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Drop Pockets News

Drop Pockets 0.77.05

  • Fixed an issue where sharks would not activate if a run was continued into a shark phase, requiring a restart to fix

Thank you for your patience with this bug in particular, I'm hopeful this is finally the end of it.

Drop Pockets 0.77.04

  • Fixed HE'S GOT A BOMB's timer not counting down

Drop Pockets 0.77.03

  • Added a buffer to let the score tally up before the results screen appears
  • Added a safeguard against large balls getting wedged into pockets

  • Fixed a typo on the round counter
  • Fixed large balls not sinking in wide pockets
  • Fixed shop prices for several racks and cues

  • Changed the Floppy Disk rack to account for all score types
  • Slightly tweaked the ball trajectory preview's angle calculation


I've been seeing many people experience a bug where the pool shark doesn't activate properly, softlocking the game. I've taken a couple measures to stop this from happening, but I haven't been able to replicate the bug myself so I don't know where the source is.

I'm sorry if this killed any good runs, I'm trying my best to find it.

Drop Pockets 0.77.02

  • Added some safeguards to the pool shark activation
  • Added a buffer so the next turn won't start until score calculation has finished
  • Added tooltips to the sink and stall meters for more clear outcomes
  • Added a round counter above the score requirement
  • Added a tooltip when purchasing pocket items to better communicate which type of effect you're using


  • Continuing a game should be significantly more stable now


  • Fixed prize pool selection showing return scoring on a glass ball
  • Fixed a shark being non-unlockable
  • Fixed code fragments of an old system causing random losses

Drop Pockets 0.77.01

  • [p]Fixed shop restock [/p]