This game is now available on Steam!

Thanks for your help in getting this game selected for distribution via Steam. More information including a link to the Steam store page can be found below.

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Platforms: PC, Mac
Languages: English, Russian
Apr 7, 2015 @ 2:05pm
Dec 1, 2017 @ 10:02am

View Polyball in the store

Store page
Recent Announcements View All (10)
Hey Greenlight voters! Polyball has been released on Early Access!
Release date: May 2015
Combining the simple mechanics of classics like Super Monkey Ball and Marble Madness with the visual styling of low-poly artwork, Polyball is a blend of fast-paced time trials and puzzle platforming.

  • Two different game modes: standard level-by-level progression, and speedrun style marathon mode
  • 6 uniquely themed sectors, each with 10 levels
  • Fluid gameplay incorporating elements of racing, platforming, and puzzle solving
  • Robust customization system, complete with different ball models, shaders, and effects, which can be stored as loadouts
  • High level of difficulty intended for veterans of the genre, but accessible to casual players
  • Both global and friends leaderboards
  • In-game toggle of your best-run ghost
  • Original soundtrack written and mixed by local Canadian musicians

A little bit about us!
We're Studio Monolith, a startup digital design studio based out of Southwestern Ontario (near Waterloo). We've been working on Polyball for a few months now, and it's currently nearing completion. The project took a foothold in late 2014 when four friends got together to make a game that played like the classics we remember from our childhood.

As a sidenote: we've started a Kickstarter Project for Polyball (you can find the link on the right), and it'd be great if you could show your support by pre-purchasing the game there to help fund our final development stretch. There's all kinds of cool rewards, like shirts featuring art from the game, extra in-game models, and even custom designed levels or creative control for our first free content update: The Community Designed Sector.

Level Design!
Our approach to level design incorporates different gameplay archetypes, with styles ranging from downhill races to slow-paced physics platforming. Our method of quality assurance was that if it was hard for us to beat it after we designed it, then it was almost ready to be put in the game. The lines between these types become blurred as the game progresses, with levels that are more of a gauntlet incorporating elements of platforming, racing, branching-path exploration and puzzle solving.

Different Game Types
The game can be played in two different modes: one, a level by level progression through each sector of the game; and the other, a marathon mode, which keeps track of your total in-level playtime for an entire sector.

The level-by-level play is the first unlocked, and whenever you finish a level you are scored based on how close you were to a gold, silver, or bronze time The level unlocks work similar to that of a racing game: you don't need to get first place on every level to progress, instead needing a total number of medal points (Gold is worth 3, Silver is worth 2, Bronze is worth 1) to unlock the next sector of levels. To go beyond the medal system, there are collectibles along the way in each level that add to a final total score. If you finished the level faster than the gold time, you will get a time bonus to your score as well. You can play the game either way, choosing to climb the leaderboards of fastest time, highest score, or even both! The collectibles are also used to purchase different Polyballs and effects in the customize screen.

We wanted to tailor the marathon mode for those who might want to compete for speedruns of the game, and so the time you get at the end of the run is a cumulative time of each life, through each level, of every level and sector of the game. There are no menu times recorded, no pauses: just the time it took you to get through each level. This affords the players an official platform for hosting their best speedrun times, with no gimmicks or questions of legitimacy.

I mentioned customization before. Customization is something we all love in games, and so we wanted to implement a robust system for personalizing the Polyball that you play through the game with. The system involves different models, texturing options like diffuse and specular, multiple colour layers, speed effects like sparks and fire, all which can be stored into a preset Loadout slot. Each collectible that you pick up in-game is used to purchase things in the customization screen, and there are also special unlocks that can only be acquired in other ways.

Popular Discussions View All (2)
Apr 18, 2015 @ 12:19am
What sort of multiplayer modes would you like to see?
Apr 16, 2015 @ 5:45pm
Steam Achievements
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AJ1AJ Jun 23, 2015 @ 9:16am 
how good is the game? im not sure if i should get it... i forgot all about it until i was checking my previously voted list.
ITACHI Jun 5, 2015 @ 1:35pm 
▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
Dekarth May 7, 2015 @ 6:39pm 
Кул) надеюсь увидит свет проект!
Castro May 3, 2015 @ 2:25pm 
seems cool, should consider realeasing in app store.
PixleKiller May 2, 2015 @ 7:27am 
i hope it would have workshop
insanethinker May 1, 2015 @ 7:48pm 
大王叫我来巡山 Apr 30, 2015 @ 11:18am 
𝓕𝓵𝓪𝓶𝓮𝔁 Apr 28, 2015 @ 7:18pm 
I saw this game and thought, this looks great! and i went down to the comments to say that i liked how it looked, and all the words i could say about it were already used! This will be on steam in no time!
cardboard box Apr 28, 2015 @ 12:28am 
10/10 would buy
Raviisher Apr 20, 2015 @ 9:24am 
looks relay cool ;-)