, six levels, one rolling ball, and a "Mixed" rating that tells you everything you need to know before your cursor reaches "Add to Cart".

I want to like ZRoll more than the evidence allows me to. There is something quietly sincere about a small team putting a rolling-ball platformer on Steam in 2017 and just... leaving it there. No discourse, no updates, no community drama. Just a ball, some platforms, ancient totems to collect, and a promise of 300 achievements. That sincerity is real. The game, unfortunately, is paper-thin. The core loop is straightforward to the point of being skeletal: you guide a sphere across platform layouts, jumping gaps, ricocheting off walls, and rolling into totems to destroy them and tick off achievements. The physics have a specific quality that community players have noted takes time to adjust to. Momentum carries longer than feels natural, the ball resists sudden direction changes in the air, and that sluggishness either becomes part of the texture or it never stops feeling like a bug. There is no middle ground. The two central mechanics, jumping and wall-rolling, are genuinely all you get. If you come looking for builds, progression systems, or even a loose sense of escalating complexity, ZRoll will not deliver. The structure compounds the thinness. The game offers six levels, each set against the same environment dressed in a different time-of-day filter, morning light giving way to dusk giving way to night. It is a modest environmental trick and not an unpleasant one, but players expecting meaningfully distinct worlds will notice quickly that the geometry underneath the lighting shifts barely changes. The totem count across those six stages, fifty per level by community accounts, is where the 300-achievement haul comes from. Each collected totem is its own achievement. That is the design. For achievement hunters who want a clean, completable list at a very low barrier, this is a coherent value proposition. For anyone else, it reads as padding. Optimization issues have been flagged in player feedback since launch, including frame-rate inconsistency that sits awkwardly on hardware that should have no trouble with visuals this modest. The music sits quietly in the background without doing much harm or much good. The totem destruction effect, a brief burst of particle light when the sphere collides with its target, is probably the most satisfying single moment the game offers, and it is a small one. The honest audience for ZRoll is narrow but real: achievement collectors who want a low-effort checklist, players who find something meditative in repetitive ball-rolling across open geometry, or people curious about the sub-dollar tier of Steam's long tail. For anyone else, the mixed Steam reception (sitting around 60 percent positive across roughly 136 reviews) is an honest signal. This is not a hidden gem with a slow opening that rewards patience. The opening is the whole game. Kai, Scout Team

ZRoll

ZRoll

Apr 17, 2017KxONEBitlock Studio
GamerScout Says

300 achievements, six levels, one rolling ball, and a "Mixed" rating that tells you everything you need to know before your cursor reaches "Add to Cart".

PC
Best Price Available
€0.00
at N/A
Historical low: €0.67

GamerScout Verdict

Strictly for achievement hunters willing to accept repetitive geometry and loose ball physics in exchange for a fast 300-point checklist.

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Price History

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About ZRoll

I want to like ZRoll more than the evidence allows me to. There is something quietly sincere about a small team putting a rolling-ball platformer on Steam in 2017 and just... leaving it there. No discourse, no updates, no community drama. Just a ball, some platforms, ancient totems to collect, and a promise of 300 achievements. That sincerity is real. The game, unfortunately, is paper-thin. The core loop is straightforward to the point of being skeletal: you guide a sphere across platform layouts, jumping gaps, ricocheting off walls, and rolling into totems to destroy them and tick off achievements. The physics have a specific quality that community players have noted takes time to adjust to. Momentum carries longer than feels natural, the ball resists sudden direction changes in the air, and that sluggishness either becomes part of the texture or it never stops feeling like a bug. There is no middle ground. The two central mechanics, jumping and wall-rolling, are genuinely all you get. If you come looking for builds, progression systems, or even a loose sense of escalating complexity, ZRoll will not deliver. The structure compounds the thinness. The game offers six levels, each set against the same environment dressed in a different time-of-day filter, morning light giving way to dusk giving way to night. It is a modest environmental trick and not an unpleasant one, but players expecting meaningfully distinct worlds will notice quickly that the geometry underneath the lighting shifts barely changes. The totem count across those six stages, fifty per level by community accounts, is where the 300-achievement haul comes from. Each collected totem is its own achievement. That is the design. For achievement hunters who want a clean, completable list at a very low barrier, this is a coherent value proposition. For anyone else, it reads as padding. Optimization issues have been flagged in player feedback since launch, including frame-rate inconsistency that sits awkwardly on hardware that should have no trouble with visuals this modest. The music sits quietly in the background without doing much harm or much good. The totem destruction effect, a brief burst of particle light when the sphere collides with its target, is probably the most satisfying single moment the game offers, and it is a small one. The honest audience for ZRoll is narrow but real: achievement collectors who want a low-effort checklist, players who find something meditative in repetitive ball-rolling across open geometry, or people curious about the sub-dollar tier of Steam's long tail. For anyone else, the mixed Steam reception (sitting around 60 percent positive across roughly 136 reviews) is an honest signal. This is not a hidden gem with a slow opening that rewards patience. The opening is the whole game.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstrading-cardstier:sub-5Rolling BallAchievement Hunter BaitPhysics-BasedTotem CollectorMinimalist PlatformerShort Completion

System Requirements

Minimum

OS
windows 7, 8 or 10
Memory
4 GB RAM
Storage
5 GB available space
Graphics
GTX 560 or R7 260
Processor
Intel core i3 or amd fx4300

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Game Info

Developer
KxONE
Publisher
Bitlock Studio
Release Date
Apr 17, 2017

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Frequently asked questions about ZRoll

How much does ZRoll cost?

ZRoll pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is ZRoll available on?

ZRoll is available on PC.

When was ZRoll released?

ZRoll was released on 17 April 2017.

Who developed ZRoll?

ZRoll was developed by KxONE and published by Bitlock Studio.