The Ball
The Ball is a first person action-adventure game featuring a full single-player experience built on Epic’s Unreal™ Engine 3 technology. As a swashbuckling archaeologist working on the slopes of a dormant volcano somewhere in Mexico, you get stuck in a cavern. It doesn’t take long before you realize this is more than just a cave. You reveal ancient ruins that have been hidden from outsiders for centuries and discover a mysterious artifact, a gold and metal shelled Ball. As you progress towards solving the mystery of this amazing place you must unlock the secrets of the Ball and learn to control this ancient artifact. Venturing deeper into the volcano, you reveal some of mankind’s greatest secrets and you will start to encounter not just puzzles and traps, but also various strange creatures – the guardians of this mystery. These creatures have to be overcome, using only the Ball to defend you.
Key Features
- 8 hours of single-player adventure
- Game mechanics that are very simple to pick up, immersing the user in the physics-based gameplay right from the start
- 8 huge levels to explore
- Includes bonus Survival game mode, with 4 additional levels
- Wide range of enemies to overcome, including mummies and an undead gorilla
- Unique vehicles – an underground train and the mysterious “Ball Chariot”
- 35 secrets hidden away to be discovered, as well as multiple achievements for the player to earn
- Steamworks™ features including achievements and leaderboards
Steam User 1
I took a gamble on The Ball, as I do not have the reflexes or hand-eye coordination for most fast paced shooting/dodging games. But there was something about its appearance and story which intrigued me, and because some reviews described it as not hard (for them a criticism, for me a ray of hope), I decided to take a chance. And, of course, I struggled, but with overall enjoyment and satisfaction as I slowly overcame the mixture of puzzles, combat and exploration in the Campaign part of the game.
The Ball is an old game (2010), but there are some very helpful guides to updating its range of screen resolutions and refresh rates, which greatly improve the experience. There are a range of different achievements for game progress, destroying enemies, collecting story lore, and performing quirky actions (such as balancing & moving on the ball).
Of course, in the end my gameplay weaknesses were ruthlessly exposed by even the most gentle of the Survival levels and I gave up on these without regret. But, given I paid an 80% discounted price of UK £1.39 and had over 30 hours of play time, I have no concerns about value - and entertainment - for money.
Steam User 1
The Ball developed by Teotl Studios and published by Tripwire Interactive is a first-person action-puzzle adventure built around a single, striking concept: controlling a massive, mysterious metallic sphere deep within ancient ruins. Originally evolving from an award-winning Unreal Tournament 3 mod into a full standalone release, the game leans heavily into physics-based interaction, environmental puzzles, and atmospheric exploration. Rather than overwhelming players with complex systems, it commits to refining one central mechanic—the manipulation of the Ball—and building an entire subterranean journey around it.
The premise is simple but evocative. You assume the role of an archaeologist trapped within a volcanic excavation site in Mexico, descending into labyrinthine temples filled with relics of a forgotten civilization. Early on, you discover the Ball, an enormous metallic artifact that responds to a gravity-based tool capable of pulling or pushing it. This mechanic becomes the foundation of the entire experience. The Ball serves as both a puzzle-solving device and a weapon, capable of triggering pressure plates, breaking barriers, crushing enemies, or acting as a counterweight to environmental hazards. Its weight and momentum feel tangible, and maneuvering it through narrow corridors and vertical chambers demands careful positioning and foresight.
Puzzle design forms the core of the gameplay loop. Many challenges revolve around environmental manipulation: rolling the Ball across precarious platforms, aligning it to activate ancient mechanisms, or using its mass to redirect energy or open sealed passages. The game gradually introduces variations that expand on the mechanic, including environmental traps and occasional changes in how the Ball interacts with gravity or terrain. While the foundational idea remains consistent throughout, later levels attempt to layer additional complexity on top of earlier concepts. The puzzles are rarely abstract; instead, they are grounded in physical space, requiring spatial reasoning rather than symbolic problem-solving.
Exploration is another key component. The ancient temple environments are rendered with a strong sense of atmosphere, combining Aztec-inspired architecture with subterranean caverns and volcanic textures. The ruins feel isolated and imposing, contributing to a tone of quiet mystery. Although the narrative is minimal, environmental storytelling hints at a long-lost civilization and the origins of the artifact. Collectible relics provide snippets of context, but the game does not heavily rely on exposition. Instead, it allows the setting itself to carry the sense of intrigue.
Combat sequences are interwoven throughout the adventure, though they are secondary to puzzle-solving. Hostile creatures such as mummified warriors and other grotesque entities emerge to challenge the player. Rather than traditional gunplay, combat frequently involves using the Ball as a crushing weapon or obstacle. While this approach reinforces the central mechanic, enemy encounters can become repetitive over time. Combat lacks the same inventive depth found in the puzzle sections, occasionally interrupting the flow of exploration rather than enhancing it.
