Pinball, for real
Real flippers and real ball physics. Where the ball meets the bat aims the shot, like a real table, and a clean flipper shot into an alien hits for 2.5 times the damage.
Pinball meets tower defense
Flip, build and smash your way through six rounds of alien invaders. Every run is different: pick upgrades, bend the maze, beat the boss.
Aliens are marching on your pinball machine, and you're the Keeper. Flip the balls into them, build the maze they walk, and keep them off the core for six rounds.
Real flippers and real ball physics. Where the ball meets the bat aims the shot, like a real table, and a clean flipper shot into an alien hits for 2.5 times the damage.
Every bumper you place is a wall the aliens have to walk around. Snake them past your Tesla Coils and Gravity Wells and keep them off the core.
After each fight the Supply Depot offers three cards: new balls, upgrades, contraptions and pinball parts. Six rounds, then the final boss.







Six rounds, a shop after every fight, and more than you'll see in one run.
Every round ends in a boss with its own moves: some charge, some guard their weak points, some repair them. Crack the gold weak points with ball hits to break the armor, then finish it before it reaches the core. Here are a few of the ones roaming the machine; every table keeps more of its own.






Five Keepers look after the machine, and each one plays differently: their own ball, their own contraption and one rule.
Names every bumper
Bumpers that shoot back. Every wall you build is a turret too.
Plasma Ball, Cosmic Bumper
Soldering since '78
Supercharged balls whose lightning chains further and lasts twice as long.
Lightning Ball, Overcharge Bumper
Plays to an empty room
Launch a ball and it explodes where it lands. Big swings, the thinnest core.
Nova Ball, Launch Bumper, Kickback
Never in a hurry
Gravity Wells chill every alien near them, so the whole maze slows down.
Frost Ball and Gravity Well
Saves every quarter
Line a prism beam up through a crowd and get paid for it in energy.
Prism Ball and Tesla Coil
Each table has its own scene, music, ball physics and rule, most add a signature toy, and every one has a payoff you set off by lighting its lamps.
Blacklight space: three alien entries and the rollovers. The standard machine.
Payoff: Comet Strike
Icy balls keep their speed and an Ice Chute fires avalanches. Packs of runners. Rollover bonuses pay double.
Payoff: Blizzard
Floaty balls, a Whirlpool that fires them out overcharged, shields and swarms. Starts with an extra Plasma Ball.
Payoff: Tidal Wave
Heavy balls, white-hot sparks on the grid and armored aliens. Every fight pays 2 extra energy.
Payoff: Eruption
Damp, slow balls, an Idol's Mouth that spits darts, runners and swarms. Table lamps refill twice as fast.
Payoff: Rockslide
Dry, fast balls, a wandering Dust Devil, runners and tanks. Starts with a random pinball part.
Payoff: Sandstorm
A Secret Passage the aliens use too, shields and swarms. The first drain each fight comes right back.
Payoff: Spirit Banish
A Prize Wheel that pays energy, overcharge or a blast, and crowds of swarms. The first reroll in every Depot is free.
Payoff: Fireworks
Geodes that grow on empty cells and shatter into shards, tanks and shields. Depot upgrades roll rarer.
Payoff: Prism Burst
Heavy balls, a Lightning Rod that calls down strikes, runners and tanks. Balls launch overcharged.
Payoff: Thunderstorm
Boarders through a left-wall hatch, a Cannon that fires at the thickest crowd, grunts and shields. Bonus goals pay double.
Payoff: Broadside
Spinning cogs that throw the balls, tanks and runners. Interest pays after every fight.
Payoff: Time Stop
Every run is different, and what you unlock carries on to the next.
One seeded run a day, the same for everyone.
Two or three per table, each a run with a twist.
Win a run to open Tilt, five stacking levels of challenge, then see how long you last in Endless.
Light the lamps on every table of an old seaside arcade. Every lamp brings new balls, contraptions and parts closer.
Ball trails, flipper looks and core styles from the capsule machine, and one of each table's own for winning it.
Every ball, alien, boss and artifact you've met, filled in as you go.
Play the three tables out front for free, with Kip and Rime, 22 of the 40 bosses, Tilt and Endless included. No ads and no energy timers. One purchase, the Full Game, opens the back room: the other 9 tables and 3 Keepers, for good.