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Newly Launched Furyball: Rogue Revenge Doesn’t Give You a Weapon, It Makes You One

In the dystopian future of Neo-Arcadia, a violent sport called Furyball has taken over more or less everything, and every gang-controlled district in the city answers to it in one way or another. Working your way toward the final showdown in the Furydome means cutting through those districts first, and you won’t be carrying a sword or a gun to do it. Your only weapon is a bouncing ball, and that ball happens to be you.

Furyball: Rogue Revenge is developed and published by Rebound, and it launches today, entering Early Access. The whole thing is built around a mash-up of influences that shouldn’t really work together on paper, pulling from grindhouse cinema, Mad Max, and Rollerball, with a discopunk soundtrack from Toxic Avenger playing underneath all of it.

You’re Not Swinging a Weapon, You Are One

Rather than handing you something to attack with, Furyball: Rogue Revenge launches your character across the arena at high speed and asks you to do the rest with positioning and timing. You need to focus on ricochets, and reading how your own momentum is going to carry you through a room becomes just as important as anything standing in your way.

The arenas themselves lean into pinball design, shaping how enemies get in your way and where your next bounce is realistically going to end up. Each district comes with its own boss guarding the way through, and beating one is less about brute force and more about whether the build you’ve put together can actually handle what they throw at you.

Modules That Fuse Into Something Nastier

Your build comes together through modules, and it isn’t just collecting them, it’s fusing and combining them into something none of the individual pieces could manage alone. Burn, crush, and bleed effects can all be layered on top of each other, and figuring out which combinations actually complement your playstyle is where most of a run’s identity comes from.

Runs don’t last forever, and permadeath means a bad string of decisions ends things early. What carries over between attempts are equipment upgrades, giving every failed run a reason to matter even when the current one falls apart in the middle of a district you’d already half-cleared.

Neo-Arcadia’s Gangs Each Play by Different Rules

Every district in Neo-Arcadia is run by a different gang, and each one is built around its own obsession with the sport that’s taken over the city. That shows up in how each area looks and feels, and it also shapes what you’re up against as you move through it, since a build that handles one district comfortably can fall apart completely against the next one’s approach.

The revenge story running underneath all of it gives that escalation some weight too, tying the climb toward the Furydome to something more personal than just reaching the end of a run. It’s a straightforward setup, but one that fits a game built around getting hit, adapting, and coming back stronger the next time around.

A Sport That’s Only Just Opening Its Doors

What’s clear from the demo that’s been available ahead of launch is that this game is aiming for something a lot more physical than the average roguelite. It’s built entirely around momentum and positioning and is a single-player game through and through, with no co-op or multiplayer modes planned.

As it’s launching into Early Access, it means the version today is very much the starting point rather than the finished product.

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