Solo developer FVS (operating as MFG or Mini Fun Games) announced Ballatory on December 2, 2025, their follow-up to the successful incremental game Rock Crusher. This new idle game has you purchasing, upgrading, and customizing bouncing balls that collide with cores to generate money in real-time. Unlike Rock Crusher’s active session-based gameplay, Ballatory offers seamless progression that doesn’t require constant engagement, designed to run in windowed mode while you multitask. The game is now available for wishlist on Steam with playtests planned before the eventual 2026 launch.
From Rock Crusher to Bouncing Balls
Rock Crusher launched on Steam in August 2025 (August 18 specifically at 10:00 AM PDT) as an incremental game with a massive skill tree where you control a rock-crushing machine on a mysterious planet. The game requires managing health, fuel, and energy while crushing rocks to gather resources and progress through an extensive upgrade system. Inspired by games like Nodebuster, Digseum, and To the Core, Rock Crusher features session-based active gameplay where you need to pay attention during crushing sessions.
Ballatory represents a significant shift in design philosophy. Instead of active management during sessions, Ballatory runs continuously in real-time without requiring constant player input. You can resize the window, set it to always stay on top of other applications, and check back periodically when upgrades become available. This passive approach caters to players who want incremental progression without the active engagement Rock Crusher demands.
How Ball Physics Idle Works
The core loop involves purchasing balls that bounce around your screen, colliding with cores to generate currency. Each collision produces money based on the ball’s upgraded stats and the core’s properties. As you accumulate currency, you unlock upgrades that improve ball physics (speed, bounce height, collision damage), increase the number of balls you can deploy simultaneously, or enhance core value multipliers.
Customization extends beyond mechanical upgrades to visual personalization. You can paint your balls different colors, presumably unlock different patterns or designs, and create a personalized visual aesthetic while optimizing for maximum earnings. This combination of mechanical progression and cosmetic creativity appeals to players who enjoy both optimization and self-expression in their idle games.
| Feature | Details |
|---|---|
| Developer | FVS / MFG (Mini Fun Games), solo developer |
| Previous Game | Rock Crusher (August 2025) |
| Core Mechanic | Balls bounce and hit cores to generate money |
| Progression | Real-time, continuous, doesn’t require constant attention |
| Customization | Buy, upgrade, and paint balls |
| Window Mode | Resizable, always-on-top option for multitasking |
| Inspiration | Mobile idle ball physics game from years ago |
| Status | Early development, wishlist available, playtests coming |
The Inspiration Behind It
FVS mentioned the concept was inspired by a mobile game they enjoyed years ago, though they didn’t specify which game. The idle ball physics genre has several entries on mobile platforms where balls bounce around limited spaces, generating currency through collisions. Games like Idle Ball Islands combine physics-based ball movement with incremental progression and island exploration, showing how the concept can be expanded beyond simple bouncing.
What distinguishes Ballatory from mobile predecessors is the PC-focused design with windowed mode and multitasking capabilities. Mobile idle games demand you open the app periodically, while Ballatory can run visibly in a corner of your screen while you work, browse, or game elsewhere. This always-visible approach transforms it from something you check occasionally into ambient entertainment that provides periodic dopamine hits when upgrades become available.
Active vs Passive Incremental Design
The shift from Rock Crusher’s active gameplay to Ballatory’s passive progression reflects different philosophies within incremental game design. Active incrementals like Rock Crusher, Cookie Clicker (with golden cookies), and Clicker Heroes require player input for optimal progress. You need to click, manage resources, or make real-time decisions to maximize efficiency.
Passive incrementals prioritize automation and long-term strategic decisions over moment-to-moment engagement. Games like NGU Idle, Idle Skilling, and Antimatter Dimensions let you set things in motion and check back later. Ballatory follows this second philosophy, designed specifically to run in the background without demanding attention. This makes it perfect for people who enjoy incremental progression but don’t have time for active gameplay sessions.
The Solo Developer Indie Scene
FVS represents the growing wave of solo developers creating successful incremental games on Steam. Rock Crusher evidently performed well enough to fund development of a second project, validating the business model of creating focused, mechanically satisfying incrementals at accessible price points. The genre’s relatively modest graphical requirements and focus on systems over content make it viable for solo developers to compete.
The incremental game community is remarkably passionate and engaged, with dedicated subreddits, Discord servers, and content creators constantly searching for the next compelling idle experience. Games like The Gnorp Apologue, Nodebuster, and Farmer Against Potatoes Idle achieved “Overwhelmingly Positive” ratings on Steam, proving that well-designed incrementals can find substantial audiences despite minimal marketing budgets.
FAQs
When does Ballatory release?
No specific release date has been announced. The game is in early development with playtests planned for wishlist users before the eventual launch. Based on Rock Crusher’s August 2025 release and Ballatory’s December 2025 announcement, a mid-to-late 2026 release window seems plausible, though this is speculation.
How much will it cost?
Pricing hasn’t been announced. Rock Crusher is currently $3.99 on Steam (20% off from $4.99), so Ballatory will likely fall in a similar $3-6 range typical for indie incremental games. Check the Steam page closer to launch for confirmed pricing.
Do I need to play Rock Crusher first?
No, Ballatory is a completely separate game with different mechanics and themes. There’s no narrative connection or shared progression between the two titles. You can play either game independently without missing anything.
Will progress carry over from playtests?
This hasn’t been confirmed. Rock Crusher allowed demo progress to carry over to the full game, suggesting FVS favors this approach. However, incremental games often reset between major updates during development, so don’t assume playtest progress is permanent.
Is it mobile-friendly?
The game is being developed for PC via Steam, with no mobile version announced. The windowed mode and multitasking features are PC-specific design choices. While the concept originated from mobile games, Ballatory is targeting desktop players who want idle games running alongside other activities.
Can I play offline?
This hasn’t been specified, but most single-player incremental games on Steam support offline play. You likely won’t need constant internet connection once downloaded, though Steam itself requires periodic online verification for DRM purposes.
Will there be prestige systems?
Not confirmed, but prestige/reset mechanics are standard in incremental games to extend gameplay beyond initial progression curves. Rock Crusher included prestige levels, suggesting FVS understands the importance of meta-progression in keeping players engaged long-term. Ballatory will likely include similar systems.
What about Steam Deck support?
Unknown. Rock Crusher hasn’t been confirmed as Steam Deck Verified or Playable. Given Ballatory’s windowed multitasking design seems tailored for desktop use, Steam Deck optimization might not be a priority, though the game’s modest technical requirements suggest it could run on the hardware.
Why Idle Games Keep Growing
The incremental genre’s sustained popularity despite simplistic mechanics reflects something fundamental about how humans engage with games. The genre provides constant positive feedback through steadily increasing numbers, creates long-term goals through prestige systems and endgame content, and respects player time by allowing progress during periods of inattention. These design elements scratch the same psychological itches as gacha games or MMO dailies without the predatory monetization or time commitment demands.
Ballatory’s windowed always-on-top design specifically targets the modern multitasking reality where people work from home, have multiple monitors, or want entertainment during downtime without fully committing attention. Having balls visibly bouncing and generating money in your peripheral vision provides ambient satisfaction without interrupting primary activities. If FVS can nail the progression curve, upgrade variety, and visual feedback that made Rock Crusher successful, Ballatory could become the definitive “runs in the corner while you do other things” incremental game. For players already wishlisting, the wait for playtests will determine whether this ball-bouncing idle experiment delivers on its passive progression promise.