Pacing is one of the game’s most debated elements. The early hours establish the mechanic clearly, but some sections may feel drawn out as similar tasks repeat across multiple chambers. The game’s commitment to its single mechanic is both its greatest strength and limitation. When puzzles evolve and environmental hazards intensify, the experience feels rewarding and creative. However, extended stretches of comparable objectives can lead to a sense of monotony for some players. The optional Survival mode, featuring wave-based enemy challenges in trap-filled arenas, provides additional content but does not fundamentally alter the core experience.
Visually, The Ball benefits from Unreal Engine 3’s capabilities, delivering detailed lighting, particle effects, and atmospheric environments that still hold up reasonably well. Dust-filled corridors, glowing lava pools, and textured stone walls contribute to immersion. Sound design complements the visuals with echoing footsteps, distant rumblings, and ambient tension that reinforce the sense of isolation underground. The soundtrack remains understated, allowing environmental sounds to heighten the mood.
Ultimately, The Ball stands out as a concept-driven action-puzzle game that fully commits to its physics-based identity. Its unique mechanic of controlling a massive sphere distinguishes it from other first-person puzzle titles, offering a tactile and grounded experience rooted in environmental interaction. While its pacing and repetitive combat may prevent it from achieving universal acclaim, its atmospheric setting and focused design make it a memorable adventure for players who appreciate physics puzzles and solitary exploration. It may not reinvent the genre, but its central idea is executed with enough conviction to leave a lasting impression.
Rating: 7/10
Steam User 1
Unique ball mechanic and beautiful visuals. Occasional bugs but fun achievements and extra stuff.
Steam User 1
Its fun but doesn't have too much replayability. Cool puzzles but could of had more stuff I think. Has a portal bonus level. I like it but get it on sale.
Steam User 0
I'm gonna be honest right off the bat: I bought this game purely for the Portal DLC that was added during the "Potato Sack" ARG thing prior to Portal 2's release. I have played a bit of the campaign as I thought the aforementioned DLC would appear in the "Campaign" chapters after game completion... And I feel it's a good thing I didn't see the addon right off the bat because the portion of the campaign taught me the varying mechanics of The Ball instead of just throwing myself into the deep end.
I like the lighting and the overall aesthetics of the game: the "ancient ruins" vibe is really great! Though my one complaint is that it's easy to miss parts of a chamber; there was one puzzle in Chapter 2 that I couldn't complete for like 15 minutes because I missed the corridor on the left of the chamber, even though it was lit well enough... The puzzle itself was pretty simple. This is not the only example, so maybe I wished some areas was more obvious on where to go. I like the re-occuring motif in the agme's soundtrack - really pleasing on the ears.
I got mid-way through Chapter 2 where I randomly checked "Survival" and found the Portal DLC hiding there. The DLC is well made, and I like the puzzles in them: real brain teasers! And GLaDOS's dialogue made me chuckle. It was funky hear the default movement sounds from Source in a UE3 game. But this in itself I feel was worth the price of admission, how much that was whenever I bought this game years back (just now got around in playing it).
So overall: fun game, good puzzles, and the main campaign's ones are pretty good from what I've seen! And because of the age of the game, barely is an inconvenience on the Steam Deck's APU! I'll probably play more of this game whenever I'm away. For £7 it's a no-brainer. even more so if it's on sale!
Steam User 0
A surprisingly fun puzzle game. It was easy to understand and I had a great time!
Steam User 0
This was a pleasant little surprise. It's as if classic PC game Heretic and classic arcade game Marble Madness had a child. Mostly puzzles, but with a bit of combat thrown in as well. I'm definitely going to check out the other games by this studio (Unmechanical, The Solus Project).
This game is proof that dozens of abilities aren't required to make a good game, as well as a callback to the days when level design was king. The keybind screen is only one page long, without even any scrolling, and that's enough.
-- THE GOOD --
- Uncomplicated mechanics
- Clever, interesting level design
- Sound effects
- Good, logical problems with rules that are consistent (for the most part)
-- THE BAD --
- POV is oddly close to the ground, making it seem as though the crouch command is constantly being pressed
- Not sure if this is to do with widescreen, but the display has a somewhat fisheye effect at times
- A couple instances where I had to resort to a walkthrough because I didn't know the mechanics of this game supported certain actions. For example, the fact that the hammer device does nothing to pots or crates lying around the map heavily implies that it works only on the Ball or the blocks with glowing runes, but using it on a different type of target is required as the game proceeds.
-- THE UGLY --
- No manual saves - autosave/checkpoint only
- There's a lot of 'learn by dying' in the later levels