A Nice Game About Balls news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4079120
- PriceNo longer available on Steam Store
- Release date2026
- DeveloperThumb Flame Games
- PublisherThumb Flame Games
- Parent gameNot available
Genres: Casual, Indie, Sports, Strategy
Company pages: Developer: Thumb Flame GamesPublisher: Thumb Flame Games
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
A Nice Game About Balls Steam news
A Nice Game About Balls news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- I made 2 CPUs play my game and they sucked. - 5 July 2026
Creating CPU opponents (and having them play each other) is a very handy way to test out new levels, but they do tend to be quite chaotic. Click below!
- Preview of new demo level - 10 June 2026
I've recently put together another demo level (to be playable within the demo). Here are 2 minutes of footage to get a feel for it. Click below!
- Devlog #7 - Store, Localisation, and Big ol’ Refactor - 21 April 2026
Hullo friends, your friendly neighbourhood BALLS developer here, giving you a quick update which is hopefully less panicked than what I wrote previously.So yeah, what’s been going down?The Big RefactorI’ve already learned a huge amount whilst attempting this solo-game-dev thing, largely because I’m doing everything for the first time.My biggest code change was breaking down my application architecture into a more Humble Object pattern. This seems like a good fit for indie (or small) game development, particularly when working with an established game engine (in my case, Godot). Why, tho? Well, because game development is complicated. Game engines do the best they can to provide as much necessary functionality as possible (which is awesome, thank you for that) - but you’re essentially building a complicated application on top of another complicated application (one that you didn’t write)…
- Devlog #6 - “For the right reasons” - 18 February 2026
Friends! It’s that time again, when I realise I should probably write a quick, pithy blog update about “A Nice Game About Balls” because I have, in fact, forgotten to do that.So what’s been going down in game dev town? A Boss! Kinda!For the demo (more below), I’ve added an ‘interim’ boss. Players won’t directly engage with the boss at this point, but he’ll be there, being a nuisance to the players. He should be an imposing figure throughout exhibition matches.Demo-specific UI!Admittedly, this is very boring, but I’ve had to rethink how the demo (again, more below) vs. full game will work, re: user interactions and progress measurements/scoring. I’ve had to rebuild the main menu, and sub menus, and... that’s boring! But, kinda important! There’s no use adding lots of cool game features if people can’t even get to the game.The long, painful slog to a playable demo!As green as I am regardi…
- Devlog #5 - The Gift Goose Cometh - 10 January 2026
NOTE: This post was originally published on my blog in December 2025Hello again, internet! I intended to write a quick update every month, but I guess I’ve been having so much fun bug fixing and feature creeping that I forgot to provide an update in November. Oh well.Anyway, what’s been going on? Let’s break it down into bits that I can remember.An actual Steam page! It's been up for a while, as the screenshots on my Steam page already look a bit old and out of date - which is good, as that means progress, right? Anyway, please wishlist because it makes me feel good. Thank you so much and so kindly.Give it a look!Sound effects!I’d heard that adding sound effects to your game instantly makes it way more fun - and huh - that’s totally correct. I created a handy SFXManager global and a big ol’ list of sound effect references, and now I can quickly add sounds at various events throughout my…
- Devlog #4 - The Game Has a Name - 10 January 2026
Note: this post was originally written on my blog in October 2025Hello again, internet dwellers. I hope you’re well. I’m just stopping by to give an update as to what I’ve been chipping away at for the last month or so in my Godot project. There’s been some progress for sure, and I’ll break down some of the highlights below, but man - I’ve just realised I actually first started 7 months ago?? - and huh, I’ve done a lot - but also - not nearly enough :DA Steam holding page! (almost!)So, yeah, to keep myself focused on getting this game into an (eventual) releasable state and not get distracted, or forget that the actual goal was to create a fun, sellable little indie game, I’ve created a Steam holding page.There’s not a massive amount on there yet, and at the time of writing, Steamworks hasn’t even approved it, but it includes a little teaser video, a bunch of screenshots, and some descr…
- Devlog #3 - Tools of the Trade - 10 January 2026
Note: this was originally published on my blog in August 2025 Hello! It’s me again! The guy who is trying to learn how to make games in Godot while trying to remember to update this blog occasionally.There’s been a whole bunch of updates since I last posted. So much so, I can’t possibly remember them or summarise them - but I’m fairly sure I’ve committed code updated every day since.Not that that is a particularly good indication of progress, but it does mean I’ve been keeping at it, and that’s something I’ve failed to do previously with smaller experiments in other game engines.On the coding side, I’ve been getting more comfortable in C# - though I still forget certain methods or syntax - but also getting confident in the ‘architectural’ structure of the game. Admittedly, the confidence isn’t at 100% yet - maybe only 50% - but it has been reliable enough for me to quickly introduce fix…
- Devlog #2 - Skeleton Key - 10 January 2026
NOTE: This was originally published on my blog in June 2025Hey internet! Guess who forgot to write an update for the how-the-heck-do-you-make-a-game project I’m working on? Yes, it was me, you win.It’s been a few months, and in my spare time away from work and general life stuff I’ve been (slowly) getting used to navigating Godot’s editor and Node system, getting familiar (kind of) with C# (I chose to write this game in C# just because it seemed like a useful thing to learn), getting my head around a different coding paradigm; and trying to figure out exactly what it is I’m trying to build.On the latter point, I do have a habit of feeling-things-out when I’m designing and writing code, as opposed to meticulously planning things out beforehand. There’s definitely pros and cons to this. On the pro side, you’re not overly locked in, which allows you the freedom to iterate and adapt to new…
- Devlog #1 - Getting Going - 10 January 2026
NOTE: This post is from my blog, written in March 2025. After getting my latest side project uploaded in February (link here! 🎯), I set myself the goal of diving more into game development, in particular Godot, and particularly Godot 3D.Why 3D? I don’t know. Sounded fun?The thought was, as I live in a 3D world, maybe the physics side would be more intuitive; i.e., if I dropped a glass in my kitchen, I would expect the glass to travel downwards along the Y axis; end up hitting the floor (0,0,0?) and then I’d have to carefully sweep along the X and Z axis without cutting up my feet.Surprisingly, this thought process has kinda worked so far. What exactly is a ‘floor’ in a 2D world? A platform? Technically, the same could be said for 3D, maybe? However, having a central point to the world (0,0,0) makes it easier for me to understand.What am I making?Everything, everywhere, at all times is…
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