Review: Balatro


It is incredibly rare to find a game that completely takes over your brain in the way that Balatro has. Developed by a solo creator going by the name LocalThunk and published by Playstack, this little indie game dropped out of nowhere and quickly became one of the most talked-about releases of the year. On the surface, it looks like a pretty standard digital poker game. You have a deck of cards, you get dealt a hand, and you try to make the best poker hand possible. But spend about five minutes with it, and you will quickly realize that Balatro is not actually a poker game at all. It is a brilliantly disguised roguelike deck-builder that uses the universal language of poker hands as its foundation to create one of the most addicting gameplay loops I have ever experienced.

The core mechanics start off simple enough to teach anyone, even if you have never played a card game in your life. You are trying to beat a certain score threshold, known as a blind, by playing poker hands. A pair gives you a base amount of chips and a small multiplier. A flush gives you more chips, and a straight flush gives you even more. You play through a series of antes, and the score requirements get higher and higher as you progress. If you fail to reach the score limit with the hands you are dealt, your run is over and you have to start from scratch. It sounds like standard video poker, but the magic of Balatro lies in what happens between these hands.

This is where the deck-building and roguelike elements come crashing in to completely warp your perspective on playing cards. After every blind, you visit a shop where you can spend your hard-earned money on various upgrades. The most important of these are Jokers. You can have up to five Jokers at a time, and each one fundamentally breaks the rules of poker in wildly different ways. One Joker might give you a massive multiplier every time you play a pair. Another might destroy a card in your hand and give you extra chips for each card destroyed. Another might only activate if you play a hand that contains a spade. Suddenly, you are no longer trying to play the statistically best poker hand. You are trying to play the hand that best satisfies the chaotic rules of your specific Jokers.

The deck-building goes even deeper when you factor in the other items you can buy in the shop. Planet cards permanently level up specific poker hands, meaning your flushes will naturally score more points without needing a Joker to boost them. Tarot cards let you literally alter your deck by changing the suit of a card, turning a card into a wild card, or destroying cards outright to thin your deck and increase your chances of drawing the cards you actually need. Spectral cards offer high-risk, high-reward effects that can either make your run legendary or immediately ruin it. If you have ever played a game like Slay the Spire or Monster Train, you will feel right at home with how these systems interlock, but Balatro manages to feel entirely fresh because of its playing card aesthetic.

As a roguelike, the game structure demands that you adapt to what the game gives you. You cannot force a flush-focused build if the shop only gives you Jokers that synergize with pairs and high cards. You have to pivot your strategy on the fly, which leads to these beautifully chaotic runs where you end up winning through sheer absurdity. To keep you on your toes, every eighth blind is a Boss Blind. These bosses apply a universal handicap to your run, like disabling the effect of all face cards, or making it so playing a straight actually deducts points. Beating a Boss Blind requires you to either build an incredibly versatile deck or find a specific Joker that completely ignores the boss’s rules, which is immensely satisfying when you pull it off.

The real triumph of Balatro, however, is just how unbelievably addicting its game loop is, and how that addiction directly feeds into the creation of utterly insane deck combos. Because the game constantly drip-feeds you new jokers and upgrades after every single round, you are always chasing that next layer of synergy. This creates a compulsion loop where you just want to see how far the math can go. What starts as a humble run trying to scrape together a few thousand points with a basic pair suddenly spirals completely out of control. You might pick up a Joker that gives you an x3 multiplier for every face card discarded, then find a planet card that buffs your straight, and then grab another Joker that doubles your entire score if you have exactly four cards left in your hand. Before you know it, the addictive nature of wanting to complete that puzzle pushes your scoring into the absolute stratosphere. You will find yourself playing a single pair of twos and watching the score ticker fly into the millions, then the billions, and occasionally even the trillions. The game loop tricks your brain into treating poker hands like puzzle pieces, and the ultimate reward for solving that puzzle is seeing numbers climb to absurd, astronomical heights that make no logical sense for a standard 52-card deck.

It also helps that the presentation is absolutely spot-on for this type of experience. The user interface is clean and easy to read, which is crucial when you have fifteen different modifiers happening at once and your score is rocketing into the billions. The visual style has a retro, slightly gritty CRT vibe to it that feels mysterious and cool. But the real standout is the sound design. The tactile thwack of the cards hitting the table, the escalating, hypnotic hum of the music as your score multiplier climbs higher and higher, and the incredibly satisfying sound of a massive score being calculated all tie the experience together perfectly. It is a game that feels incredible to just interact with on a moment-to-moment basis.

In a modern gaming landscape that is increasingly obsessed with massive scale, Balatro feels like a beautiful breath of fresh air. The game doesn’t rely on hyperrealistic graphics using the latest game engines with all the bells and whistles that has made game development as expensive, if not even moreso, than the biggest Hollywood blockbusters, but also made their development years in the making. Instead, it leans entirely into the simplicity of its look paired with incredibly complex mechanics under the hood. This brilliant design choice has made it incredibly easy to release on pretty much every platform from every game console, PC and mobile platform. You don’t need a pricey rig to run it; you just need a screen and a functioning brain to appreciate the sheer depth of its systems.

Balatro is a masterclass in game design. LocalThunk took something as simple and universally understood as a deck of playing cards and turned it into a sprawling, deeply strategic, and infinitely replayable roguelike. It takes the best parts of deck-builders and marries them to the instantly recognizable framework of poker, resulting in a game that is easy to learn but nearly impossible to put down. Playstack has an absolute monster hit on their hands here, and I can confidently say that if you have even a passing interest in card games, strategy games, or just games with incredibly tight gameplay loops, you owe it to yourself to play Balatro. Just make sure you do not have anything important to do for the next few days, because once this game gets its hooks in you, it will not let go.

