Kabonk! demo is here!
The Devil is in the details, but we only have chaos :).
And the Devil can be tamed, sort of. Or we are just chaotically aligned.
Whatever the case. We have some amazing news to share. And let's start with a big one...
[h2]Demo is.... ready!?[/h2]
We have been working towards Steam's Next Fest and one of our targets was a Demo. A playable chunk of our game, or at least the vision of it. And it is... sort of... there. I'm afraid. We are afraid... What if... if only... what should we... Arrr. A game is never finished, is it? Are we enjoying it? Hell yes. So. Good. It is available! Enjoy the demo!
[h2]Playtest?![/h2]
And if you enjoy, or preferably, not enjoying the demo: Please join the playtest and throw everything you've got at us. We want to make the best game possible that we all can enjoy.
[h2]Achievements[/h2]
Not officially promoted on the store but we have already one hidden achievement for the demo. A small test for us, but a bigger beast is waiting to be unleashed! The final version will probably, **probably**, have a lot of them. Because they are pretty lit!
[h2]Bonjour, Ciao, Hallo, Hola, Здравей, Ahoj, Hej, Hallo, Hei, Γειά σου, Helló, Halo, こんにちは, 안녕하세요, Hei, Cześć, Olá, Olá, Bună, Привет, 你好, Hola, Hej, สวัสดี, 你好, Merhaba, Привіт, Xin chào[/h2]
We have translated the store to each supported language using a combination of Google/Bing translate, And using our own interpretations. Hopefully, there are not too many "stone bricks"-mistake-like translation errors. If you find any (that annoys you enough), please let us know and we get them fixed!
[h2]One Leaderboard to rule them all (demo)[/h2]
For the demo, we have added a Leaderboard. One. The total time of completion. For the final version, more extended boards will be available. We've also added the highscore and current score for each level!

[h2]Any Mac gamers out there?[/h2]
Even though we use the Unreal Engine, porting to all Operating Systems is not just a push of a button (it can be, just not for us at the moment). But smashing a few buttons at random and a working Mac version was cooked! Now we are figuring out what specs are needed and how to get this working in our pipeline. Hopes are high!
[h2]Small but notable[/h2]
- Initial ball is now relative to the paddle's shoot direction
- Improved visuals for the switch
- Ping pong now has an impact when shot perfectly
- Animation added when teleporting to worlds
- Worlds will not reset when finished
- Fixed issue where abilities could be activated when paused
- Improved open/closed visuals for portals
- Added special effects for some unique power-up combinations
- Improved guide direction when the first level is completed
- Spawned balls will shoot automatically after 5 seconds (except first)
- Improved balance for powerups
- Slightly decreased limitations for vertical movement
- Added settings for mouse sensitivity and sound
This is not a contester for /r/badUIbattles.
- Increased shoot interval for shot-powerup, removed shoot limit
- Ping pong tip added on level 6
- Added some fun for in the end :)
Most of those changes are the results of letting people playtest the game. They may look and sound small, but they are an enormous help and improvement for the overall experience. We thank all for that. Especially you, D, C, F, J, F, M, Z, P and those others :-). We love you.
Until next time!
Ow. Btw. Did we told you about the demo? Go check it on our store page! It is out!
And the Devil can be tamed, sort of. Or we are just chaotically aligned.
Whatever the case. We have some amazing news to share. And let's start with a big one...
[h2]Demo is.... ready!?[/h2]
We have been working towards Steam's Next Fest and one of our targets was a Demo. A playable chunk of our game, or at least the vision of it. And it is... sort of... there. I'm afraid. We are afraid... What if... if only... what should we... Arrr. A game is never finished, is it? Are we enjoying it? Hell yes. So. Good. It is available! Enjoy the demo!
[h2]Playtest?![/h2]
And if you enjoy, or preferably, not enjoying the demo: Please join the playtest and throw everything you've got at us. We want to make the best game possible that we all can enjoy.
[h2]Achievements[/h2]
Not officially promoted on the store but we have already one hidden achievement for the demo. A small test for us, but a bigger beast is waiting to be unleashed! The final version will probably, **probably**, have a lot of them. Because they are pretty lit!
[h2]Bonjour, Ciao, Hallo, Hola, Здравей, Ahoj, Hej, Hallo, Hei, Γειά σου, Helló, Halo, こんにちは, 안녕하세요, Hei, Cześć, Olá, Olá, Bună, Привет, 你好, Hola, Hej, สวัสดี, 你好, Merhaba, Привіт, Xin chào[/h2]
We have translated the store to each supported language using a combination of Google/Bing translate, And using our own interpretations. Hopefully, there are not too many "stone bricks"-mistake-like translation errors. If you find any (that annoys you enough), please let us know and we get them fixed!
[h2]One Leaderboard to rule them all (demo)[/h2]
For the demo, we have added a Leaderboard. One. The total time of completion. For the final version, more extended boards will be available. We've also added the highscore and current score for each level!

[h2]Any Mac gamers out there?[/h2]
Even though we use the Unreal Engine, porting to all Operating Systems is not just a push of a button (it can be, just not for us at the moment). But smashing a few buttons at random and a working Mac version was cooked! Now we are figuring out what specs are needed and how to get this working in our pipeline. Hopes are high!
[h2]Small but notable[/h2]
- Initial ball is now relative to the paddle's shoot direction
- Improved visuals for the switch
- Ping pong now has an impact when shot perfectly
- Animation added when teleporting to worlds
- Worlds will not reset when finished
- Fixed issue where abilities could be activated when paused
- Improved open/closed visuals for portals
- Added special effects for some unique power-up combinations
- Improved guide direction when the first level is completed
- Spawned balls will shoot automatically after 5 seconds (except first)
- Improved balance for powerups
- Slightly decreased limitations for vertical movement
- Added settings for mouse sensitivity and sound

- Increased shoot interval for shot-powerup, removed shoot limit
- Ping pong tip added on level 6
- Added some fun for in the end :)
Most of those changes are the results of letting people playtest the game. They may look and sound small, but they are an enormous help and improvement for the overall experience. We thank all for that. Especially you, D, C, F, J, F, M, Z, P and those others :-). We love you.
Until next time!
Ow. Btw. Did we told you about the demo? Go check it on our store page! It is out!