Bumper Keeper

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.

Coming soon to iPhoneSee how it plays

Pinball meets tower defense

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.

Flip

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.

Build

The machine is the maze

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.

Upgrade

Every fight changes the run

After each fight the Supply Depot offers three cards: new balls, upgrades, contraptions and pinball parts. Six rounds, then the final boss.

See it in action

App Store screenshot 1App Store screenshot 2App Store screenshot 3App Store screenshot 4App Store screenshot 5App Store screenshot 6App Store screenshot 7

Every run is different

Six rounds, a shop after every fight, and more than you'll see in one run.

5ballseach with its own weapon
6contraptionsto build the maze from
73upgradesto shape a run
102artifactslegendary, one per boss beaten
40bosseswith their own moves
12tableseach its own world

40 bosses

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.

Pick your Keeper

Five Keepers look after the machine, and each one plays differently: their own ball, their own contraption and one rule.

Kip

Names every bumper

Bumpers that shoot back. Every wall you build is a turret too.

Plasma Ball, Cosmic Bumper

Volt

Soldering since '78

Supercharged balls whose lightning chains further and lasts twice as long.

Lightning Ball, Overcharge Bumper

Blaze

Plays to an empty room

Launch a ball and it explodes where it lands. Big swings, the thinnest core.

Nova Ball, Launch Bumper, Kickback

Rime

Never in a hurry

Gravity Wells chill every alien near them, so the whole maze slows down.

Frost Ball and Gravity Well

Glint

Saves every quarter

Line a prism beam up through a crowd and get paid for it in energy.

Prism Ball and Tesla Coil

12 tables, 12 worlds

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.

Nebula Run

Blacklight space: three alien entries and the rollovers. The standard machine.

Payoff: Comet Strike

Aurora Peak

Icy balls keep their speed and an Ice Chute fires avalanches. Packs of runners. Rollover bonuses pay double.

Payoff: Blizzard

Sunken Reef

Floaty balls, a Whirlpool that fires them out overcharged, shields and swarms. Starts with an extra Plasma Ball.

Payoff: Tidal Wave

Ember Forge

Heavy balls, white-hot sparks on the grid and armored aliens. Every fight pays 2 extra energy.

Payoff: Eruption

Idol Falls

Damp, slow balls, an Idol's Mouth that spits darts, runners and swarms. Table lamps refill twice as fast.

Payoff: Rockslide

Mirage Mesa

Dry, fast balls, a wandering Dust Devil, runners and tanks. Starts with a random pinball part.

Payoff: Sandstorm

Moonlit Manor

A Secret Passage the aliens use too, shields and swarms. The first drain each fight comes right back.

Payoff: Spirit Banish

Carnival Night

A Prize Wheel that pays energy, overcharge or a blast, and crowds of swarms. The first reroll in every Depot is free.

Payoff: Fireworks

Crystal Deep

Geodes that grow on empty cells and shatter into shards, tanks and shields. Depot upgrades roll rarer.

Payoff: Prism Burst

Thunder Ridge

Heavy balls, a Lightning Rod that calls down strikes, runners and tanks. Balls launch overcharged.

Payoff: Thunderstorm

Pirate Cove

Boarders through a left-wall hatch, a Cannon that fires at the thickest crowd, grunts and shields. Bonus goals pay double.

Payoff: Broadside

Clockwork Keep

Spinning cogs that throw the balls, tanks and runners. Interest pays after every fight.

Payoff: Time Stop

Keep playing

Every run is different, and what you unlock carries on to the next.

Daily run

One seeded run a day, the same for everyone.

27 challenges

Two or three per table, each a run with a twist.

Tilt and Endless

Win a run to open Tilt, five stacking levels of challenge, then see how long you last in Endless.

The Starlite

Light the lamps on every table of an old seaside arcade. Every lamp brings new balls, contraptions and parts closer.

Looks

Ball trails, flipper looks and core styles from the capsule machine, and one of each table's own for winning it.

The Collection

Every ball, alien, boss and artifact you've met, filled in as you go.

Free to play

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.

Coming soon to iPhone