Review
By The Completionist
A great roguelite just got its missing obsession hook
BALL x PIT was already one of the smartest twists on Peggle‑style physics and Vampire Survivors‑style power creep, but it lacked that one thing score‑chasers crave: a mode that lets a broken build truly sing without a hard stop. Runs ended, numbers capped out, and the meta‑puzzle of how far the system could bend never fully materialised.
The free Regal Update fixes that. It adds two new characters, eight ",regal" balls, a clutch of passives and evolutions, and the star of the show, Endless Mode. Taken together, they don’t rewrite BALL x PIT’s core loop so much as finally let it stretch to its natural, degenerate limits.
On Game Pass especially, this pushes the game from "strong recommendation" into "you really need to at least try this" territory.
How Endless Mode changes the roguelite loop
Endless Mode unlocks once you’ve beaten a standard run. From there, every cleared region offers you a fork in the road: cash out with your rewards as usual, or descend deeper into a remixed version of that same layer, where enemy waves accelerate, elite density ramps up, and environmental hazards compound.
Crucially, the mode doesn’t just recycle content until you die of boredom. Enemy health, spawn patterns, and boss variants scale in a way that forces you to pivot your build mid‑run. The early game is still about building a functional engine, but Endless turns the mid‑to‑late game into a long‑form puzzle of endurance. The breakpoints where your damage, pierce, and crowd control stop feeling comfortable arrive sharply, and you feel it in your fingers as shots that used to clear the board now leave worrying clusters alive.
Because every extra loop through a region comes with juicier rewards and steeper risk, BALL x PIT finally taps into that "one more floor" compulsion that defines the best run‑based games. You’ll chase a new evolution just to see what it does at wave 120, then begrudgingly admit you have to work in the morning.
Does it hit the same pure, hypnotic crescendo as Vampire Survivors? Not quite, and that’s by design. Survivors lets you become a walking delete key. BALL x PIT stays more technical, forcing you to keep aiming and choosing your angles even when your screen is a geyser of crit text. Endless Mode enhances that identity rather than erasing it.
The new characters: Falconer and Carouser
The Regal Update’s most immediate shake‑up comes from its two new treasure seekers, Falconer and Carouser, who both steer you into radically different ball economies.
Falconer is the precision player’s dream. Her gimmick is a pair of bird companions that effectively act as mobile launchers, re‑firing balls from their positions or applying extra effects along ballistic arcs. In practice that creates a fascinating layer of indirect aiming. Instead of just lining up the perfect bank shot from your cannon, you’re thinking about where the birds will be two bounces later and how their follow‑up volleys will intersect enemy clusters.
She makes positional planning matter more in a game that already rewarded thoughtful geometry. In short, Falconer tilts BALL x PIT a little closer to Peglin’s brainy side of the genre, where every peg hit and every bounce is part of a multi‑step plan. In Endless, she scales beautifully, because the more crowded the board gets, the more value there is in another set of precise firing angles.
Carouser is the opposite. He’s a chaos merchant who wants as many balls in play as possible, as often as possible. His passives lean toward refills, chain reactions, and resource explosions when you keep the combo going. On paper that sounds like pure fun, and in action it largely is. Launching a salvo of drunkenly wobbling projectiles into a swarm and watching the UI struggle to keep up with score ticks is exactly the kind of sensory overload Endless Mode is built to showcase.
The flip side is that Carouser exposes BALL x PIT’s one lingering weakness: visual clarity. On console, when a Carouser build with several evolution chains hits late‑endless, the screen can skirt the edge of readable. It never becomes unplayable, but you will occasionally lose track of threat telegraphs under the neon firestorm. Fans of Vampire Survivors’ maximalism will probably shrug this off. Players who bonded with BALL x PIT’s earlier, tidier readability may find Carouser a bit much.
Even so, the important part is that these two new hunters aren’t just stat tweaks. They recontextualise the weapon pool and encourage distinct mental models for each run, which is exactly what a healthy roguelite roster should do.
Eight new royal balls and fresher builds
BALL x PIT already revolved around the joy of fusing and evolving absurdly synergistic orbs. The eight royal balls extend that design space rather than simply offering sidegrades.
Several of them introduce mechanics that play directly into Endless Mode’s pressure curve. There are balls that ramp damage the longer they stay in play, perfect for the protracted screens of late‑run endurance waves. Others interact heavily with shields, armor shredding, or status stacking, giving you build paths that feel tailored to previously awkward enemy types.
What stands out is how quickly these new options start to feel essential. After a night with the update, going back to a pre‑Regal pool feels like you’ve lost key combo pieces. The new balls also slot cleanly into the existing evolution web, with fun cross‑pollinations between old and new passives. You might, for example, pair a scaling damage orb with legacy ricochet upgrades to turn every wall into a DPS multiplier, or stack one of the regal control balls with Falconer’s birds to carve safe channels through what used to be brick‑wall encounters.
More importantly for score‑chasers, the royal balls add new routes to those ridiculous, screenshot‑worthy numbers. Peglin has its multi‑stage crit detonations, Vampire Survivors has its late‑stage DPS graphs, and BALL x PIT now has regal builds that spike so hard in the triple‑digit waves that you start measuring success in orders of magnitude rather than simple high scores.
Meta‑progression, clarity, and console performance
Alongside the headliners, Regal quietly tightens a lot of the game’s edges. The meta‑progression tree accommodates the new content without becoming an incomprehensible sprawl. Unlock requirements for Falconer, Carouser, and the regal balls are clear and achievable over an evening or two of regular play, which is perfect for Game Pass dabblers.
Endless Mode itself is sensibly gated behind a normal clear, ensuring new players still learn the fundamentals before plunging into its temptations. Once you unlock it, a new structure in your base serves as an obvious access point, and the UI explains the escalating risk in plain terms.
On console, performance is mostly rock solid. Xbox Series X and PS5 hold a stable frame rate through all but the most unhinged Carouser builds in late Endless, and load times between floors are brief enough that restarting after a greedy mistake never feels like a slog. Gamepad aiming retains the satisfying magnetism of the launch version, and the subtle camera shake and screen flashes have been tuned so they pop without obscuring your line of fire.
If anything, the update underlines how much better this game feels with a controller in hand compared to mouse, particularly when your build turns into a flowing cascade of shots that you’re constantly nudging and correcting.
Does it belong beside Peglin and Vampire Survivors?
Before the Regal Update, BALL x PIT already had the mechanics to stand shoulder to shoulder with the genre’s greats. What it lacked was durability. A few dozen runs in, you could feel the edges of its content pool and the hard cap on how wild a single descent could get.
Regal doesn’t miraculously erase repetition; after all, you are still sending balls into a pit for hours at a time. But it does widen the plateau enough that the repetition feels like mastery rather than exhaustion. The new characters provide radically different opening puzzles, the royal balls fill in missing build fantasies, and Endless Mode gives the whole system a proving ground worthy of its depth.
Compared directly, Peglin remains the king of turn‑based, puzzle‑like shot planning, while Vampire Survivors is unmatched for pure "numbers go up" spectacle. BALL x PIT now confidently occupies the hybrid space between them. It gives you the tactile satisfaction of perfect angles combined with the long‑arc escalation of a true score‑chaser.
On Game Pass, that makes it an easy recommendation. If you bounced off the base game for feeling too finite, or if you simply wanted a reason to return, the Regal Update is that reason. If you have even a passing interest in physics‑driven roguelites, BALL x PIT, post‑Regal, isn’t just worth sampling; it’s one of the must‑play entries in the modern score‑chasing canon.
Final Verdict
A solid gaming experience that delivers on its promises and provides hours of entertainment.