Review: Ball x Pit


 have been playing Ball x Pit way too many times. It is the kind of game that sinks its hooks into you, not through a gripping narrative or photorealistic graphics, but through a pure, unfiltered gameplay loop that is as addictive as anything I have played in years. Developed by Kenny Sun and published by Devolver Digital, this title takes the classic, almost primordial concept of Breakout and smashes it together with the modern, progression-driven obsession of a roguelike, all while throwing in a dash of bullet-hell chaos and even a little bit of base-building for good measure. The result is a game that feels both immediately familiar and utterly fresh, a bizarre and brilliant genre stew that has completely consumed my gaming time.

At its core, the action in the pit is a frantic, vertical-scrolling brawl. You control a hero at the bottom of the screen, and from above, relentless waves of blocky enemies march downwards. Your only defense is a stream of magical balls that you launch upwards, watching them bounce off walls and foes alike. The key is to angle your shots to get the most bounces for maximum damage, a concept straight out of the Arkanoid playbook. But where it gets wild is the roguelike layer. Enemies drop XP gems, and with each level-up, you are presented with a choice of new abilities or perks. This is where your build starts to take shape. You might pick a fireball, a ball that spawns smaller “baby” balls on impact, or a passive perk that causes enemies to explode upon death. This system, highly reminiscent of Vampire Survivors, is where the “bullet hell” moniker comes into play, as your screen eventually becomes a chaotic, beautiful mess of ricocheting projectiles and particle effects.

The true genius of Ball x Pit, however, lies in its fusion and evolution mechanics. You have limited slots for your special balls, but the game frequently drops items that allow you to merge two existing balls into one powerful, combined version. This frees up a slot and creates something new and often devastating, like a laser that also causes bleeding damage. Deciding which balls to fuse, and which passive abilities to stack to support them, is a constant, engaging puzzle that makes every run feel distinct. As one review perfectly described it, the game is a laboratory of damage-dealing, where the question of who do I want to be for this run drives the entire experience. With over fifteen unique characters and dozens of possible evolutions, the strategic potential is huge.

Just when you think you have got the loop figured out, you return to the surface, and the game completely switches gears. The resources you have gathered in the pit are used to rebuild the fallen city of New Ballbylon in a clever base-building minigame. You place farms, quarries, and forests on a grid and then, in a brilliant twist, you harvest them by launching your own heroes into the town like they are balls in a game of Peggle. They bounce off buildings and collect resources, which you then use to construct permanent stat-boosting buildings and unlock new characters. This dual-loop structure is relentlessly compelling. A fifteen-minute run in the pit is always followed by a quick visit to the city to manage your resources and feel your power grow, which in turn makes you eager to dive back into the pit.

It is this frictionless cycle of action, reward, and progression that makes Ball x Pit so dangerously addictive. It is the perfect game for a quick session, but its just one more run hook makes it nearly impossible to put down. Some critics have noted that the base-building can feel a bit tedious and that the game can become too easy once you have unlocked a powerful build, but these are minor complaints against the sheer, joyful momentum of the experience. It is a game that respects your time with its short runs, rewards experimentation, and consistently makes you feel like a genius when a risky fusion pays off. Ball x Pit is more than just a good game; it is a masterclass in game design that understands the core appeal of a simple, satisfying mechanic and builds a sprawling, intricate, and endlessly replayable world around it. It is a cheap, chaotic, and utterly brilliant time sink that I wholeheartedly recommend.

Review: Sunless Sea


Sunless-SeaI acquired Sunless Sea by impulse as soon as I heard it was a “story-driven roguelike”. I had heard of it before as a “lovecraftian ship navigation simulator”. So happens it attempts to be both, and executes its proposal with laudable competence. Sunless Sea is Uncharted Waters: New Horizons for the SNES meets Eternal Darkness for the Gamecube. It is Sid Meier’s Pirates with a Doctor Who, wacky kind of horror, eldritch and horrifying in its own right. It is fantastic, and scary and fascinating.

Sunless Sea evokes the mysteriousness of the oceans during the age of discoveries and displaces it into a fantasy, steampunk, victorian London to create a setting appropriately unknown. Your home port of Fallen London (Which as it implies, is London after falling into the earth. Get with the program.) is the only mostly safe place in the underground sea referred to as the Unterzee. As soon as you set sail from Fallen London, there’s no telling what you’ll find, with bat swarms, giant crabs and rat pirates being some of the most tame enemies you’ll encounter. The Unterzee is appropriately feared by those that dwell in it, and your own terror is only one of the things you must manage, lest despair drives you into joining the ghosts in the sea. Mind you, this is not a metaphor, there are actual sea ghosts who, on occasion, wail for you to join them. Your ship’s light brings some comfort at the cost of precious fuel. You must balance the intake of fear with the diminishing fuel and food supplies. It is a game of management. as well as exploration.

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But most of all, it’s story-driven. There is no single story to speak, but all of them are superbly written. You travel from port to port, from tale to tale, every one of them as eerie as the previous and never the same as any other. The seas are ruled by the gods of Salt, of Stone and of Storm, and you seek their favour, only hoping not to displease any of them. Spider-silk and mushroom wine are common trading goods, while human souls and uncensored romantic novels are illegal commodities. Every island you visit is a story. Every game update is a new set of stories added. It is a fascinating, ever expanding world for the fantasy and horror writer and all its consumers.

If I had to describe Sunless Sea in one word, it would be “enigmatic”. More extensively I’d describe it as dashingly green and black. But it offers too much content; it’s too original to be summarized so briefly. As a roguelike, it is unconventional. As a horror story, it is promising, and as an indie game as a whole it is very successful. I can only hope the Unterzee becomes richer and richer with its programmed updates, and so should you.