
Drop the ball. Upgrade your world. Watch the chaos unfold.
Welcome to PlinkIdle, a retro-inspired pixel-art idle game where every drop has a chance to spark a cascade of surprises. Balls fall into buckets, pegs light up with upgrades, rare coins appear out of nowhere, and before you know it, the screen is alive with glowing buffs and floating coins. It’s simple to start, and endlessly rewarding.

A Classic Game of Chance, Reimagined
Watch as balls bounce through colorful pegboards into waiting buckets below, hoping they'll land in the max bucket. But PlinkIdle isn't just a game of luck; you can upgrade pegs, buckets, and balls to crank up the chaos and turn every drop into progress. Boost your drop rate, multiply your rewards, and transform your playfield into a storm of floating coins and falling balls.
Rare balls add another twist: watch them multiply against everything they touch for maximum coins. Keep an eye out for gold coins and other rare spawns that appear in real time, giving you reasons to stay engaged while the auto-ball keeps things moving in the background.
Adventure Through Themed Stages
Each stage is its own little world, from cozy fields under gentle rain, to glowing underground caverns, bright seas, and even outer space. Every stage has tiers to complete; finish them to unlock new layers of gameplay, fresh challenges, and greater rewards.
On top of that, each stage includes a wheel to spin. Every spin brings a new buff, and those buffs stack and grow as you push further, creating a satisfying sense of permanent progression.

Achievements and Progression
Track your journey with a full achievement system. Whether it’s tracking rare collisions or maxing out a stage, there’s always something to aim for. PlinkIdle is built around the joy of seeing numbers go up, one drop at a time.

Cozy Chaos Meets Idle Play
Want to play actively? Chase rare spawns and hold down that drop button for maximum momentum.
Want to relax? Sit back and let the auto-drop do its thing while you enjoy the ASMR of falling balls.
It’s the perfect mix of chaotic energy and cozy vibes, engaging when you want to focus, and soothing when you want to drift.
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PlinkIdle Features
Pixel Art Aesthetic – Hand-crafted retro visuals, full of charm and personality.
Random With Depth – Pegs, buckets, and balls all upgradeable for endless build variety.
Themed Stages – Rainy fields, snowy forests, electric night, and more to unlock.
Spin the Wheel – Buffs that stack for lasting power.
Rare Spawns – Gold coins and rare balls that multiply for massive wins.
Achievement System – Track your progress and push for 100%.
ASMR Bonus – Relaxing bops, plinks, and retro sound effects that create a white noise machine.
Idle or Active – Play hands-on or let the game run itself.
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PlinkIdle is all about turning simple drops into big adventures. Whether you’re in it for the upgrades, the rare finds, or just the cozy rhythm of balls bouncing on pegs, there’s always another reason to hit “drop” one more time.
Sit back, click, and let the chaos begin.
General Update
[p align=\"start\"]PlinkIdles development is rolling along![/p][p align=\"start\"]Weve been putting together a new build for web, which will likely serve as the teaser/demo version for Steam later on. This one is shorter and meant to showcase the games vibe, rather than provide the full hours-long experience.[/p][p align=\"start\"]Our current big build (the one with many hours of gameplay) has been super useful for testing, but as folks on itch pointed out, its also very imbalanced. Coins flood in, the balance falls apart, and progression collapses after just a couple of hours. Painful to see, but also incredibly helpful, because it clarifies what needs to change.My current priority is to address that.[/p][p align=\"start\"][/p]What We\'re Designing
[p align=\"start\"]The core idea that we\'re exploring now is splitting apart Stage-based upgrades and Global Upgrades. This will ensure that players have to earn some ball currency before they can really invest, rather than carrying over their coins from the previous level and dumping it all at once.\n\n[/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45630093/5589800b898ed63d2b12b789ccb27115daaa48d8.png\"][/img]\nSo, in this mockup you can see how the buttons might look for Stone, if everything was unlocked, and things are starting to get expensive because it\'s late game. On the right is an example of early game, the Wood stage, when things are still early/locked. You can see how the unique stage currency (balls) can be used to invest in stage-related upgrades.
[p align=\"start\"]Global Upgrades will be long term, run-based, and ultimately very expensive to take them to a high level.[/p]Drop Button Cooldown
[/*]Rarity Chance
[/*]The ability to unlock Auto Drop spawners (of which there will eventually be 3, we think)
[/*]
Peg upgrades
[/*]Peg splitters
[/*]A way to customize the stage further (each stage will ideally have a little gimmick to solve, like a way to repair missing pegs in the wood level, or a slow debuff to thaw in the winter level)
[/*]The player can also invest in the auto drop cooldowns for each stage.
[/*]
Other Priorities
[p align=\"start\"]Some other stuff we\'re working on:\n\nLocalization, because we\'ll be publishing the game in Asia with Gamersky!We\'re very excited about that.[/p]Thinking hard about a skill tree. I\'d like to have a skill tree that goes into rewarding idle play vs active play, but I\'m still in the early stages of planning that.
[/*]Builds, bugs, fighting with Steamworks. Lots and lots of time spent just banging our heads against the wall with various tools and processes.
[/*]
Minimum Setup
- OS: Ubuntu 20.04 LTS (64-bit) or newer
- Processor: Intel Core i3 or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+ / Vulkan compatible GPU with 1 GB VRAM
- Storage: 500 MB available space
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